Texture Issue #847

Closed
opened 2026-11-08 23:08:48 +00:00 by krysilis · 12 comments
krysilis commented 2026-11-08 23:08:48 +00:00 (Migrated from github.com)

Hookshot version

v2.0.5

What kind of problem

Graphics (missing, black or wrong-coloured things, lighting, flicker)

What happened

Strange textures, seem to get more numerous the longer the game runs. Thanks and keep up the great work

Image Image Image Image Image

Where in the game

Kokiri forrest

How often

Every time

Graphics card and driver version

RTX 5060

CPU, RAM and operating system

Intel Core Ultra 9, 16GB RAM, Windows 11

Changes from the defaults

No response

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

hookshot_log.txt

Screenshots or video

No response

Before you send it

  • I'm on the newest release, or the problem is still there on it.
  • I searched the open issues for this problem.
  • I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
### Hookshot version v2.0.5 ### What kind of problem Graphics (missing, black or wrong-coloured things, lighting, flicker) ### What happened Strange textures, seem to get more numerous the longer the game runs. Thanks and keep up the great work <img width="949" height="535" alt="Image" src="https://github.com/user-attachments/assets/0e049e41-aacc-4eac-b72d-571be4101db4" /> <img width="494" height="265" alt="Image" src="https://github.com/user-attachments/assets/3e574886-5023-44cf-b728-251817f9e3f2" /> <img width="547" height="305" alt="Image" src="https://github.com/user-attachments/assets/d5da8f64-9d44-444f-ad7b-5d9f6bc16b16" /> <img width="926" height="523" alt="Image" src="https://github.com/user-attachments/assets/fbb63e61-719d-426a-95f5-8ca36eed2069" /> <img width="758" height="382" alt="Image" src="https://github.com/user-attachments/assets/7795b4c3-58f3-4296-831c-e49bc2d70951" /> ### Where in the game Kokiri forrest ### How often Every time ### Graphics card and driver version RTX 5060 ### CPU, RAM and operating system Intel Core Ultra 9, 16GB RAM, Windows 11 ### Changes from the defaults _No response_ ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt [hookshot_log.txt](https://github.com/user-attachments/files/34557141/hookshot_log.txt) ### Screenshots or video _No response_ ### Before you send it - [x] I'm on the newest release, or the problem is still there on it. - [x] I searched the open issues for this problem. - [x] I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
blueblur1986 commented 2026-11-08 23:10:43 +00:00 (Migrated from github.com)

I'm having the same issue with AMD Ryzen 4600H + nVidia GeForce GTX 1650 4GB + 16GB RAM.

Image Image Image
I'm having the same issue with AMD Ryzen 4600H + nVidia GeForce GTX 1650 4GB + 16GB RAM. <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/f2fc54a7-0126-49a5-abd5-9d193769e709" /> <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/e364b28d-d671-4acf-9467-d1ace23ed7ad" /> <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/7f9990c3-df1d-4de7-bc55-3a17da49bb49" />
PittaPlz commented 2026-11-08 23:12:00 +00:00 (Migrated from github.com)

Same issue on gtx 1660 super + ryzen 5600x + 16gb ram
(plus these textures were loaded upon entering the area then after the kaepora gaebora dialogue they turned green)

hookshot_log.txt

Image
Same issue on gtx 1660 super + ryzen 5600x + 16gb ram (plus these textures were loaded upon entering the area then after the kaepora gaebora dialogue they turned green) [hookshot_log.txt](https://github.com/user-attachments/files/34557179/hookshot_log.txt) <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/37224051-cdb7-443b-9325-682706e56201" />
lucasmazzoni45-del commented 2026-11-08 23:49:45 +00:00 (Migrated from github.com)

A way to tell whether this is texture-memory thrash (a hypothesis, I have not seen these logs): open hookshot_log.txt and look at

  • the vk: VRAM: ... used of ... allowed ... textures N MB (budget M MB) lines: is used close to allowed, and are the textures at the budget?
  • how often vk: N textures retired (...) appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs.

On my RX 7800 XT I saw exactly that pattern on v2.0.2 with a 6 GB cap (2,103 events in one session, 400-600 textures each) and it went away (15 events) with a higher budget. If your numbers look like that, a Quality preset that matches your VRAM (or a smaller RX_VK_VRAM_MB in hookshot_env.txt) may help; if used is far below allowed it is something else, and these two lines are worth adding to the report. Same question for #870.

