[Tracking] VRAM and RAM fill up over play time: fps fades, textures degrade or turn rainbow, a restart fixes it (mostly 4-8 GB cards) #993

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opened 2026-11-09 05:38:34 +00:00 by NotRexed · 33 comments
NotRexed commented 2026-11-09 05:38:34 +00:00 (Migrated from github.com)

This issue collects every open report of garbled or rainbow textures that get worse over play time, so there is one place to follow it. The individual reports were closed pointing here; their logs, screenshots and discussion stay in each linked issue.

Summary

Textures turn into multicoloured blocks, rainbow or checkerboard patterns, see-through characters with thin stripes, or black terrain. It usually starts after some minutes of play and gets worse the longer the game runs. Saving and reloading, or restarting, clears it for a while. The v2.0.6 release notes list it as a known issue that is being worked on; it is not fixed yet.

Affected GPUs and versions

  • GPUs: NVIDIA and AMD cards with 4-8 GB of VRAM: GTX 1650 / 1650 Ti (4 GB), RTX 2050 and RTX 3050 laptops (4-6 GB), RTX 2060 (6 GB), RTX 2080 Super, RTX 3060 Ti, RTX 3070 and RTX 5060 Laptop (8 GB), RX 5500 XT, RX 6600 XT, RX 6700 XT. One RTX 4070 Super log (12 GB) shows the same budget overrun.
  • Versions: mostly v2.0.5; older v2.0.1-v2.0.3 reports of the same kind are listed below too.

Evidence from the logs

Every v2.0.5 log attached to these reports shows the same three things:

  • Textures far over their budget, 1.4-2.5x: 2820 MB vs a 1441 MB budget (RTX 3050 Laptop 4 GB, #870), 3743 vs 1988 MB (RTX 2050 4 GB, #941), 4908 vs 3627 MB (RTX 3070, #951), 6212 vs 3635 MB (RTX 2080 Super, #933), 3913 vs 2943 MB (RTX 3050 6 GB, #981).
  • VRAM over the driver's allowance in most VRAM reports on NVIDIA (133 of 139 reports in #941, peak 5021/3367 MB; 188 of 202 in #951) or sitting exactly at it on AMD (6749/6749 MB in #884, 10416/10499 MB in #985).
  • Constant eviction: hundreds to thousands of "textures retired" events, for example 1,778 events / 45,244 textures (#870), 5,719 / 230,024 (#951), 5,799 / 279,962 (#933).

Working hypothesis: a texture that is evicted and later re-created comes back with the wrong contents. #933 decodes ASTC on upload (not the BC3 path), so it is not only the BC3 re-encode. #1015 (kept open; #988 closed into it) is a freeze or device lost every time on the walk from Kakariko to Death Mountain Trail, on v2.0.5 and v2.0.6. "A capture's wait for write-back ... timed out" there, on a GPU-written 1600x1600 texture that is uploaded again, which may be related.

Texture problems that do not show this pattern are listed in the table too (for example #736, stretched floor textures on a 16 GB RTX 5080, and #107, ground streaks after a long walk from Castle Town).

Workarounds

  • Use the preset that matches your card's VRAM (4 GB / 6 GB / 8 GB) in the Graphics tab and lower Resolution; close other programs that use VRAM (browsers, recorders).
  • Save and reload, or restart the game, when it starts.
  • RufflezAU posted a wall-clock eviction patch in #595 (not merged or released) that kept a Steam Deck's textures at budget with paging gone.

Reports merged here (25 issues, about 46 people)

Issue Title People GPU Version Key detail
#105 VRAM leak AMD RX 9000 4 RX 9060 XT/9070 XT brighter High VRAM use (15 GB) on 16 GB AMD; maintainer: not a leak, textures capped 6 GB; renannpaiva broken lines video
#847 Texture Issue 4 RTX 5060 Laptop 8GB, GTX 1650 4GB, GTX 1660S 6GB v2.0.5 Textures go wrong more the longer it runs, turn green after an area event; logs: VRAM over allowance most reports (5060L peak 7699/7042, textures 3707 vs 2838; 798 evict…
#898 Kakariko Village: textures become severely corrupted after staying in… 4 GTX 1650 4GB, RTX 3050 Laptop 4GB v2.0.5 Progressive texture corruption (multicoloured blocks, checkerboard) that worsens over minutes (Kakariko, everywhere outside, Death Mountain, Dodongo); save+load restores…
#394 Light Flickering average fps of 15 and ram usage of 95 percent 3 RTX 3050 Mobile 4GB, RTX 5060 Laptop low-vram 4 GB: 15 fps, RAM 95%; Minimum preset removed flicker but same fps; RX_VK_WAIT_GPU=0 helps flicker on Windows (v2.0.0 made frame wait default)
#595 Kakariko at night on a 4 GB GTX 1650 Ti: textures take twice their bu… 3 GTX 1650 Ti 4GB, Steam Deck OLED, RTX 3070 8GB v2.0.2-main Textures 2x budget -> paging; RufflezAU's wall-clock eviction patch posted in full (applies to main b234b43): Deck textures stay at budget, paging stops, no device lost…
#107 Grass texture issue in hyrule field 2 RTX 3060 old Hyrule Field ground streaks/dark env cube after walking from Castle Town (GPU copy kept over game's reused memory, cube 0x112a47f000); also in Kokiri; v2.0.3 lists "grou…
#254 Performance drops and severe FPS stuttering during the Deku Tree intr… 2 RTX 3050 Laptop 4GB pre-foliage Deku Tree intro fps collapse: 5.2 GB used on 4 GB card (197 ms/frame); 4 GB presets since low-vram
#732 Low fps (20-25) in Kokiri Forest on GTX 1660 SUPER, GPU only at 60-73% 2 GTX 1660 Super 6GB v2.0.4 v2.0.4: Deku Tree 45-50 fps under budget; Hyrule Field ~10 fps when VRAM over budget (GPU time 1.5x at same draws)
#736 Stretched/streaked textures on floors and walls (and black spots) — R… 2 RTX 5080, RTX 5070 Ti v2.0.2 Stretched/streaked floor and wall textures with black blotches (Kakariko graveyard tomb and others)
#861 Rainbow Effects 2 RTX 3060 Ti v2.0.5 Rainbow effects on Link and the Deku Tree; vanishes after saving (2nd reporter); no log
#870 texture bug 2 RTX 3050 Laptop 4GB, RX 5500 XT v2.0.5 Textures start bugging at a random point (worse over time); log: VRAM over allowance in 40 of 44 reports (peak 4635/3357 MB), textures 2820 MB vs budget 1441 MB, 1778 ev…
#883 Low FPS and some LSD glitches 2 GTX 1650 Ti 4GB, GTX 1650 v2.0.5 5-7 fps in Kokiri with the 4 GB preset, purple/green "LSD" textures, cutscene desync; log: textures 3371 MB vs budget 1929 MB, VRAM 4619/3367 MB, 339 eviction events
#976 [v2.0.5]Texture issue and shiny objects 2 RTX 2060 6GB v2.0.5 Texture corruption + shiny objects worse over time; driver 621.14 helped at first, corruption back after ~5 min; logs: VRAM over allowance 19 of 34 (peak 6103/5191), tex…
#96 Something Wrong with the Shaders 1 RTX 3050 4GB small-vram Black then crash on 4 GB (VRAM over budget, GPU timeout)
#452 Maximum GPU usage when entering the Deku Tree 1 RX 6600 8GB device-lost-fix VRAM maxes out entering the Deku Tree, whole PC freezes (also on 4 GB preset)
#519 After switching Game speed to Per frame once, saves in large areas lo… 1 RTX 3050 Laptop 4GB v2.0.1 4 GB: Goron City save loaded first after start runs ~5 fps (GPU 93-176 ms in texture lookups, VRAM 4233/3367, textures 1503 MB); loading Kakariko first then the same sav…
#709 Now using for more memory than fritchii v4.1 emulator 1 RTX 2070S v2.0.2 Uses more memory than Fritchii; brown hatched textures when VRAM fills
#712 GTX 1650 Super - Black Screen 1 GTX 1650 Super 4GB, 8 GB RAM v2.0.2 Black screen after the opening even on the lowest preset (audio, movement work); 8 GB system RAM (below the ~10 GB needed)
#767 The textures in the city of Hyrule don't load well and it lags. 1 RX 6650 XT v2.0.3 Castle Town: slow load, bad textures, fps drops (log, screenshot)
#884 Visual Bug 1 RX 6600 XT (0x800161) v2.0.5 Castle Town visual bug after a long load freeze; unpausing slow; VRAM at the allowance (6749/6749), 180 eviction events
#919 Low FPS & Glitches 1 RX 7600 v2.0.5 5 min black after the cinematic, low fps, shiny characters while textures load, black/wrong-coloured terrain (log too short)
#933 Hyrule Town: textures become severely corrupted after buying the skul… 1 RTX 2080 Super 8GB v2.0.5 Castle Town: characters see-through with thin green stripes, rainbow textures after buying the Skull Mask; log: ASTC decoded on upload, VRAM over allowance 73 of 388 rep…
#941 Corrupted textures everywhere, low FPS and freezes on RTX 2050 laptop… 1 RTX 2050 Laptop 4GB v2.0.5 Corrupted textures everywhere (magenta/green/blue blocks, stripes), 13-21 fps, freezes; logs: VRAM over allowance 133 of 139 reports (peak 5021/3367), textures 3743 vs 1…
#951 Multiple severe texture and colour corruption issues in early game ar… 1 RTX 3070 8GB v2.0.5 Solid blue/yellow blocks, rainbow garbage textures, neon foliage in Kokiri; log: VRAM over allowance 188 of 202 reports (peak 8153/7084), textures 4908 vs 3627 MB, 5,719…
#981 Glich 1 RTX 3050 6GB Laptop v2.0.5 Lost Woods: less stutter but render problems grow; log: VRAM over allowance 17 of 29 reports (peak 6045/5233), textures 3913 vs budget 2943 MB, 538 eviction events (27,9…

Adding a report

Please update to v2.0.6 first (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher). Please add: GPU and its VRAM size, preset and Resolution, the area, how many minutes until it starts, and the hookshot_log.txt from that session (the VRAM / budget / "textures retired" lines are what matter).

