Fluorescent cyan/green and red foliage stems and tree branches (RTX 5090, v2.0.5) #875
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MagicBeanDev/Hookshot#875
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Hookshot version
v2.0.5
What kind of problem
Graphics (missing, black or wrong-coloured things, lighting, flicker)
What happened
Certain foliage elements render with unnaturally bright fluorescent cyan/green and red coloring. This affects stems on flowers and shrubs, as well as smaller branches on larger trees.
The affected areas appear glowing, while nearby leaves, tree trunks, and surrounding vegetation render normally.
(see example screenshots provided)
Expected behavior
Foliage stems and branches should display their natural colors without fluorescent highlights.
Comparison with Eglantine
I tested the same locations using Eglantine v0.1.0-rc3 on the same PC. All affected vegetation renders correctly in Eglantine, suggesting this is specific to Hookshot's rendering implementation.
Steps to reproduce
Comparison: Eglantine v0.1.0-rc3 (renders correctly)
Additional information
Game performance is generally great (approximately 60 native FPS sustained), but the foliage coloring remains incorrect.
Where in the game
Kokiri Forest
How often
Every time
Graphics card and driver version
RTX 5090, Driver Version 621.14
CPU, RAM and operating system
AMD 9950X3D, 64GB DDR5, Windows 11 Pro, 26H2
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
Before you send it
Looks like someone posted a similar issue as I was typing my bug report (#874)!
Cross-linking, since several open reports look like the same thing: #874, #866, #812, #811, #667, #696 (bright/fluorescent stems, flowers and branches; v2.0.2 to v2.0.5). It is not specific to one vendor: this one is RTX 5090, #874/#866 RTX 4070 Ti, #811 RX 9060 XT, #696 RX 9070 XT, and I saw it on an RX 7800 XT on v2.0.2-v2.0.3 (and still on v2.0.5, see my next comment).
Common detail in the logs I looked at: far-foliage mesh programs print
storage buffer NOT bound (reads zeros). Those lines are still there on 2.0.4/2.0.5 even though the characters' lighting is fine again (the exact programs differ by version, see below). In #696 someone traced the glow to the colour pass of a depth pre-pass + colour pass pair (hiding the colour pass turns the stems plain white). Useful to attach to a report: the storage buffer NOT bound lines of hookshot_log.txt and the area/time you saw it.Update from my side: confirmed on v2.0.5 as well. RX 7800 XT (16 GB), Windows 11, 1440p: some flowers and stems still glow neon. Please note my renderer DLL is not stock (v2.0.5 plus a few local changes and open PRs, listed in #865), so I cannot say yet whether it also happens with the stock DLL on this card; the many reports on stock builds above (RTX 5090, RTX 4070 Ti, RX 9060 XT) suggest it does.
In my v2.0.5 sessions the log has:
storage buffer NOT bound (reads zeros)for six mesh (stage 7) programs:51183fe750d5d0c8(c5+0x1d0) and4f0c0b40ab3a32cd(c5+0x228), both with a float-like address, and68642bb810ee3e7c,6b4dea601798c255,739acd678ae08655,d905f52b7517c681(all c5+0x60, addresses like0x10001c00a,0x20001c00a, ... that look like packed floats), 40 lines per session. (An earlier version of this comment named da7a7ab28b8e73d9; that one was in my v2.0.4 logs, not in v2.0.5 - corrected.) Nothing else foliage-related: no failed programs involved and 0 skipped draws per frame.Duplicate of #659 (glowing / neon stems, flowers and branches); thanks for the Eglantine comparison.