A way to tell whether this is texture-memory thrash (a hypothesis, I have not seen these logs): open `hookshot_log.txt` and look at - the `vk: VRAM: ... used of ... allowed ... textures N MB (budget M MB)` lines: is `used` close to `allowed`, and are the textures at the budget? - how often `vk: N textures retired (...)` appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs. On my RX 7800 XT I saw exactly that pattern on v2.0.2 with a 6 GB cap (2,103 events in one session, 400-600 textures each) and it went away (15 events) with a higher budget. If your numbers look like that, a Quality preset that matches your VRAM (or a smaller `RX_VK_VRAM_MB` in `hookshot_env.txt`) may help; if `used` is far below `allowed` it is something else, and these two lines are worth adding to the report. Same question for #870.
PittaPlz commented 2026-11-09 00:42:48 +00:00 (Migrated from github.com)

a Quality preset that matches your VRAM (or a smaller RX_VK_VRAM_MB in hookshot_env.txt) may help

Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed.

Kinda seemed to make things worse?

  • is used close to allowed, and are the textures at the budget?

Yes, used often overshot "allowed" before the preset change and not as often after the change.
The textures were always over the budget, after the preset change they were always under.

  • how often vk: N textures retired (...) appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs.

Seems like this is happening in both cases, yeah..

logs below:

(before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted)

hookshot_log.1.txt

(after quality preset change to low/6gb VRAM)

hookshot_log.txt

I'm not super tech savvy so I apologize if this isn't very helpful x.x

> a Quality preset that matches your VRAM (or a smaller `RX_VK_VRAM_MB` in `hookshot_env.txt`) may help Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed. Kinda seemed to make things worse? > * is `used` close to `allowed`, and are the textures at the budget? Yes, used often overshot "allowed" before the preset change and not as often after the change. The textures were always over the budget, after the preset change they were always under. > * how often `vk: N textures retired (...)` appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs. Seems like this is happening in both cases, yeah.. logs below: (before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted) [hookshot_log.1.txt](https://github.com/user-attachments/files/34558637/hookshot_log.1.txt) (after quality preset change to low/6gb VRAM) [hookshot_log.txt](https://github.com/user-attachments/files/34558638/hookshot_log.txt) I'm not super tech savvy so I apologize if this isn't very helpful x.x
lucasmazzoni45-del commented 2026-11-09 00:57:46 +00:00 (Migrated from github.com)

a Quality preset that matches your VRAM (or a smaller RX_VK_VRAM_MB in hookshot_env.txt) may help

Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed.

Kinda seemed to make things worse?

  • is used close to allowed, and are the textures at the budget?

Yes, used often overshot "allowed" before the preset change and not as often after the change.
The textures were always over the budget, after the preset change they were always under.

  • how often vk: N textures retired (...) appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs.

Seems like this is happening in both cases, yeah..

logs below:

(before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted)

hookshot_log.1.txt

(after quality preset change to low/6gb VRAM)

hookshot_log.txt

I'm not super tech savvy so I apologize if this isn't very helpful x.x

Got your log, found the problem! In menus you're at a solid 60 fps, but in races it drops to 10–20 fps. Your GPU (GTX 1660 Super) takes 40–90 ms per frame, and VRAM goes over the limit (≈5.3 GB used vs ≈4.9 GB allowed). So the game keeps throwing textures away and reloading them, which causes the slowdown and the broken or late textures.
Fix, in order:
1. Lower the resolution. The game renders at 2560×1440 internally, even though your window is 1080p. Set the resolution / render scale to 1080p, or 720p if it's still slow. This is the big one for a 1660 Super.
2. Use a lower VRAM preset than "6GB" if there is one (e.g. 4GB). Your card has 6 GB, but Windows and other apps use part of it, so the game only really gets ~4.9 GB.
3. Close Firefox (and Discord/overlays) while playing. Firefox was open in your log, and it eats VRAM.
4. Keep the other options at Low, and don't put back the heavy ones from your old custom preset.
After that, send me a new log from a race so I can check that the VRAM stays under the limit.