All tracking issues

  • #993 Garbled / rainbow textures that get worse over play time (VRAM over budget, mostly 4-8 GB cards)
  • #994 Floating trees, missing mountains and vanishing near vegetation
  • #995 Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter
  • #996 AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes)
  • #997 AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot
  • #998 Black screen with audio after the intro / at the Deku Tree cutscene
  • #999 Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes
  • #1000 Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures
  • #1001 GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports
  • #1002 Invisible or missing objects, walls and effects
  • #1003 Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml)
  • #1004 Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces
  • #1005 Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing
  • #1006 AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software)
  • #1007 Feature requests (collected)
This issue collects every open report of garbled or rainbow textures that get worse over play time, so there is one place to follow it. The individual reports were closed pointing here; their logs, screenshots and discussion stay in each linked issue. ## Summary Textures turn into multicoloured blocks, rainbow or checkerboard patterns, see-through characters with thin stripes, or black terrain. It usually starts after some minutes of play and gets worse the longer the game runs. Saving and reloading, or restarting, clears it for a while. The v2.0.6 release notes list it as a known issue that is being worked on; it is **not fixed yet**. ## Affected GPUs and versions - **GPUs:** NVIDIA and AMD cards with 4-8 GB of VRAM: GTX 1650 / 1650 Ti (4 GB), RTX 2050 and RTX 3050 laptops (4-6 GB), RTX 2060 (6 GB), RTX 2080 Super, RTX 3060 Ti, RTX 3070 and RTX 5060 Laptop (8 GB), RX 5500 XT, RX 6600 XT, RX 6700 XT. One RTX 4070 Super log (12 GB) shows the same budget overrun. - **Versions:** mostly v2.0.5; older v2.0.1-v2.0.3 reports of the same kind are listed below too. ## Evidence from the logs Every v2.0.5 log attached to these reports shows the same three things: - **Textures far over their budget**, 1.4-2.5x: 2820 MB vs a 1441 MB budget (RTX 3050 Laptop 4 GB, #870), 3743 vs 1988 MB (RTX 2050 4 GB, #941), 4908 vs 3627 MB (RTX 3070, #951), 6212 vs 3635 MB (RTX 2080 Super, #933), 3913 vs 2943 MB (RTX 3050 6 GB, #981). - **VRAM over the driver's allowance** in most VRAM reports on NVIDIA (133 of 139 reports in #941, peak 5021/3367 MB; 188 of 202 in #951) or sitting exactly at it on AMD (6749/6749 MB in #884, 10416/10499 MB in #985). - **Constant eviction**: hundreds to thousands of "textures retired" events, for example 1,778 events / 45,244 textures (#870), 5,719 / 230,024 (#951), 5,799 / 279,962 (#933). Working hypothesis: a texture that is evicted and later re-created comes back with the wrong contents. #933 decodes ASTC on upload (not the BC3 path), so it is not only the BC3 re-encode. #1015 (kept open; #988 closed into it) is a freeze or device lost every time on the walk from Kakariko to Death Mountain Trail, on v2.0.5 and **v2.0.6**. "A capture's wait for write-back ... timed out" there, on a GPU-written 1600x1600 texture that is uploaded again, which may be related. Texture problems that do **not** show this pattern are listed in the table too (for example #736, stretched floor textures on a 16 GB RTX 5080, and #107, ground streaks after a long walk from Castle Town). ## Workarounds - Use the preset that matches your card's VRAM (4 GB / 6 GB / 8 GB) in the Graphics tab and lower **Resolution**; close other programs that use VRAM (browsers, recorders). - Save and reload, or restart the game, when it starts. - RufflezAU posted a wall-clock eviction patch in #595 (not merged or released) that kept a Steam Deck's textures at budget with paging gone. ## Reports merged here (25 issues, about 46 people) | Issue | Title | People | GPU | Version | Key detail | |---|---|---|---|---|---| | #105 | VRAM leak AMD RX 9000 | 4 | RX 9060 XT/9070 XT | brighter | High VRAM use (15 GB) on 16 GB AMD; maintainer: not a leak, textures capped 6 GB; renannpaiva broken lines video | | #847 | Texture Issue | 4 | RTX 5060 Laptop 8GB, GTX 1650 4GB, GTX 1660S 6GB | v2.0.5 | Textures go wrong more the longer it runs, turn green after an area event; logs: VRAM over allowance most reports (5060L peak 7699/7042, textures 3707 vs 2838; 798 evict… | | #898 | Kakariko Village: textures become severely corrupted after staying in… | 4 | GTX 1650 4GB, RTX 3050 Laptop 4GB | v2.0.5 | Progressive texture corruption (multicoloured blocks, checkerboard) that worsens over minutes (Kakariko, everywhere outside, Death Mountain, Dodongo); save+load restores… | | #394 | Light Flickering average fps of 15 and ram usage of 95 percent | 3 | RTX 3050 Mobile 4GB, RTX 5060 Laptop | low-vram | 4 GB: 15 fps, RAM 95%; Minimum preset removed flicker but same fps; RX_VK_WAIT_GPU=0 helps flicker on Windows (v2.0.0 made frame wait default) | | #595 | Kakariko at night on a 4 GB GTX 1650 Ti: textures take twice their bu… | 3 | GTX 1650 Ti 4GB, Steam Deck OLED, RTX 3070 8GB | v2.0.2-main | Textures 2x budget -> paging; RufflezAU's wall-clock eviction patch posted in full (applies to main b234b43): Deck textures stay at budget, paging stops, no device lost… | | #107 | Grass texture issue in hyrule field | 2 | RTX 3060 | old | Hyrule Field ground streaks/dark env cube after walking from Castle Town (GPU copy kept over game's reused memory, cube 0x112a47f000); also in Kokiri; v2.0.3 lists "grou… | | #254 | Performance drops and severe FPS stuttering during the Deku Tree intr… | 2 | RTX 3050 Laptop 4GB | pre-foliage | Deku Tree intro fps collapse: 5.2 GB used on 4 GB card (197 ms/frame); 4 GB presets since low-vram | | #732 | Low fps (20-25) in Kokiri Forest on GTX 1660 SUPER, GPU only at 60-73% | 2 | GTX 1660 Super 6GB | v2.0.4 | v2.0.4: Deku Tree 45-50 fps under budget; Hyrule Field ~10 fps when VRAM over budget (GPU time 1.5x at same draws) | | #736 | Stretched/streaked textures on floors and walls (and black spots) — R… | 2 | RTX 5080, RTX 5070 Ti | v2.0.2 | Stretched/streaked floor and wall textures with black blotches (Kakariko graveyard tomb and others) | | #861 | Rainbow Effects | 2 | RTX 3060 Ti | v2.0.5 | Rainbow effects on Link and the Deku Tree; vanishes after saving (2nd reporter); no log | | #870 | texture bug | 2 | RTX 3050 Laptop 4GB, RX 5500 XT | v2.0.5 | Textures start bugging at a random point (worse over time); log: VRAM over allowance in 40 of 44 reports (peak 4635/3357 MB), textures 2820 MB vs budget 1441 MB, 1778 ev… | | #883 | Low FPS and some LSD glitches | 2 | GTX 1650 Ti 4GB, GTX 1650 | v2.0.5 | 5-7 fps in Kokiri with the 4 GB preset, purple/green "LSD" textures, cutscene desync; log: textures 3371 MB vs budget 1929 MB, VRAM 4619/3367 MB, 339 eviction events | | #976 | [v2.0.5]Texture issue and shiny objects | 2 | RTX 2060 6GB | v2.0.5 | Texture corruption + shiny objects worse over time; driver 621.14 helped at first, corruption back after ~5 min; logs: VRAM over allowance 19 of 34 (peak 6103/5191), tex… | | #96 | Something Wrong with the Shaders | 1 | RTX 3050 4GB | small-vram | Black then crash on 4 GB (VRAM over budget, GPU timeout) | | #452 | Maximum GPU usage when entering the Deku Tree | 1 | RX 6600 8GB | device-lost-fix | VRAM maxes out entering the Deku Tree, whole PC freezes (also on 4 GB preset) | | #519 | After switching Game speed to Per frame once, saves in large areas lo… | 1 | RTX 3050 Laptop 4GB | v2.0.1 | 4 GB: Goron City save loaded first after start runs ~5 fps (GPU 93-176 ms in texture lookups, VRAM 4233/3367, textures 1503 MB); loading Kakariko first then the same sav… | | #709 | Now using for more memory than fritchii v4.1 emulator | 1 | RTX 2070S | v2.0.2 | Uses more memory than Fritchii; brown hatched textures when VRAM fills | | #712 | GTX 1650 Super - Black Screen | 1 | GTX 1650 Super 4GB, 8 GB RAM | v2.0.2 | Black screen after the opening even on the lowest preset (audio, movement work); 8 GB system RAM (below the ~10 GB needed) | | #767 | The textures in the city of Hyrule don't load well and it lags. | 1 | RX 6650 XT | v2.0.3 | Castle Town: slow load, bad textures, fps drops (log, screenshot) | | #884 | Visual Bug | 1 | RX 6600 XT (0x800161) | v2.0.5 | Castle Town visual bug after a long load freeze; unpausing slow; VRAM at the allowance (6749/6749), 180 eviction events | | #919 | Low FPS & Glitches | 1 | RX 7600 | v2.0.5 | 5 min black after the cinematic, low fps, shiny characters while textures load, black/wrong-coloured terrain (log too short) | | #933 | Hyrule Town: textures become severely corrupted after buying the skul… | 1 | RTX 2080 Super 8GB | v2.0.5 | Castle Town: characters see-through with thin green stripes, rainbow textures after buying the Skull Mask; log: ASTC decoded on upload, VRAM over allowance 73 of 388 rep… | | #941 | Corrupted textures everywhere, low FPS and freezes on RTX 2050 laptop… | 1 | RTX 2050 Laptop 4GB | v2.0.5 | Corrupted textures everywhere (magenta/green/blue blocks, stripes), 13-21 fps, freezes; logs: VRAM over allowance 133 of 139 reports (peak 5021/3367), textures 3743 vs 1… | | #951 | Multiple severe texture and colour corruption issues in early game ar… | 1 | RTX 3070 8GB | v2.0.5 | Solid blue/yellow blocks, rainbow garbage textures, neon foliage in Kokiri; log: VRAM over allowance 188 of 202 reports (peak 8153/7084), textures 4908 vs 3627 MB, 5,719… | | #981 | Glich | 1 | RTX 3050 6GB Laptop | v2.0.5 | Lost Woods: less stutter but render problems grow; log: VRAM over allowance 17 of 29 reports (peak 6045/5233), textures 3913 vs budget 2943 MB, 538 eviction events (27,9… | ## Adding a report Please update to v2.0.6 first (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher). Please add: GPU and its VRAM size, preset and Resolution, the area, how many minutes until it starts, and the `hookshot_log.txt` from that session (the VRAM / budget / "textures retired" lines are what matter). ## All tracking issues - #993 Garbled / rainbow textures that get worse over play time (VRAM over budget, mostly 4-8 GB cards) - #994 Floating trees, missing mountains and vanishing near vegetation - #995 Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter - #996 AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes) - #997 AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot - #998 Black screen with audio after the intro / at the Deku Tree cutscene - #999 Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes - #1000 Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures - #1001 GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports - #1002 Invisible or missing objects, walls and effects - #1003 Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml) - #1004 Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces - #1005 Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing - #1006 AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software) - #1007 Feature requests (collected)
hallygtree commented 2026-11-09 14:20:47 +00:00 (Migrated from github.com)

RX_VK_BC_IDLE_S=0 stops the garbled textures here (RTX 3050 Laptop 4 GB, v2.0.5)

Following up on #898 with more testing. The garbage seems tied to the BC3 scratch being given back when it goes idle.

