PERFORMANCE IS HORRENDOUS ON A 5070 and a 5700x #844
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MagicBeanDev/Hookshot#844
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Hookshot version
v2.0.5
What kind of problem
Low fps or stutter
What happened
why is the fps so low? this version currently has no bugs but the fps is so low, lower than the emulator even
Where in the game
kokiri forest
How often
Every time
Graphics card and driver version
rtx 5070 latest drivers
CPU, RAM and operating system
5700x 16gb ram win 11
Changes from the defaults
No response
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
Screenshots or video
Before you send it
RTX 5070: persistent gameplay stutter after cache warm-up, irregular frame times and occasional long stalls
Summary
I experience persistent stuttering while walking around Kokiri Forest and moving the camera. Frame generation improves the displayed FPS but does not eliminate the interruptions.
Repeated traversal after cache warm-up still produces uneven frame delivery. Some samples contain no queued shader jobs or reported shader/pipeline waits, so initial shader compilation may not explain all of the stuttering.
Hardware and environment
OS: Windows 11
CPU: Intel Core i7-12700K
GPU: NVIDIA GeForce RTX 5070, 12 GB
RAM: 32 GB DDR5
NVIDIA driver: 621.01 at the time of the measurements
Installation: Hookshot Builder
Game language: Portuguese (Brazil)
Vulkan 1.4; mesh shaders, host memory import and pipeline libraries detected
Controller: DualSense, recognized through SDL
Version clarification
The initial screenshot identifies v2.0.2, source
998ef8f9. The installation was subsequently updated during troubleshooting.The latest local log identifies:
The earlier measurements below were collected before this latest log. They should not all be interpreted as a controlled v2.0.5 reproduction.
Steps used to reproduce
Load a save in Kokiri Forest.
Walk around the village and rotate the camera.
Repeat the same route within the same session to reduce first-visit compilation effects.
Compare frame generation off versus 2x, and frame pacing on versus off.
Expected behavior
More consistent frame delivery when revisiting an already explored area, or diagnostic information that distinguishes compilation stalls from other runtime stalls.
Observations from earlier troubleshooting sessions
Gameplay summaries commonly reported approximately 40–50 FPS, with some lighter views approaching 60 FPS.
With frame generation enabled at 2x, the displayed counter reached approximately 91 FPS, but visible stuttering remained.
Presentation interval summaries recorded frames longer than 40 ms.
One summary reported:
In other stuttering sections, the summaries reported:
GPU frame times were often approximately 10–14 ms while overall frame delivery was slower.
Some samples reported zero failed graphics programs.
Internal
vcoresdiagnostics included occasional long waits. I do not know whether these waits caused the visible interruptions.These are sampled and aggregate diagnostics, not a timestamped frame-by-frame trace.
Tests already attempted
Test | Observation -- | -- Frame generation disabled | Uneven frame delivery remained Frame pacing enabled/disabled | Disabling it did not eliminate the stalls Repeated traversal with an increasingly warm cache | Compilation activity decreased, but stuttering remained Reduced overall GPU memory occupancy | Stalls were not eliminatedTotal GPU memory use measured through
nvidia-smidecreased from approximately 11.0–11.3 GiB to approximately 9.6–9.7 GiB.These are adapter-wide measurements, not Hookshot-only allocations. The settings changed during testing, so this was not a controlled comparison of quality presets.
Latest v2.0.5 log — separate findings
The latest log reports:
Its initial program-cache message reports:
A pipeline cache was present at startup.
The latest tail shows approximately 60 FPS, but with only 2–211 draws and 14 dispatches per frame. This is not comparable to the earlier outdoor gameplay samples with roughly 1,700–3,000 draws. I am therefore not treating those 60 FPS summaries as evidence that outdoor stuttering is fixed.
Latest saved configuration
This configuration was read after the latest session and does not necessarily describe every earlier measurement:
Related reports
#388: cold-cache stuttering and flickering on an RTX 5070 Ti
#124: RTX 5070 stuttering in new areas
I cannot confirm whether this is the same underlying issue. Please let me know if these findings belong in an existing thread.
Diagnostic questions
Which diagnostics would help distinguish runtime synchronization/resource-loading stalls from shader or pipeline compilation?
What is needed to investigate the isolated 518 ms GPU submission?
Should the 97 failed graphics programs in the v2.0.5 log be investigated separately?
I can provide a fresh, short gameplay reproduction with fixed settings and a sanitized log. No game files, keys, generated executables or caches are included in this report.
</html> </html>Tracked in #995, follow there. That issue collects every report of low FPS while the GPU is not fully used, and shader stutter, and this one is linked from it with its GPU, version and log details. If it still happens on v2.0.6 (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher), please add a comment there with your
hookshot_log.txt.