> > a Quality preset that matches your VRAM (or a smaller `RX_VK_VRAM_MB` in `hookshot_env.txt`) may help > > Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed. > > Kinda seemed to make things worse? > > > * is `used` close to `allowed`, and are the textures at the budget? > > Yes, used often overshot "allowed" before the preset change and not as often after the change. > The textures were always over the budget, after the preset change they were always under. > > > * how often `vk: N textures retired (...)` appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs. > > Seems like this is happening in both cases, yeah.. > > > logs below: > > (before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted) > > [hookshot_log.1.txt](https://github.com/user-attachments/files/34558637/hookshot_log.1.txt) > > (after quality preset change to low/6gb VRAM) > > [hookshot_log.txt](https://github.com/user-attachments/files/34558638/hookshot_log.txt) > > > > I'm not super tech savvy so I apologize if this isn't very helpful x.x Got your log, found the problem! In menus you're at a solid 60 fps, but in races it drops to 10–20 fps. Your GPU (GTX 1660 Super) takes 40–90 ms per frame, and VRAM goes over the limit (≈5.3 GB used vs ≈4.9 GB allowed). So the game keeps throwing textures away and reloading them, which causes the slowdown and the broken or late textures. Fix, in order: 1. Lower the resolution. The game renders at 2560×1440 internally, even though your window is 1080p. Set the resolution / render scale to 1080p, or 720p if it's still slow. This is the big one for a 1660 Super. 2. Use a lower VRAM preset than "6GB" if there is one (e.g. 4GB). Your card has 6 GB, but Windows and other apps use part of it, so the game only really gets ~4.9 GB. 3. Close Firefox (and Discord/overlays) while playing. Firefox was open in your log, and it eats VRAM. 4. Keep the other options at Low, and don't put back the heavy ones from your old custom preset. After that, send me a new log from a race so I can check that the VRAM stays under the limit.
lucasmazzoni45-del commented 2026-11-09 01:01:02 +00:00 (Migrated from github.com)

a Quality preset that matches your VRAM (or a smaller RX_VK_VRAM_MB in hookshot_env.txt) may help

Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed.

Kinda seemed to make things worse?

  • is used close to allowed, and are the textures at the budget?

Yes, used often overshot "allowed" before the preset change and not as often after the change.
The textures were always over the budget, after the preset change they were always under.

  • how often vk: N textures retired (...) appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs.

Seems like this is happening in both cases, yeah..

logs below:

(before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted)

hookshot_log.1.txt

(after quality preset change to low/6gb VRAM)

hookshot_log.txt

I'm not super tech savvy so I apologize if this isn't very helpful x.x

Got your log, found the problem! In menus you're at a solid 60 fps, but in races it drops to 10–20 fps. Your GPU (GTX 1660 Super) takes 40–90 ms per frame, and VRAM goes over the limit (≈5.3 GB used vs ≈4.9 GB allowed). So the game keeps throwing textures away and reloading them, which causes the slowdown and the broken or late textures.
Fix, in order:
1. Lower the resolution. The game renders at 2560×1440 internally, even though your window is 1080p. Set the resolution / render scale to 1080p, or 720p if it's still slow. This is the big one for a 1660 Super.
2. Use a lower VRAM preset than "6GB" if there is one (e.g. 4GB). Your card has 6 GB, but Windows and other apps use part of it, so the game only really gets ~4.9 GB.
3. Close Firefox (and Discord/overlays) while playing. Firefox was open in your log, and it eats VRAM.
4. Keep the other options at Low, and don't put back the heavy ones from your old custom preset.
After that, send me a new log from a race so I can check that the VRAM stays under the limit.

More tips, from most to least important:
1. Turn off frame interpolation. Your log shows it's on (2x). It costs GPU power and VRAM, exactly what your 1660 Super is running out of. Turn it off first, then lower the resolution. If you want it back later, only re-enable it once races hold a stable 30+ fps without it.
2. Lower resolution / render scale to 1080p or 720p (right now it's 2560×1440 internally).
3. Pick the lowest VRAM/texture preset (4GB if available). You'll lose a bit of texture sharpness but get rid of the texture reloading.
4. NVIDIA Control Panel → Manage 3D settings (globally, or just for Hookshot):
• Power management mode: Prefer maximum performance
• Shader Cache Size: 10 GB or Unlimited
• Low Latency Mode: Off
5. Don't delete Hookshot's cache files (hookshot_programs.bin and the pipelines .bin in the game folder). They save the compiled shaders. Without them you get stutters every time something new appears. If the game is on a hard drive, moving the whole Hookshot folder to an SSD helps loading and stutters.
6. Close everything in the background: Firefox, Discord (or at least turn off its overlay and hardware acceleration), Wallpaper Engine, recording software. On a 6 GB card every few hundred MB counts.
7. Use 16 GB of system RAM or more. Hookshot reserves almost 10 GB for the game, and when VRAM is full it spills into system RAM too. With 8 GB it'll struggle no matter what.
8. Update the NVIDIA driver with a clean install (in the installer: Custom → "Perform a clean installation").
9. Play in fullscreen rather than windowed, and don't alt-tab during races. Your log shows the game losing focus to Firefox.
Realistically: a 1660 Super is at the low end for this. With 1–4 done you should get playable races, but don't expect high settings at 60 fps. Send me a new log after a race and I'll check whether the VRAM stays under the limit.