Setup: RTX 3050 Laptop 4 GB, driver 32.0.16.1742. The driver allows 3367 MB, so every large ASTC texture goes through the BC3 re-encode.

Preset: Custom (Resolution 50%, handheld profile on, frame generation off). Still on v2.0.5, but the scratch give-back code (bc_scratch_idle in gpu/vk/vk_texture.cpp) is unchanged in v2.0.6 and v2.0.7, so this should still apply there.

What I saw in the logs:

  • Every session that ended up with garbled textures has at least one vk: the BC3 scratch (160 MB) unused for N s: given back line. That includes a session on default settings, where the scratch is given back after 20 s.
  • Sessions with no garbage never give the scratch back.
  • RX_VK_NO_EVICT=1 did not help. The textures still turned to noise, so eviction and re-creation are not the cause.
  • RX_VK_ASTC_RGBA8=1 together with RX_VK_NO_EVICT=1 gave no garbage across Kakariko, Hyrule Field, Lake Hylia and Castle Town. The BC3 scratch is never used in that mode, but RAM filled up and loading was very slow.
  • RX_VK_ASTC_BC_ALL=0 did not help. UI and character textures stayed out of BC3, and the garbage still came back.
  • Alt-tab flips it: while the game is out of focus the textures look right again, and back in focus they are garbage again. So the texel data seems intact, and what goes wrong is reading it from VRAM. One of the alt-tabs was followed right away by a give-back line. My guess is that freeing and re-making the 160 MB scratch while the process is over its VRAM budget confuses the driver's paging. I could not confirm that.
  • Once it starts, newly loaded actors are affected too. Impa came out with a black, noisy eye and parts missing their texture.

With RX_VK_BC_IDLE_S=0 (scratch kept for good, at a cost of 160 MB of VRAM): Kokiri Forest, Hyrule Castle, Castle Town and Hyrule Field were all clean, in a session of about 20 minutes. No give-back line in the log. VRAM was still over the allowance (3.5–3.9 GB of 3367 MB), so being over budget alone does not cause it.

Local changes in this build. To be transparent, these two logs come from a build with changes of mine:

  • a smaller shadow map (12288 → 4096, by a game-code patch);
  • ASTC mip trimming above 512 texels;
  • textures the GPU drew are kept instead of evicted, with a cap.

The default-settings session with the garbage, attached to #898, had none of them. The two logs below differ only in RX_VK_BC_IDLE_S (5 in the garbage one, 0 in the clean one) and RX_VK_ASTC_BC_ALL (0 in the garbage one, default in the clean one). I'm open to going into these changes in more depth if that helps.

For anyone with a 4–8 GB card: add RX_VK_BC_IDLE_S=0 to hookshot_env.txt next to the game (or set it as an environment variable) and see whether the garbage stops.

Logs:

**RX_VK_BC_IDLE_S=0 stops the garbled textures here (RTX 3050 Laptop 4 GB, v2.0.5)** Following up on #898 with more testing. The garbage seems tied to the BC3 scratch being given back when it goes idle. **Setup:** RTX 3050 Laptop 4 GB, driver 32.0.16.1742. The driver allows 3367 MB, so every large ASTC texture goes through the BC3 re-encode. Preset: Custom (Resolution 50%, handheld profile on, frame generation off). Still on v2.0.5, but the scratch give-back code (`bc_scratch_idle` in `gpu/vk/vk_texture.cpp`) is unchanged in v2.0.6 and v2.0.7, so this should still apply there. **What I saw in the logs:** - Every session that ended up with garbled textures has at least one `vk: the BC3 scratch (160 MB) unused for N s: given back` line. That includes a session on default settings, where the scratch is given back after 20 s. - Sessions with no garbage never give the scratch back. - `RX_VK_NO_EVICT=1` did not help. The textures still turned to noise, so eviction and re-creation are not the cause. - `RX_VK_ASTC_RGBA8=1` together with `RX_VK_NO_EVICT=1` gave no garbage across Kakariko, Hyrule Field, Lake Hylia and Castle Town. The BC3 scratch is never used in that mode, but RAM filled up and loading was very slow. - `RX_VK_ASTC_BC_ALL=0` did not help. UI and character textures stayed out of BC3, and the garbage still came back. - **Alt-tab flips it:** while the game is out of focus the textures look right again, and back in focus they are garbage again. So the texel data seems intact, and what goes wrong is reading it from VRAM. One of the alt-tabs was followed right away by a give-back line. My guess is that freeing and re-making the 160 MB scratch while the process is over its VRAM budget confuses the driver's paging. I could not confirm that. - Once it starts, newly loaded actors are affected too. Impa came out with a black, noisy eye and parts missing their texture. **With `RX_VK_BC_IDLE_S=0`** (scratch kept for good, at a cost of 160 MB of VRAM): Kokiri Forest, Hyrule Castle, Castle Town and Hyrule Field were all clean, in a session of about 20 minutes. No give-back line in the log. VRAM was still over the allowance (3.5–3.9 GB of 3367 MB), so being over budget alone does not cause it. **Local changes in this build.** To be transparent, these two logs come from a build with changes of mine: - a smaller shadow map (12288 → 4096, by a game-code patch); - ASTC mip trimming above 512 texels; - textures the GPU drew are kept instead of evicted, with a cap. The default-settings session with the garbage, attached to #898, had none of them. The two logs below differ only in `RX_VK_BC_IDLE_S` (5 in the garbage one, 0 in the clean one) and `RX_VK_ASTC_BC_ALL` (0 in the garbage one, default in the clean one). I'm open to going into these changes in more depth if that helps. **For anyone with a 4–8 GB card:** add `RX_VK_BC_IDLE_S=0` to `hookshot_env.txt` next to the game (or set it as an environment variable) and see whether the garbage stops. Logs: - Scratch given back 4 times, garbage, alt-tab flipping it: https://gist.githubusercontent.com/hallygtree/8d7d0dbe8e00982aa5ab3d95d16765ca/raw/v2.0.5_bc_scratch_given_back_garbage.txt - `RX_VK_BC_IDLE_S=0`, no give-back, clean: https://gist.githubusercontent.com/hallygtree/8d7d0dbe8e00982aa5ab3d95d16765ca/raw/v2.0.5_bc_idle0_clean.txt
Badkuip69 commented 2026-11-10 00:28:56 +00:00 (Migrated from github.com)

hookshot_log.txt

After the latest update the game now runs at like 20-25 fps and some weird shaders.

[hookshot_log.txt](https://github.com/user-attachments/files/34605755/hookshot_log.txt) After the latest update the game now runs at like 20-25 fps and some weird shaders.
NotRexed commented 2026-11-10 01:59:50 +00:00 (Migrated from github.com)

Fixed in the v2.0.12 branch, closing when it ships. (the rainbow and garbled textures on 6-8 GB cards). Please retest when it's out and comment here if they come back.

Fixed in the v2.0.12 branch, closing when it ships. (the rainbow and garbled textures on 6-8 GB cards). Please retest when it's out and comment here if they come back.
NotRexed commented 2026-11-10 03:06:05 +00:00 (Migrated from github.com)

Also in the v2.0.12 branch: a lower texture budget on cards with 8 GB or less, aimed at the slowdowns and garbling when VRAM fills.

Also in the v2.0.12 branch: a lower texture budget on cards with 8 GB or less, aimed at the slowdowns and garbling when VRAM fills.
rakefire-impala commented 2026-11-10 06:34:54 +00:00 (Migrated from github.com)

Data point for 4 GB cards: a preset that turns into Custom falls back to #1485's 45% default (1551 MB on a 4 GB card), and a pause evicted ~580 textures (resume at 8.6 fps). Numbers in #1358: #1358

Data point for 4 GB cards: a preset that turns into Custom falls back to #1485's 45% default (1551 MB on a 4 GB card), and a pause evicted ~580 textures (resume at 8.6 fps). Numbers in #1358: https://git.magicbean.dev/MagicBeanDev/Hookshot/pulls/1358
rakefire-impala commented 2026-11-10 10:32:13 +00:00 (Migrated from github.com)

Three open PRs address parts of this on 4 GB cards, tested on an RX 5500M:

  • #1505: a BC3 texture whose upload failed is tried again instead of being drawn as rainbow block noise.
  • #1506: the texture squeeze no longer drains a paused game's textures, which caused the slow resume and black HUD hearts.
  • #1514: texture noise when system RAM runs low; the staging arena is made at the size needed when 64 MB can't be pinned.
Three open PRs address parts of this on 4 GB cards, tested on an RX 5500M: - #1505: a BC3 texture whose upload failed is tried again instead of being drawn as rainbow block noise. - #1506: the texture squeeze no longer drains a paused game's textures, which caused the slow resume and black HUD hearts. - #1514: texture noise when system RAM runs low; the staging arena is made at the size needed when 64 MB can't be pinned.
Basstard75 commented 2026-11-10 17:41:51 +00:00 (Migrated from github.com)

Another 16 GB card, v2.0.13: Dodongo's Cavern floor garbles after a while (logs attached)

Setup

  • Hookshot v2.0.13 (Linux AppImage, updated through the launcher), game log header hookshot v2.0.13 (source cfc565a2)
  • RTX 5070 Ti 16 GB, NVIDIA 595.112.07, Nobara Linux (kernel 7.3), Wayland/KDE, Ryzen 7 5800X
  • Output 2560x1440, render resolution 100%, the game's own upscaler, frame generation 3x, robust buffers Auto

What happens
After a while in Dodongo's Cavern the floor texture turns into stretched streaks (screenshot attached). Restarting brings it back to normal.