> > > a Quality preset that matches your VRAM (or a smaller `RX_VK_VRAM_MB` in `hookshot_env.txt`) may help > > > > Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed. > > > > Kinda seemed to make things worse? > > > > > * is `used` close to `allowed`, and are the textures at the budget? > > > > Yes, used often overshot "allowed" before the preset change and not as often after the change. > > The textures were always over the budget, after the preset change they were always under. > > > > > * how often `vk: N textures retired (...)` appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs. > > > > Seems like this is happening in both cases, yeah.. > > > > > > logs below: > > > > (before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted) > > > > [hookshot_log.1.txt](https://github.com/user-attachments/files/34558637/hookshot_log.1.txt) > > > > (after quality preset change to low/6gb VRAM) > > > > [hookshot_log.txt](https://github.com/user-attachments/files/34558638/hookshot_log.txt) > > > > > > > > I'm not super tech savvy so I apologize if this isn't very helpful x.x > > Got your log, found the problem! In menus you're at a solid 60 fps, but in races it drops to 10–20 fps. Your GPU (GTX 1660 Super) takes 40–90 ms per frame, and VRAM goes over the limit (≈5.3 GB used vs ≈4.9 GB allowed). So the game keeps throwing textures away and reloading them, which causes the slowdown and the broken or late textures. > Fix, in order: > 1. Lower the resolution. The game renders at 2560×1440 internally, even though your window is 1080p. Set the resolution / render scale to 1080p, or 720p if it's still slow. This is the big one for a 1660 Super. > 2. Use a lower VRAM preset than "6GB" if there is one (e.g. 4GB). Your card has 6 GB, but Windows and other apps use part of it, so the game only really gets ~4.9 GB. > 3. Close Firefox (and Discord/overlays) while playing. Firefox was open in your log, and it eats VRAM. > 4. Keep the other options at Low, and don't put back the heavy ones from your old custom preset. > After that, send me a new log from a race so I can check that the VRAM stays under the limit. More tips, from most to least important: 1. Turn off frame interpolation. Your log shows it's on (2x). It costs GPU power and VRAM, exactly what your 1660 Super is running out of. Turn it off first, then lower the resolution. If you want it back later, only re-enable it once races hold a stable 30+ fps without it. 2. Lower resolution / render scale to 1080p or 720p (right now it's 2560×1440 internally). 3. Pick the lowest VRAM/texture preset (4GB if available). You'll lose a bit of texture sharpness but get rid of the texture reloading. 4. NVIDIA Control Panel → Manage 3D settings (globally, or just for Hookshot): • Power management mode: Prefer maximum performance • Shader Cache Size: 10 GB or Unlimited • Low Latency Mode: Off 5. Don't delete Hookshot's cache files (hookshot_programs.bin and the pipelines .bin in the game folder). They save the compiled shaders. Without them you get stutters every time something new appears. If the game is on a hard drive, moving the whole Hookshot folder to an SSD helps loading and stutters. 6. Close everything in the background: Firefox, Discord (or at least turn off its overlay and hardware acceleration), Wallpaper Engine, recording software. On a 6 GB card every few hundred MB counts. 7. Use 16 GB of system RAM or more. Hookshot reserves almost 10 GB for the game, and when VRAM is full it spills into system RAM too. With 8 GB it'll struggle no matter what. 8. Update the NVIDIA driver with a clean install (in the installer: Custom → "Perform a clean installation"). 9. Play in fullscreen rather than windowed, and don't alt-tab during races. Your log shows the game losing focus to Firefox. Realistically: a 1660 Super is at the low end for this. With 1–4 done you should get playable races, but don't expect high settings at 60 fps. Send me a new log after a race and I'll check whether the VRAM stays under the limit.
lucasmazzoni45-del commented 2026-11-09 01:12:29 +00:00 (Migrated from github.com)

a Quality preset that matches your VRAM (or a smaller RX_VK_VRAM_MB in hookshot_env.txt) may help

Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed.

Kinda seemed to make things worse?

  • is used close to allowed, and are the textures at the budget?

Yes, used often overshot "allowed" before the preset change and not as often after the change.
The textures were always over the budget, after the preset change they were always under.

  • how often vk: N textures retired (...) appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs.

Seems like this is happening in both cases, yeah..

logs below:

(before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted)

hookshot_log.1.txt

(after quality preset change to low/6gb VRAM)

hookshot_log.txt

I'm not super tech savvy so I apologize if this isn't very helpful x.x

Got your log, found the problem! In menus you're at a solid 60 fps, but in races it drops to 10–20 fps. Your GPU (GTX 1660 Super) takes 40–90 ms per frame, and VRAM goes over the limit (≈5.3 GB used vs ≈4.9 GB allowed). So the game keeps throwing textures away and reloading them, which causes the slowdown and the broken or late textures.
Fix, in order:
1. Lower the resolution. The game renders at 2560×1440 internally, even though your window is 1080p. Set the resolution / render scale to 1080p, or 720p if it's still slow. This is the big one for a 1660 Super.
2. Use a lower VRAM preset than "6GB" if there is one (e.g. 4GB). Your card has 6 GB, but Windows and other apps use part of it, so the game only really gets ~4.9 GB.
3. Close Firefox (and Discord/overlays) while playing. Firefox was open in your log, and it eats VRAM.
4. Keep the other options at Low, and don't put back the heavy ones from your old custom preset.
After that, send me a new log from a race so I can check that the VRAM stays under the limit.

More tips, from most to least important:
1. Turn off frame interpolation. Your log shows it's on (2x). It costs GPU power and VRAM, exactly what your 1660 Super is running out of. Turn it off first, then lower the resolution. If you want it back later, only re-enable it once races hold a stable 30+ fps without it.
2. Lower resolution / render scale to 1080p or 720p (right now it's 2560×1440 internally).
3. Pick the lowest VRAM/texture preset (4GB if available). You'll lose a bit of texture sharpness but get rid of the texture reloading.
4. NVIDIA Control Panel → Manage 3D settings (globally, or just for Hookshot):
• Power management mode: Prefer maximum performance
• Shader Cache Size: 10 GB or Unlimited
• Low Latency Mode: Off
5. Don't delete Hookshot's cache files (hookshot_programs.bin and the pipelines .bin in the game folder). They save the compiled shaders. Without them you get stutters every time something new appears. If the game is on a hard drive, moving the whole Hookshot folder to an SSD helps loading and stutters.
6. Close everything in the background: Firefox, Discord (or at least turn off its overlay and hardware acceleration), Wallpaper Engine, recording software. On a 6 GB card every few hundred MB counts.
7. Use 16 GB of system RAM or more. Hookshot reserves almost 10 GB for the game, and when VRAM is full it spills into system RAM too. With 8 GB it'll struggle no matter what.
8. Update the NVIDIA driver with a clean install (in the installer: Custom → "Perform a clean installation").
9. Play in fullscreen rather than windowed, and don't alt-tab during races. Your log shows the game losing focus to Firefox.
Realistically: a 1660 Super is at the low end for this. With 1–4 done you should get playable races, but don't expect high settings at 60 fps. Send me a new log after a race and I'll check whether the VRAM stays under the limit.

Got the second log, and comparing the two explains a lot:
• The Low preset did help VRAM: about 1 GB less used, and fewer textures thrown away.
• But it also turned ON frame interpolation, which was OFF in your custom preset. That's almost certainly why it felt worse: it ate the performance you gained.
• In both logs the game renders at 2560×1440 internally, and your GPU needs 30–90 ms per frame in races (60 fps needs under 16 ms). That's the real bottleneck, and neither preset changed it.
So, do this:
1. Keep the Low preset.
2. Turn frame interpolation OFF.
3. Lower the resolution to 1080p, or 720p if races are still under 30 fps.
4. Close Firefox/Discord while playing.
Then send me one more log after a race. I expect the GPU time to drop a lot and the VRAM to stay under the limit.