From the logs (hookshot_log_dodongo.txt, about 53,000 presents)

  • VRAM is far from full: at most 6560 of 14312 MB used, textures 3434 MB of a 6144 MB budget, about 2600 textures.
  • Textures are still retired a lot: 4110 "textures retired" events, 69,119 textures in all, although the budget is never close.
  • 63 "re-uploaded (its memory was written)" lines and 126 "texture slot ...: no image for it" lines.
  • The previous session (hookshot_log_previous.txt, also v2.0.13): at most 10280 MB VRAM, textures 5100 of 6144 MB, 1356 retire events, 24,944 textures.

This matches the worklist's 16 GB case (2.1). Since textures get retired even far below the budget, it might fit your next test: whether a retired and re-made texture comes back with stale or wrong contents. Happy to try test switches.

Image [hookshot_log_previous.txt](https://github.com/user-attachments/files/34642584/hookshot_log_previous.txt) [hookshot_log_dodongo.txt](https://github.com/user-attachments/files/34642585/hookshot_log_dodongo.txt)
**Another 16 GB card, v2.0.13: Dodongo's Cavern floor garbles after a while (logs attached)** **Setup** - Hookshot v2.0.13 (Linux AppImage, updated through the launcher), game log header `hookshot v2.0.13 (source cfc565a2)` - RTX 5070 Ti 16 GB, NVIDIA 595.112.07, Nobara Linux (kernel 7.3), Wayland/KDE, Ryzen 7 5800X - Output 2560x1440, render resolution 100%, the game's own upscaler, frame generation 3x, robust buffers Auto **What happens** After a while in Dodongo's Cavern the floor texture turns into stretched streaks (screenshot attached). Restarting brings it back to normal. **From the logs** (`hookshot_log_dodongo.txt`, about 53,000 presents) - VRAM is far from full: at most 6560 of 14312 MB used, textures 3434 MB of a 6144 MB budget, about 2600 textures. - Textures are still retired a lot: **4110 "textures retired" events, 69,119 textures in all**, although the budget is never close. - 63 "re-uploaded (its memory was written)" lines and 126 "texture slot ...: no image for it" lines. - The previous session (`hookshot_log_previous.txt`, also v2.0.13): at most 10280 MB VRAM, textures 5100 of 6144 MB, 1356 retire events, 24,944 textures. This matches the worklist's 16 GB case (2.1). Since textures get retired even far below the budget, it might fit your next test: whether a retired and re-made texture comes back with stale or wrong contents. Happy to try test switches. <img width="805" height="841" alt="Image" src="https://github.com/user-attachments/assets/fbf27bc3-76e1-4761-baba-289ca9645ac1" /> [hookshot_log_previous.txt](https://github.com/user-attachments/files/34642584/hookshot_log_previous.txt) [hookshot_log_dodongo.txt](https://github.com/user-attachments/files/34642585/hookshot_log_dodongo.txt)
NotRexed commented 2026-11-10 18:47:00 +00:00 (Migrated from github.com)

Two more players on Discord: ground textures go wrong near Lon Lon Ranch after long sessions, and one says big stutters come first. With the floor reports in #1006 / #1717 (cleared by reloading the save) and #1710 (VRAM growing over play time), this points at memory growing until textures are evicted or fail.

Two more players on Discord: ground textures go wrong near Lon Lon Ranch after long sessions, and one says big stutters come first. With the floor reports in #1006 / #1717 (cleared by reloading the save) and #1710 (VRAM growing over play time), this points at memory growing until textures are evicted or fail.
NotRexed commented 2026-11-10 19:17:14 +00:00 (Migrated from github.com)

One more on v2.0.14 (Discord, RTX 4070): Hyrule Field terrain textures going wrong.

One more on v2.0.14 (Discord, RTX 4070): Hyrule Field terrain textures going wrong.
Badkuip69 commented 2026-11-10 19:30:58 +00:00 (Migrated from github.com)

hookshot_log.txt

Running pretty good but still fps drops is this just a skill issue?
bcs of 4gb vram?

[hookshot_log.txt](https://github.com/user-attachments/files/34647709/hookshot_log.txt) Running pretty good but still fps drops is this just a skill issue? bcs of 4gb vram?
NotRexed commented 2026-11-10 21:45:46 +00:00 (Migrated from github.com)

One more (Discord, Linux, RTX 2060 Super): the ground breaks after the Lon Lon Ranch cutscene; see #1000.

One more (Discord, Linux, RTX 2060 Super): the ground breaks after the Lon Lon Ranch cutscene; see #1000.
NotRexed commented 2026-11-11 01:15:29 +00:00 (Migrated from github.com)

Two more from Discord on v2.0.14: an RTX 5060 Ti 16 GB with the smeared floor in the graveyard, and an RX 9070 XT getting it at random places (Kokiri Forest, Hyrule Field, Death Mountain). It happens on NVIDIA too and on a 16 GB card, so it isn't only VRAM pressure on small cards; see #1006.

Two more from Discord on v2.0.14: an RTX 5060 Ti 16 GB with the smeared floor in the graveyard, and an RX 9070 XT getting it at random places (Kokiri Forest, Hyrule Field, Death Mountain). It happens on NVIDIA too and on a 16 GB card, so it isn't only VRAM pressure on small cards; see #1006.
jabbaxipil commented 2026-11-11 20:18:24 +00:00 (Migrated from github.com)

A log for the NVIDIA side of this: RTX 4070 12 GB, Hyrule Field terrain (with screenshots).

Setup: Ubuntu 26.04.1, GNOME 50 Wayland, driver 615.71.09, Ryzen 7 5800X3D, 64 GB. 2560x1440, DLSS DLAA, frame generation off, Balanced preset (texture budget 6144 MB). Build: the nightly v2.1.0-rc.3-46-gddafc1f with #2314's vk_memory.cpp swapped in, run with RX_VK_SHADOW_STAGE=0, so the shadow copies took the same path as without #2314.

What: large flat, sharp-edged dark green and brown patches over the Hyrule Field ground, where the grass and terrain texture should be (screenshots). I noticed it about 14 minutes after launch, after leaving Kokiri Forest for the field (around log line 16005, present 58,560). The patches stayed while I moved around Hyrule Field, and were gone once I was back in Kokiri Forest.

What the log shows around it:

  • The textures were under their budget, not over it: 4.1-4.9 GB of the 6144 MB budget, "not squeezed". VRAM as a whole was at the driver's limit: 10,094 MB used of about 10,250 MB allowed. That matches the RX 6700 XT case in this problem's row in docs/worklist.md (under the budget, VRAM at the driver's limit), not the case that runs into the budget.
  • Large retirements in the couple of seconds before it: 481, 439 and 121 textures retired (2,175 to 1,834 left, 4,493 to 3,756 MB). 34,986 retired over the whole session.
  • Just before it: upload over a drawn image lines, including a 2560x1440 one (NVN 0x25) and a 640x360 one, both with a GPU buffer wrote it. There were 122 of these lines in the session.

RX_VK_LOG_REMADE was not set in this run.

floor_artifact_1_2026-11-11 floor_artifact_2_2026-11-11 [hookshot_log_floor_artifact_2026-11-11.txt](https://github.com/user-attachments/files/34704112/hookshot_log_floor_artifact_2026-11-11.txt)
A log for the NVIDIA side of this: RTX 4070 12 GB, Hyrule Field terrain (with screenshots). **Setup:** Ubuntu 26.04.1, GNOME 50 Wayland, driver 615.71.09, Ryzen 7 5800X3D, 64 GB. 2560x1440, DLSS DLAA, frame generation off, Balanced preset (texture budget 6144 MB). Build: the nightly `v2.1.0-rc.3-46-gddafc1f` with #2314's `vk_memory.cpp` swapped in, run with `RX_VK_SHADOW_STAGE=0`, so the shadow copies took the same path as without #2314. **What:** large flat, sharp-edged dark green and brown patches over the Hyrule Field ground, where the grass and terrain texture should be (screenshots). I noticed it about 14 minutes after launch, after leaving Kokiri Forest for the field (around log line 16005, present 58,560). The patches stayed while I moved around Hyrule Field, and were gone once I was back in Kokiri Forest. **What the log shows around it:** - The textures were under their budget, not over it: 4.1-4.9 GB of the 6144 MB budget, "not squeezed". VRAM as a whole was at the driver's limit: 10,094 MB used of about 10,250 MB allowed. That matches the RX 6700 XT case in this problem's row in `docs/worklist.md` (under the budget, VRAM at the driver's limit), not the case that runs into the budget. - Large retirements in the couple of seconds before it: 481, 439 and 121 textures retired (2,175 to 1,834 left, 4,493 to 3,756 MB). 34,986 retired over the whole session. - Just before it: `upload over a drawn image` lines, including a 2560x1440 one (`NVN 0x25`) and a 640x360 one, both with `a GPU buffer wrote it`. There were 122 of these lines in the session. `RX_VK_LOG_REMADE` was not set in this run. <img width="2381" height="1057" alt="floor_artifact_1_2026-11-11" src="https://github.com/user-attachments/assets/a5f81ace-65cf-49da-a5ab-60f55bee00b2" /> <img width="2488" height="1006" alt="floor_artifact_2_2026-11-11" src="https://github.com/user-attachments/assets/8403468d-8130-4168-84b7-ea74098085a5" /> [hookshot_log_floor_artifact_2026-11-11.txt](https://github.com/user-attachments/files/34704112/hookshot_log_floor_artifact_2026-11-11.txt)
NotRexed commented 2026-11-11 21:21:48 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #1072: Memory leak (v2.0.7; RX 5700XT, latest mesa; AMD 5700X3D, 32GB DDR4 3200, Fedora 44 GNOME 50)
  • #1710: VRAM use higher on v2.0.13 than v2.0.11 on an 8 GB card: dedicated memory full, 3+ GB spilled to shared system
  • #2058: [AMD RX 6750 XT] High VRAM usage (hits 10.4/10.4 GB): freeze in Hyrule Field, slow Castle Town load, owl model
  • #2180: v2.1.0, RX 9070 XT, 4K HDR + frame generation: render targets remade ~3.6 times a frame, VRAM reaches the allo (v2.1.0 (source 10a10b90), built from source with make_game.py. **Not a; AMD Radeon RX 9070 XT (16 GB), Vulkan 1.4, driver 0x8001a0 as the log ; Intel Core i9-9900K, 32 GB DDR4, Windows 11 Pro 22631, 23.5 GB page fi) (pull request #2484)
  • #2209: shadows and ground textures become noticeably (VERY) bad overtime (v2.1.0; GTX 1660 TI, 621.14; Ryzen 7 3700X, 16GB RAM, Windows 11)
  • #2238: FPS drops heavily and stays low after entering a new scene (2.1.0; rtx4060laptop,nvdia616.64; AMD Ryzen 9 7940HX,16gb,windows11)
  • #2241: High usage of VRAM (2.1.0; 3080ti; i5 14400 f 32 g ram)
  • #2268: High VRAM usage (v2.1.0; RTX 5070, 621.14; Ryzen 5 3600, 32 GB, Windows 11 (26H2))
  • #2359: 68G of RAM!!!!!!! (v2.0.1; RTX 4080; I7 10700k 64go RAM W11)
  • #2384: long play makes texture deteriorate (v2.1.0; rtx 4090, 617.14; ryzen 5800x3d, 32gb, win11)
  • #2395: HUGE VRAM and RAM leaks (v2.1.0; RTX 5070, 621.14; Ryzen 5 3600, 32 GB)
  • #2412: Slowdown after moving between areas: GPU memory spills into system RAM (2.1.0; RTX 5070 12GB, NVIDIA 617.14; Ryzen 7 5700X3D, 32 GB, Windows 11 Pro 26200)
  • #2425: The VRAM fills up, causing FPS drops, and I have to restart the game to fix it. (v2.1.0; RTX 4060 NVIDIA 621.14; Core i7 13650hx, 16Ram, windows 11)
  • #2432: FPS tanks after a re-entering an area during long gameplay, requires restart. (2.1.0; 3070ti 617.42; Ryzen 5 5600x, 32GB 3600mhz cl18, Windows 11)
  • #2434: Texture failed to loading after long time (V2.1.0; RTX 4060 ti 8Gb, NVIDIA 580.178.04; Ryzen 9 5950X Gb, Linux Ubuntu 24.04.5)
More reports of this, collected here: - #1072: Memory leak (v2.0.7; RX 5700XT, latest mesa; AMD 5700X3D, 32GB DDR4 3200, Fedora 44 GNOME 50) - #1710: VRAM use higher on v2.0.13 than v2.0.11 on an 8 GB card: dedicated memory full, 3+ GB spilled to shared system - #2058: [AMD RX 6750 XT] High VRAM usage (hits 10.4/10.4 GB): freeze in Hyrule Field, slow Castle Town load, owl model - #2180: v2.1.0, RX 9070 XT, 4K HDR + frame generation: render targets remade ~3.6 times a frame, VRAM reaches the allo (v2.1.0 (source 10a10b90), built from source with make_game.py. **Not a; AMD Radeon RX 9070 XT (16 GB), Vulkan 1.4, driver 0x8001a0 as the log ; Intel Core i9-9900K, 32 GB DDR4, Windows 11 Pro 22631, 23.5 GB page fi) (pull request #2484) - #2209: shadows and ground textures become noticeably (VERY) bad overtime (v2.1.0; GTX 1660 TI, 621.14; Ryzen 7 3700X, 16GB RAM, Windows 11) - #2238: FPS drops heavily and stays low after entering a new scene (2.1.0; rtx4060laptop,nvdia616.64; AMD Ryzen 9 7940HX,16gb,windows11) - #2241: High usage of VRAM (2.1.0; 3080ti; i5 14400 f 32 g ram) - #2268: High VRAM usage (v2.1.0; RTX 5070, 621.14; Ryzen 5 3600, 32 GB, Windows 11 (26H2)) - #2359: 68G of RAM!!!!!!! (v2.0.1; RTX 4080; I7 10700k 64go RAM W11) - #2384: long play makes texture deteriorate (v2.1.0; rtx 4090, 617.14; ryzen 5800x3d, 32gb, win11) - #2395: HUGE VRAM and RAM leaks (v2.1.0; RTX 5070, 621.14; Ryzen 5 3600, 32 GB) - #2412: Slowdown after moving between areas: GPU memory spills into system RAM (2.1.0; RTX 5070 12GB, NVIDIA 617.14; Ryzen 7 5700X3D, 32 GB, Windows 11 Pro 26200) - #2425: The VRAM fills up, causing FPS drops, and I have to restart the game to fix it. (v2.1.0; RTX 4060 NVIDIA 621.14; Core i7 13650hx, 16Ram, windows 11) - #2432: FPS tanks after a re-entering an area during long gameplay, requires restart. (2.1.0; 3070ti 617.42; Ryzen 5 5600x, 32GB 3600mhz cl18, Windows 11) - #2434: Texture failed to loading after long time (V2.1.0; RTX 4060 ti 8Gb, NVIDIA 580.178.04; Ryzen 9 5950X Gb, Linux Ubuntu 24.04.5)
bmdenes commented 2026-11-11 21:55:09 +00:00 (Migrated from github.com)

After around 2.5 hours of gameplay:
image
hookshot_log.txt
RTX 4080 SUPER (16 GB VRAM)

After around 2.5 hours of gameplay: <img width="2560" height="1440" alt="image" src="https://github.com/user-attachments/assets/acef5175-afc5-439e-be33-053b7af66ea4" /> [hookshot_log.txt](https://github.com/user-attachments/files/34713096/hookshot_log.txt) RTX 4080 SUPER (16 GB VRAM)
jabbaxipil commented 2026-11-11 22:30:45 +00:00 (Migrated from github.com)

For #2412's slowdown: reproduced on Linux on a 12 GB card, and in these runs the VRAM compaction that is now on by default (#2198) prevented it. Same route as #2412, with RX_VK_PASS_TIMING=1.

Setup: RTX 4070 12 GB, NVIDIA 615.71.09, Ryzen 7 5800X3D, 64 GB, Ubuntu 26.04.1, GNOME 50 Wayland. 2560x1440, DLSS DLAA, frame generation off, RX_VK_PARALLEL=4, same options file in every session.

Route: a fixed Kokiri Forest view (60 s standing), Hyrule Field, Castle Town (about 3 minutes), Hyrule Field, then the same Kokiri view again (60 s). About 12 minutes a session (23 for the older one, including a pause).

Builds:

  • Older: nightly v2.1.0-rc.3-46-gddafc1f (48 commits past v2.1.0; compaction off, as in v2.1.0 unless RX_VK_COMPACT=1).
  • Current: nightly v2.1.0-rc.3-100-g3e95ca68 (has #2198, compaction on by default). It had PR #2314's vk_memory.cpp swapped in, but RX_VK_SHADOW_STAGE=0 turned that change off in both of these sessions.
  • Current, compaction off: the same with RX_VK_COMPACT=0.

Same Kokiri view, start -> end of each session:

older current current, RX_VK_COMPACT=0
fps 50.0 -> 32.9 43.2 -> 36.3 38.7 -> 31.9
draws a frame 2,621 -> 2,542 2,318 -> 2,683 2,712 -> 2,581
GPU time a frame 11.9 -> 19.5 ms 11.4 -> 12.0 ms 11.8 -> 22.4 ms
memory sync 2.5 -> 10.2 ms 0.45 -> 0.61 ms 0.45 -> 3.2 ms
wb speed at this view 127 -> 131 GB/s 128 -> 126 GB/s 126 -> 23 GB/s
"at the driver's limit" lines, whole session 65 0 12
wb samples under 40 GB/s, Kokiri to Kokiri 70 of 87 0 of 52 16 of 45

What we saw:

  • The older nightly and the current one with compaction off both show #2412's pattern. At the same view with fewer draws than at the start, fps fell 18-34% and GPU time went up 1.6-1.9x. The slow write-backs came in the stretches where the log reported VRAM at the driver's limit: of the wb samples taken right after such a line, 63 of 65 (older) and 8 of 12 (compaction off) were under 40 GB/s. A few slow samples also fell between those lines.
  • The current nightly with compaction on did not. VRAM never reached the driver's limit, wb was 100 GB/s or more in 51 of 52 samples (one dip to 62), and memory sync was under 1.6 ms in 95% of windows (spikes up to 6 ms right after area loads). Its end view had more draws than its start, which accounts for most of its fps difference.
  • Imports are not the difference. They grew from about 1.6 to 3.3 GB in all three sessions, as in #2412's log.
  • memory sync started at 0.45 ms on the current nightly either way and built up much less there (3.2 ms with compaction off) than on the older one (10.2 ms). So something else between the two nightlies cut the capture cost too.
  • Pools left in guest memory are not the difference here either. The bound in guest memory summaries (pools in state 3, as in felipefl142's comment on #2412) were absent at the start of every session and present by the end of all three, at similar volume: about 158 MB (current), 217 MB (older) and 153 MB (compaction off) read over PCIe per 600 submits.

For Windows: compaction is in v2.1.0 but off unless RX_VK_COMPACT=1, and v2.1.0 does not have #2198's fix for the compaction's hold evicting textures in use. I haven't tested Windows.

These were short sessions (about 12 minutes of play each) on a 12 GB card. felipefl142's hour-long sessions on an 8 GB card still slowed down with RX_VK_COMPACT=1, on rc.3-86, which is before #2198. So I can't say whether compaction as it is now holds up for smaller cards or longer play; #2482 targets the pools that stay in system memory.