> > > > a Quality preset that matches your VRAM (or a smaller `RX_VK_VRAM_MB` in `hookshot_env.txt`) may help > > > > > > Done that, the quality preset was at custom and I set it to low (6GB VRAM) and in doing so it tweaked some graphical options to be increased compared to the settings I had before and I left the changes that the quality preset changed. > > > > > > Kinda seemed to make things worse? > > > > > > > * is `used` close to `allowed`, and are the textures at the budget? > > > > > > Yes, used often overshot "allowed" before the preset change and not as often after the change. > > > The textures were always over the budget, after the preset change they were always under. > > > > > > > * how often `vk: N textures retired (...)` appears and how big N is. Hundreds per event every few seconds means the game is evicting and re-making the same textures; the symptom is textures that go wrong or arrive late the longer it runs. > > > > > > Seems like this is happening in both cases, yeah.. > > > > > > > > > logs below: > > > > > > (before quality preset change: custom preset with performance-heavy settings, as seen on the screenshot I posted) > > > > > > [hookshot_log.1.txt](https://github.com/user-attachments/files/34558637/hookshot_log.1.txt) > > > > > > (after quality preset change to low/6gb VRAM) > > > > > > [hookshot_log.txt](https://github.com/user-attachments/files/34558638/hookshot_log.txt) > > > > > > > > > > > > I'm not super tech savvy so I apologize if this isn't very helpful x.x > > > > Got your log, found the problem! In menus you're at a solid 60 fps, but in races it drops to 10–20 fps. Your GPU (GTX 1660 Super) takes 40–90 ms per frame, and VRAM goes over the limit (≈5.3 GB used vs ≈4.9 GB allowed). So the game keeps throwing textures away and reloading them, which causes the slowdown and the broken or late textures. > > Fix, in order: > > 1. Lower the resolution. The game renders at 2560×1440 internally, even though your window is 1080p. Set the resolution / render scale to 1080p, or 720p if it's still slow. This is the big one for a 1660 Super. > > 2. Use a lower VRAM preset than "6GB" if there is one (e.g. 4GB). Your card has 6 GB, but Windows and other apps use part of it, so the game only really gets ~4.9 GB. > > 3. Close Firefox (and Discord/overlays) while playing. Firefox was open in your log, and it eats VRAM. > > 4. Keep the other options at Low, and don't put back the heavy ones from your old custom preset. > > After that, send me a new log from a race so I can check that the VRAM stays under the limit. > > More tips, from most to least important: > 1. Turn off frame interpolation. Your log shows it's on (2x). It costs GPU power and VRAM, exactly what your 1660 Super is running out of. Turn it off first, then lower the resolution. If you want it back later, only re-enable it once races hold a stable 30+ fps without it. > 2. Lower resolution / render scale to 1080p or 720p (right now it's 2560×1440 internally). > 3. Pick the lowest VRAM/texture preset (4GB if available). You'll lose a bit of texture sharpness but get rid of the texture reloading. > 4. NVIDIA Control Panel → Manage 3D settings (globally, or just for Hookshot): > • Power management mode: Prefer maximum performance > • Shader Cache Size: 10 GB or Unlimited > • Low Latency Mode: Off > 5. Don't delete Hookshot's cache files (hookshot_programs.bin and the pipelines .bin in the game folder). They save the compiled shaders. Without them you get stutters every time something new appears. If the game is on a hard drive, moving the whole Hookshot folder to an SSD helps loading and stutters. > 6. Close everything in the background: Firefox, Discord (or at least turn off its overlay and hardware acceleration), Wallpaper Engine, recording software. On a 6 GB card every few hundred MB counts. > 7. Use 16 GB of system RAM or more. Hookshot reserves almost 10 GB for the game, and when VRAM is full it spills into system RAM too. With 8 GB it'll struggle no matter what. > 8. Update the NVIDIA driver with a clean install (in the installer: Custom → "Perform a clean installation"). > 9. Play in fullscreen rather than windowed, and don't alt-tab during races. Your log shows the game losing focus to Firefox. > Realistically: a 1660 Super is at the low end for this. With 1–4 done you should get playable races, but don't expect high settings at 60 fps. Send me a new log after a race and I'll check whether the VRAM stays under the limit. Got the second log, and comparing the two explains a lot: • The Low preset did help VRAM: about 1 GB less used, and fewer textures thrown away. • But it also turned ON frame interpolation, which was OFF in your custom preset. That's almost certainly why it felt worse: it ate the performance you gained. • In both logs the game renders at 2560×1440 internally, and your GPU needs 30–90 ms per frame in races (60 fps needs under 16 ms). That's the real bottleneck, and neither preset changed it. So, do this: 1. Keep the Low preset. 2. Turn frame interpolation OFF. 3. Lower the resolution to 1080p, or 720p if races are still under 30 fps. 4. Close Firefox/Discord while playing. Then send me one more log after a race. I expect the GPU time to drop a lot and the VRAM to stay under the limit.
lucasmazzoni45-del commented 2026-11-09 01:21:43 +00:00 (Migrated from github.com)