Logs:

For #2412's slowdown: reproduced on Linux on a 12 GB card, and in these runs the VRAM compaction that is now on by default (#2198) prevented it. Same route as #2412, with RX_VK_PASS_TIMING=1. **Setup**: RTX 4070 12 GB, NVIDIA 615.71.09, Ryzen 7 5800X3D, 64 GB, Ubuntu 26.04.1, GNOME 50 Wayland. 2560x1440, DLSS DLAA, frame generation off, RX_VK_PARALLEL=4, same options file in every session. **Route**: a fixed Kokiri Forest view (60 s standing), Hyrule Field, Castle Town (about 3 minutes), Hyrule Field, then the same Kokiri view again (60 s). About 12 minutes a session (23 for the older one, including a pause). **Builds**: - **Older**: nightly v2.1.0-rc.3-46-gddafc1f (48 commits past v2.1.0; compaction off, as in v2.1.0 unless RX_VK_COMPACT=1). - **Current**: nightly v2.1.0-rc.3-100-g3e95ca68 (has #2198, compaction on by default). It had PR #2314's vk_memory.cpp swapped in, but RX_VK_SHADOW_STAGE=0 turned that change off in both of these sessions. - **Current, compaction off**: the same with RX_VK_COMPACT=0. Same Kokiri view, start -> end of each session: | | older | current | current, `RX_VK_COMPACT=0` | |---|---|---|---| | fps | 50.0 -> **32.9** | 43.2 -> 36.3 | 38.7 -> **31.9** | | draws a frame | 2,621 -> 2,542 | 2,318 -> 2,683 | 2,712 -> 2,581 | | GPU time a frame | 11.9 -> **19.5 ms** | 11.4 -> 12.0 ms | 11.8 -> **22.4 ms** | | memory sync | 2.5 -> **10.2 ms** | 0.45 -> 0.61 ms | 0.45 -> 3.2 ms | | wb speed at this view | 127 -> 131 GB/s | 128 -> 126 GB/s | 126 -> **23 GB/s** | | "at the driver's limit" lines, whole session | 65 | 0 | 12 | | wb samples under 40 GB/s, Kokiri to Kokiri | 70 of 87 | 0 of 52 | 16 of 45 | **What we saw**: - The older nightly and the current one with compaction off both show #2412's pattern. At the same view with fewer draws than at the start, fps fell 18-34% and GPU time went up 1.6-1.9x. The slow write-backs came in the stretches where the log reported VRAM at the driver's limit: of the wb samples taken right after such a line, 63 of 65 (older) and 8 of 12 (compaction off) were under 40 GB/s. A few slow samples also fell between those lines. - The current nightly with compaction on did not. VRAM never reached the driver's limit, wb was 100 GB/s or more in 51 of 52 samples (one dip to 62), and memory sync was under 1.6 ms in 95% of windows (spikes up to 6 ms right after area loads). Its end view had more draws than its start, which accounts for most of its fps difference. - Imports are not the difference. They grew from about 1.6 to 3.3 GB in all three sessions, as in #2412's log. - memory sync started at 0.45 ms on the current nightly either way and built up much less there (3.2 ms with compaction off) than on the older one (10.2 ms). So something else between the two nightlies cut the capture cost too. - Pools left in guest memory are not the difference here either. The bound in guest memory summaries (pools in state 3, as in felipefl142's comment on #2412) were absent at the start of every session and present by the end of all three, at similar volume: about 158 MB (current), 217 MB (older) and 153 MB (compaction off) read over PCIe per 600 submits. **For Windows**: compaction is in v2.1.0 but off unless RX_VK_COMPACT=1, and v2.1.0 does not have #2198's fix for the compaction's hold evicting textures in use. I haven't tested Windows. These were short sessions (about 12 minutes of play each) on a 12 GB card. felipefl142's hour-long sessions on an 8 GB card still slowed down with RX_VK_COMPACT=1, on rc.3-86, which is before #2198. So I can't say whether compaction as it is now holds up for smaller cards or longer play; #2482 targets the pools that stay in system memory. **Logs**: - [hookshot_log_rc3-46.txt](https://github.com/user-attachments/files/34718619/hookshot_log_rc3-46.txt) (older) - [hookshot_log_rc3-100.txt](https://github.com/user-attachments/files/34718630/hookshot_log_rc3-100.txt) (current) - [hookshot_log_rc3-100_compact_off.txt](https://github.com/user-attachments/files/34718637/hookshot_log_rc3-100_compact_off.txt) (compaction off)
Ourze80 commented 2026-11-11 23:15:10 +00:00 (Migrated from github.com)

Another data point, from a 24 GB card with 32 GB of RAM: here it is not the VRAM that runs out but the system commit.

Setup: v2.1.0 (source 633eb435), RTX 4090 24 GB, 32 GB RAM + 13 GB page file, Windows 11. Output 3440x1440 (ultrawide on), resolution=3, DLSS on, frame generation off, HDR off, quality_preset=0.

One 66-minute session (389 vk: memory / vk: VRAM reports):

Start After a few minutes Rest of the session
Private memory 18.8 GB 34.0 GB 38.8-39.7 GB, flat
VRAM used 1.7 GB 12.0 GB 14.0-15.2 GB, flat
Textures 116 MB (11) 6195 MB (2603) 4.5-6.1 GB, count rising to 4410
Working set 11.2 GB 19.1 GB drops to 1.7-7.8 GB

So it is not an endless leak: everything plateaus, and textures stay at the 6144 MB budget. But private memory settles about 20 GB above start-up, which is more than the 32 GB of RAM, so Windows pages most of the process out (working set down to 1.7 GB while 39 GB are committed). In play that feels like a leak: hitching that a restart clears.

Other numbers from the same log: up to 480 MB of write-back shadows, and "live" NVN recording copies peaking at 31,031 (66,864 in a shorter session).

Caveat: this session had ReShade 6.8.0 (Vulkan layer) and one add-on loaded; the add-on reports about 1.4 GB of VRAM of its own. I can repeat the run without them and attach hookshot_log.txt if that helps.

Question: is ~20 GB of private memory above start-up expected at these settings (CPU-side copies of the 6 GB of textures plus the reserved guest heap), or should it stay closer to the texture budget?

Another data point, from a 24 GB card with 32 GB of RAM: here it is not the VRAM that runs out but the system commit. **Setup**: v2.1.0 (source 633eb435), RTX 4090 24 GB, 32 GB RAM + 13 GB page file, Windows 11. Output 3440x1440 (ultrawide on), `resolution=3`, DLSS on, frame generation off, HDR off, `quality_preset=0`. **One 66-minute session** (389 `vk: memory` / `vk: VRAM` reports): | | Start | After a few minutes | Rest of the session | |---|---|---|---| | Private memory | 18.8 GB | 34.0 GB | 38.8-39.7 GB, flat | | VRAM used | 1.7 GB | 12.0 GB | 14.0-15.2 GB, flat | | Textures | 116 MB (11) | 6195 MB (2603) | 4.5-6.1 GB, count rising to 4410 | | Working set | 11.2 GB | 19.1 GB | drops to 1.7-7.8 GB | So it is not an endless leak: everything plateaus, and textures stay at the 6144 MB budget. But private memory settles about 20 GB above start-up, which is more than the 32 GB of RAM, so Windows pages most of the process out (working set down to 1.7 GB while 39 GB are committed). In play that feels like a leak: hitching that a restart clears. Other numbers from the same log: up to 480 MB of write-back shadows, and "live" NVN recording copies peaking at 31,031 (66,864 in a shorter session). **Caveat**: this session had ReShade 6.8.0 (Vulkan layer) and one add-on loaded; the add-on reports about 1.4 GB of VRAM of its own. I can repeat the run without them and attach `hookshot_log.txt` if that helps. Question: is ~20 GB of private memory above start-up expected at these settings (CPU-side copies of the 6 GB of textures plus the reserved guest heap), or should it stay closer to the texture budget?
LichReaper commented 2026-11-11 23:34:02 +00:00 (Migrated from github.com)

PC Specs: RX 7600 8GB, 32GB DDR5
Issue: : 20GB RAM (Total RAM in my pc: 32gb DDR5)
When it happens: Areas with lots of detail, mainly in areas recent discoveries

hookshot_log.txt

**PC Specs:** RX 7600 8GB, 32GB DDR5 **Issue:** : 20GB RAM (Total RAM in my pc: 32gb DDR5) **When it happens:** Areas with lots of detail, mainly in areas recent discoveries [hookshot_log.txt](https://github.com/user-attachments/files/34720162/hookshot_log.txt)
er386 commented 2026-11-12 00:15:51 +00:00 (Migrated from github.com)

Another data point for this one, Windows on a 12 GB card. RX_VK_COMPACT=1 fixed it for me on v2.1.0.

Setup: v2.1.0, RTX 4070 12 GB, Ryzen 7 9800X3D, 32 GB RAM, Windows 11. Output 2560x1440, game's own upscaler, frame gen off, 120 fps cap, fullscreen, Reflex on + boost.

What happened: in Castle Town fps kept fading the longer I stayed, down to 5-15. Leaving town brought it right back to 100+.

From the log while it was bad:

vk: VRAM: 10747 MB used of 10476 MB allowed (3558 MB of it free in the blocks); textures 4051 MB (budget 6144 MB), 2599 textures (at the driver's limit, room in the blocks: not squeezed)
vk: GPU time 22.4 ms a frame

So it was over the driver's allowance with 3.5 GB sitting free inside the blocks.

PresentMon, per minute in Castle Town (before):

Minute Avg fps Frames over 50 ms GPU ms
1 45 410 16.4
2 35 152 26.6
3 33 221 28.5
4 16 491 59.2

After adding RX_VK_COMPACT=1 to hookshot_env.txt and restarting, same area, 4 min:

Minute Avg fps Frames over 50 ms GPU ms
1 82.5 15 8.6
2 80.0 34 8.6
3 85.2 0 9.5
4 88.0 52 9.5
vk: VRAM: 6562 MB used of 11242 MB allowed (666 MB of it free in the blocks); textures 2720 MB (budget 6144 MB), 1238 textures

GPU time stays flat now instead of climbing. Overall 83.9 fps avg, 1.2% of frames over 2x the median. Wallpaper Engine was also running on the same GPU during the bad run, which ate some of the allowance, but the free-in-blocks number was the big part.

Might be worth making compaction the default on Windows too, or at least mentioning it in the readme for people hitting Castle Town drops.

(Tracked down and benchmarked with Claude Code: it read the log, ran the PresentMon captures and found the compaction switch.)

Another data point for this one, Windows on a 12 GB card. RX_VK_COMPACT=1 fixed it for me on v2.1.0. **Setup:** v2.1.0, RTX 4070 12 GB, Ryzen 7 9800X3D, 32 GB RAM, Windows 11. Output 2560x1440, game's own upscaler, frame gen off, 120 fps cap, fullscreen, Reflex on + boost. **What happened:** in Castle Town fps kept fading the longer I stayed, down to 5-15. Leaving town brought it right back to 100+. From the log while it was bad: ``` vk: VRAM: 10747 MB used of 10476 MB allowed (3558 MB of it free in the blocks); textures 4051 MB (budget 6144 MB), 2599 textures (at the driver's limit, room in the blocks: not squeezed) vk: GPU time 22.4 ms a frame ``` So it was over the driver's allowance with 3.5 GB sitting free inside the blocks. **PresentMon, per minute in Castle Town (before):** | Minute | Avg fps | Frames over 50 ms | GPU ms | |---|---|---|---| | 1 | 45 | 410 | 16.4 | | 2 | 35 | 152 | 26.6 | | 3 | 33 | 221 | 28.5 | | 4 | 16 | 491 | 59.2 | **After adding `RX_VK_COMPACT=1` to hookshot_env.txt and restarting, same area, 4 min:** | Minute | Avg fps | Frames over 50 ms | GPU ms | |---|---|---|---| | 1 | 82.5 | 15 | 8.6 | | 2 | 80.0 | 34 | 8.6 | | 3 | 85.2 | 0 | 9.5 | | 4 | 88.0 | 52 | 9.5 | ``` vk: VRAM: 6562 MB used of 11242 MB allowed (666 MB of it free in the blocks); textures 2720 MB (budget 6144 MB), 1238 textures ``` GPU time stays flat now instead of climbing. Overall 83.9 fps avg, 1.2% of frames over 2x the median. Wallpaper Engine was also running on the same GPU during the bad run, which ate some of the allowance, but the free-in-blocks number was the big part. Might be worth making compaction the default on Windows too, or at least mentioning it in the readme for people hitting Castle Town drops. (Tracked down and benchmarked with Claude Code: it read the log, ran the PresentMon captures and found the compaction switch.)
LichReaper commented 2026-11-12 00:34:28 +00:00 (Migrated from github.com)

I did what I asked, VRAM decreased but the use of RAM memory is jumping from 17gb to 20gb RAM much more easily after leaving the forest at the beginning of the game

I did what I asked, VRAM decreased but the use of RAM memory is jumping from 17gb to 20gb RAM much more easily after leaving the forest at the beginning of the game
jabbaxipil commented 2026-11-12 02:27:16 +00:00 (Migrated from github.com)

A 24 GB AMD data point on stock v2.1.0, with the same-view method as my earlier comment. Compaction was off, the v2.1.0 default. In one 10-minute session the fps did not fade.

Setup: RX 7900 XTX 24 GB, RADV (Mesa 26.2.6), Ryzen 7 5800X3D, 32 GB, Ubuntu 24.04. v2.1.0 (source e561602e), output 2560x1440, render 100%, game's own upscaler, frame generation off, no RX_VK_ variables, udmabuf on.

Route: Kokiri Forest stream view (standing, then a camera spin), then about 10 minutes through Hyrule Field and Castle Town at night, then back to the same view.

Kokiri view fresh, standing fresh, spin (2,400-2,599 draws) after ~10 min (2,400-2,599 draws)
windows 24 13 19
fps 36.2 34.0 34.1
draws 2,726 ~2,500 2,454
GPU time a frame 16.8 ms 18.6 ms 17.4 ms
memory sync 5.3 ms 3.9 ms 4.9 ms
captures kept ~200 MB ~200 MB ~750 MB
VRAM used / allowed 9.2 / 23.3 GB 9.3-9.8 GB 12.0 / 23.3 GB
textures (budget 6144 MB) 4.9 GB 4.9-5.1 GB 5.8-5.9 GB
  • The build-up is there: captures kept went up almost 4x, textures sat near the budget (about 73,000 retired while exploring), and memory sync was about 1 ms higher than at the same draws before. It cost no fps, and the log never says "at the driver's limit". My guess is that the 11 GB of headroom absorbs it, which fits the title's "mostly 4-8 GB cards".
  • Process memory, from the game's own vk: memory line: private 2.2 GB at the fresh stand, 2.8 GB at the return. No runaway growth on Linux in this session.
  • Limits: one short session. The return view had about 270 fewer draws than the fresh stand, so I compared the same draw range.
A 24 GB AMD data point on stock v2.1.0, with the same-view method as my earlier comment. Compaction was off, the v2.1.0 default. In one 10-minute session the fps did not fade. **Setup:** RX 7900 XTX 24 GB, RADV (Mesa 26.2.6), Ryzen 7 5800X3D, 32 GB, Ubuntu 24.04. v2.1.0 (source e561602e), output 2560x1440, render 100%, game's own upscaler, frame generation off, no `RX_VK_` variables, udmabuf on. **Route:** Kokiri Forest stream view (standing, then a camera spin), then about 10 minutes through Hyrule Field and Castle Town at night, then back to the same view. | Kokiri view | fresh, standing | fresh, spin (2,400-2,599 draws) | after ~10 min (2,400-2,599 draws) | |---|---|---|---| | windows | 24 | 13 | 19 | | fps | 36.2 | 34.0 | 34.1 | | draws | 2,726 | ~2,500 | 2,454 | | GPU time a frame | 16.8 ms | 18.6 ms | 17.4 ms | | memory sync | 5.3 ms | 3.9 ms | 4.9 ms | | captures kept | ~200 MB | ~200 MB | ~750 MB | | VRAM used / allowed | 9.2 / 23.3 GB | 9.3-9.8 GB | 12.0 / 23.3 GB | | textures (budget 6144 MB) | 4.9 GB | 4.9-5.1 GB | 5.8-5.9 GB | - The build-up is there: captures kept went up almost 4x, textures sat near the budget (about 73,000 retired while exploring), and memory sync was about 1 ms higher than at the same draws before. It cost no fps, and the log never says "at the driver's limit". My guess is that the 11 GB of headroom absorbs it, which fits the title's "mostly 4-8 GB cards". - Process memory, from the game's own `vk: memory` line: private 2.2 GB at the fresh stand, 2.8 GB at the return. No runaway growth on Linux in this session. - Limits: one short session. The return view had about 270 fewer draws than the fresh stand, so I compared the same draw range.
NotRexed commented 2026-11-12 03:07:08 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #2615: ~15 FPS returning to places i've been before (forest, castle village) (2.1.0; RTX 5080 / current driver; 9800X3D, 32GB DDR5, Win 11)
More reports of this, collected here: - #2615: ~15 FPS returning to places i've been before (forest, castle village) (2.1.0; RTX 5080 / current driver; 9800X3D, 32GB DDR5, Win 11)
Owner

@zeeboguy commented on GitHub · 2026-11-12 04:13 UTC · original

Follow-up to my report in #1072 (closed into this one): v2.1.0 still grows on NVIDIA in a long fullscreen session, and it gets choppy at the end the same way.

Setup: v2.1.0 (source e561602e) native Linux AppImage build. Arch (Omarchy, Hyprland). RTX 5080 16 GB, NVIDIA 615.78.08, kernel 7.2.15, 32 GB RAM. Fullscreen on a 4K TV (swapchain 3840x2160, mailbox), output resolution 3840x2160, no RX_VK_ variables.

Session: 1 h 40 min of normal play.

Peak RAM (systemd's accounting of the game's scope) 22.6 GB
Peak swap 4.4 GB
fps for most of the session (5 s windows) 80-120
fps in the last ~5 min mostly 45-60

On v2.0.11 I saw 18-18.7 GB and swapping after 34-74 min, so this looks like the same growth, just a longer session.

The log's own counters stay flat or grow much less than RAM, so most of the growth is somewhere they don't report:

  • vk: malloc: 8.6 GB -> 9.9 GB in arenas (7.3 -> 8.1 GB in use) over the whole session
  • textures: 4.9 GB of the 6.1 GB budget at the end
  • VRAM: about 11.3 of 13.1 GB allowed, so not over the driver's allowance
  • no errors, device lost or write-back timeouts in the log this time

@mooki000's 44-minute RTX 4090 run on the same driver showed no growth, but that was headless. This run was fullscreen, so the growth may be in the swapchain or the scaling to the screen, which a headless run skips.

I can attach the full game.log (25 MB) if that helps.

> [@zeeboguy](https://github.com/zeeboguy) commented on GitHub · 2026-11-12 04:13 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6814290053) Follow-up to my report in #1072 (closed into this one): **v2.1.0 still grows on NVIDIA in a long fullscreen session**, and it gets choppy at the end the same way. **Setup:** v2.1.0 (source e561602e) native Linux AppImage build. Arch (Omarchy, Hyprland). RTX 5080 16 GB, NVIDIA 615.78.08, kernel 7.2.15, 32 GB RAM. Fullscreen on a 4K TV (swapchain 3840x2160, mailbox), output resolution 3840x2160, no `RX_VK_` variables. **Session:** 1 h 40 min of normal play. | | | |---|---| | Peak RAM (systemd's accounting of the game's scope) | **22.6 GB** | | Peak swap | **4.4 GB** | | fps for most of the session (5 s windows) | 80-120 | | fps in the last ~5 min | mostly 45-60 | On v2.0.11 I saw 18-18.7 GB and swapping after 34-74 min, so this looks like the same growth, just a longer session. The log's own counters stay flat or grow much less than RAM, so most of the growth is somewhere they don't report: - `vk: malloc`: 8.6 GB -> 9.9 GB in arenas (7.3 -> 8.1 GB in use) over the whole session - textures: 4.9 GB of the 6.1 GB budget at the end - VRAM: about 11.3 of 13.1 GB allowed, so not over the driver's allowance - no errors, device lost or write-back timeouts in the log this time @mooki000's 44-minute RTX 4090 run on the same driver showed no growth, but that was headless. This run was fullscreen, so the growth may be in the swapchain or the scaling to the screen, which a headless run skips. I can attach the full game.log (25 MB) if that helps. <!-- github-sync:c:6814290053 -->
Owner

@EmmSaotome commented on GitHub · 2026-11-12 06:16 UTC · original

hookshot_log.txt

AMD Radeon RX 5600 XT, 6013 MB VRAM.