Same issue on gtx 1660 super + ryzen 5600x + 16gb ram
(plus these textures were loaded upon entering the area then after the kaepora gaebora dialogue they turned green)

hookshot_log.txt

Image

That green striped look is a texture that got kicked out of VRAM and then rebuilt wrong. It happens when the 6 GB on the 1660 Super fills up. They were fine when you entered the area, then filled up during the dialogue, got evicted, and came back green. CPU and RAM are fine, it's purely VRAM.

> Same issue on gtx 1660 super + ryzen 5600x + 16gb ram > (plus these textures were loaded upon entering the area then after the kaepora gaebora dialogue they turned green) > > [hookshot_log.txt](https://github.com/user-attachments/files/34557179/hookshot_log.txt) > > <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/37224051-cdb7-443b-9325-682706e56201" /> That green striped look is a texture that got kicked out of VRAM and then rebuilt wrong. It happens when the 6 GB on the 1660 Super fills up. They were fine when you entered the area, then filled up during the dialogue, got evicted, and came back green. CPU and RAM are fine, it's purely VRAM.
PittaPlz commented 2026-11-09 01:30:53 +00:00 (Migrated from github.com)

hookshot_log.txt

The insert menu changes were basically just reverting to what I had before switching to the 6GB VRAM preset (unless setting the resolution option on the insert menu to 50% doesn't actually lower the internal resolution of the game)

Also changed the NVIDIA settings on shader cache size to 10GB and closed discord and firefox, which I think was the biggest difference since I was watching a live event with some friends.

[hookshot_log.txt](https://github.com/user-attachments/files/34559387/hookshot_log.txt) The insert menu changes were basically just reverting to what I had before switching to the 6GB VRAM preset (unless setting the resolution option on the insert menu to 50% doesn't actually lower the internal resolution of the game) Also changed the NVIDIA settings on shader cache size to 10GB and closed discord and firefox, which I think was the biggest difference since I was watching a live event with some friends.
PittaPlz commented 2026-11-09 01:33:42 +00:00 (Migrated from github.com)

In both logs the game renders at 2560×1440 internally

That's really odd, in the first screenshot my resolution scaling in the insert menu was set to 50% then after the preset change it was set to 75%.

> In both logs the game renders at 2560×1440 internally That's really odd, in the first screenshot my resolution scaling in the insert menu was set to 50% then after the preset change it was set to 75%.
NotRexed commented 2026-11-09 05:59:10 +00:00 (Migrated from github.com)

Tracked in #993, follow there. That issue collects every report of garbled or rainbow textures that get worse over play time, and this one is linked from it with its GPU, version and log details. It is a known issue in v2.0.6 and not fixed yet. 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.

Tracked in #993, follow there. That issue collects every report of garbled or rainbow textures that get worse over play time, and this one is linked from it with its GPU, version and log details. It is a known issue in v2.0.6 and not fixed yet. 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`.
PittaPlz commented 2026-11-09 13:24:56 +00:00 (Migrated from github.com)

Sorry to necropost but

In both logs the game renders at 2560×1440 internally

That's really odd, in the first screenshot my resolution scaling in the insert menu was set to 50% then after the preset change it was set to 75%.

Does this track? Have I been playing at 1440p internal resolution this whole time even though I've set the resolution scaling in the insert menu to 50%? If so, is there any way to change that?

Sorry to necropost but > > In both logs the game renders at 2560×1440 internally > > That's really odd, in the first screenshot my resolution scaling in the insert menu was set to 50% then after the preset change it was set to 75%. Does this track? Have I been playing at 1440p internal resolution this whole time even though I've set the resolution scaling in the insert menu to 50%? If so, is there any way to change that?
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