Happens with new areas.

> [@EmmSaotome](https://github.com/EmmSaotome) commented on GitHub · 2026-11-12 06:16 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6816274521) [hookshot_log.txt](https://github.com/user-attachments/files/34731799/hookshot_log.txt) AMD Radeon RX 5600 XT, 6013 MB VRAM. Happens with new areas. <!-- github-sync:c:6816274521 -->
Owner

@PorkSnorkle commented on GitHub · 2026-11-12 07:20 UTC · original

I also get this same problem. RTX 5070, i5 14600k, 32 GB ddr4 3600

> [@PorkSnorkle](https://github.com/PorkSnorkle) commented on GitHub · 2026-11-12 07:20 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6817398012) I also get this same problem. RTX 5070, i5 14600k, 32 GB ddr4 3600 <!-- github-sync:c:6817398012 -->
Owner

@ItsWoka commented on GitHub · 2026-11-12 08:42 UTC · original

Specs in picture
Os: Linux mint
build: Hookshot-v2.1.0-rc.3-250-g46780503-x86_64.AppImage

image

Ram leaks have been getting worse for me every new update, i cant even join the game anymore, in comparison to older builds

Logs:

hookshot_log.1.txt
hookshot_log.txt

> [@ItsWoka](https://github.com/ItsWoka) commented on GitHub · 2026-11-12 08:42 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6818949193) Specs in picture Os: Linux mint build: Hookshot-v2.1.0-rc.3-250-g46780503-x86_64.AppImage <img width="1042" height="1162" alt="image" src="https://github.com/user-attachments/assets/47cfe3da-d919-4230-b7c9-87d7fbe8d2e5" /> Ram leaks have been getting worse for me every new update, i cant even join the game anymore, in comparison to older builds Logs: [hookshot_log.1.txt](https://github.com/user-attachments/files/34737249/hookshot_log.1.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34737250/hookshot_log.txt) <!-- github-sync:c:6818949193 -->
Owner

@blushOFF commented on GitHub · 2026-11-12 09:15 UTC · original

A 2-hour data point on an 8 GB card, on current main, where it held up.

Setup: Windows 11, RTX 3070 8 GB, i7-14700KF, 32 GB RAM. main at 0ec31ff6, built from source. Output 2048x1152, presented at 2560x1440, mailbox. Variables: RX_VK_IMAGE_BLOCK_MB=32, RX_VK_WB_MAX_KB=1024, RX_VK_IMAGE_PREALLOC=0 (because of #2690). Save: a copy of a Kokiri Forest save.

Session: 120 min. A script teleports every 4 min through Hyrule Field, Kakariko, the Market, the castle, the Lost Woods, Sacred Forest Meadow, Lake Hylia and the graveyard (29 teleports done). Between teleports it taps A/B to get through dialogs. It is not real play: little combat, no dungeons.

minute 1 30 60 90 120
fps (overlay) 59.8 60.0 60.0 59.2 60.0
private memory (GB) 28.3 32.8 33.2 33.8 34.4
working set (GB) 19.3 22.8 20.5 20.7 20.0
VRAM used / allowed (GB) 6.2 / 6.8 6.3 / 6.8 6.7 / 7.0 6.4 / 6.9 6.8 / 6.8
  • fps averaged 59.0 over the 120 one-minute samples. Only 6 were under 55: a dip at minutes 41-44 (33.6, then about 49), plus one sample each at minutes 12 (54.1) and 73 (53.1).
  • Private memory rose by about 5 GB in the first hour, then by about 1 GB in the second. The working set did not grow.
  • 0 device lost. Screenshots from the last half hour show full-resolution textures, with no rainbow or blur.
  • On the VRAM side, the log shows the pressure. The texture budget went from about 1000 MB to 600 MB by the end. Free space inside the texture blocks went from 240 MB to 850 MB, even after 163 compactions. 8 times, the write-back diff gave its shadows back because VRAM was over the allowance.

So on this card and build, two hours of moving between zones did not reproduce the fade. Free space inside the blocks rising while the budget falls looks like the slow part of it. A longer run, or a run with more dungeons, might go further. I can share the CSV or the log if it helps.

> [@blushOFF](https://github.com/blushOFF) commented on GitHub · 2026-11-12 09:15 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6819606730) A 2-hour data point on an 8 GB card, on current `main`, where it held up. **Setup:** Windows 11, RTX 3070 8 GB, i7-14700KF, 32 GB RAM. `main` at 0ec31ff6, built from source. Output 2048x1152, presented at 2560x1440, mailbox. Variables: `RX_VK_IMAGE_BLOCK_MB=32`, `RX_VK_WB_MAX_KB=1024`, `RX_VK_IMAGE_PREALLOC=0` (because of #2690). Save: a copy of a Kokiri Forest save. **Session:** 120 min. A script teleports every 4 min through Hyrule Field, Kakariko, the Market, the castle, the Lost Woods, Sacred Forest Meadow, Lake Hylia and the graveyard (29 teleports done). Between teleports it taps A/B to get through dialogs. It is not real play: little combat, no dungeons. | minute | 1 | 30 | 60 | 90 | 120 | |---|---|---|---|---|---| | fps (overlay) | 59.8 | 60.0 | 60.0 | 59.2 | 60.0 | | private memory (GB) | 28.3 | 32.8 | 33.2 | 33.8 | 34.4 | | working set (GB) | 19.3 | 22.8 | 20.5 | 20.7 | 20.0 | | VRAM used / allowed (GB) | 6.2 / 6.8 | 6.3 / 6.8 | 6.7 / 7.0 | 6.4 / 6.9 | 6.8 / 6.8 | - fps averaged 59.0 over the 120 one-minute samples. Only 6 were under 55: a dip at minutes 41-44 (33.6, then about 49), plus one sample each at minutes 12 (54.1) and 73 (53.1). - Private memory rose by about 5 GB in the first hour, then by about 1 GB in the second. The working set did not grow. - 0 device lost. Screenshots from the last half hour show full-resolution textures, with no rainbow or blur. - On the VRAM side, the log shows the pressure. The texture budget went from about 1000 MB to 600 MB by the end. Free space inside the texture blocks went from 240 MB to 850 MB, even after 163 compactions. 8 times, the write-back diff gave its shadows back because VRAM was over the allowance. So on this card and build, two hours of moving between zones did not reproduce the fade. Free space inside the blocks rising while the budget falls looks like the slow part of it. A longer run, or a run with more dungeons, might go further. I can share the CSV or the log if it helps. <!-- github-sync:c:6819606730 -->
Owner

@Waryxxful commented on GitHub · 2026-11-12 11:21 UTC · original

A 6 GB card at the driver's allowance in plain play: RX 5600 XT, Windows 11, main de866017.

  • VRAM sits at the allowance at every sample in Kokiri Forest and Hyrule Field: 4480 MB used of 4480 MB allowed. The texture budget falls to 300-390 MB while the textures hold ~1,100 MB. The 6 GB card reports 5,872 MB, and Windows lets the game have ~4.4 GB of it.
  • The buffer pools' mirror budget fills too: pool 0x7fd3000000 (160 MB) stays in system memory: the mirrors have 688 MB of 734.
  • Private memory in play is 26.7-27.5 GB on a 24 GB PC. The working set is much lower, so it lives in the page file. With RX_VK_PRECOMPILE=0 it is 20.0-20.9 GB. During the first start's noted pipelines it peaked at 29.4-30.6 GB, twice, with 0.3-0.4 GB of RAM left free.
  • The render target pool is given back for VRAM (VRAM short: given back), so render targets are made and destroyed all the time: 10 reused from the pool, 1418 made new, 1249 destroyed within a few minutes of the two places (see #2180 / #2484).
  • #2557's Texture detail (measured on its branch merged on main): Medium 772 MB of textures, Low 681 MB, against ~1,100 MB (-30% / -38%), same fps at these spots. The driver's VRAM count stays at the allowance either way: what fills it here is not only textures.
> [@Waryxxful](https://github.com/Waryxxful) commented on GitHub · 2026-11-12 11:21 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6822202608) **A 6 GB card at the driver's allowance in plain play: RX 5600 XT, Windows 11, main `de866017`.** - **VRAM sits at the allowance** at every sample in Kokiri Forest and Hyrule Field: `4480 MB used of 4480 MB allowed`. The texture budget falls to 300-390 MB while the textures hold ~1,100 MB. The 6 GB card reports 5,872 MB, and Windows lets the game have ~4.4 GB of it. - **The buffer pools' mirror budget fills too:** `pool 0x7fd3000000 (160 MB) stays in system memory: the mirrors have 688 MB of 734`. - **Private memory in play is 26.7-27.5 GB on a 24 GB PC.** The working set is much lower, so it lives in the page file. With `RX_VK_PRECOMPILE=0` it is 20.0-20.9 GB. During the first start's noted pipelines it peaked at 29.4-30.6 GB, twice, with 0.3-0.4 GB of RAM left free. - **The render target pool is given back for VRAM** (`VRAM short: given back`), so render targets are made and destroyed all the time: `10 reused from the pool, 1418 made new, 1249 destroyed` within a few minutes of the two places (see #2180 / #2484). - **#2557's Texture detail** (measured on its branch merged on main): Medium 772 MB of textures, Low 681 MB, against ~1,100 MB (-30% / -38%), same fps at these spots. The driver's VRAM count stays at the allowance either way: what fills it here is not only textures. <!-- github-sync:c:6822202608 -->
Owner

@mooki000 commented on GitHub · 2026-11-12 12:46 UTC · original

A longer Linux result alongside the reports here: 11 repeated-area laps, about 2 h 26 min in one process, on RTX 4090/NVIDIA 615.78.08, main 09aac439 plus #2292's read-only state stream, headless at 2048×1152 with DLAA, a 60 cap and frame generation off. It used debug area transitions and fixed entry views, not a walking playthrough. The tour did not reproduce sustained revisit slowdown, and the 77 inspected standing captures showed no persistent texture corruption. Other work shared the machine, so this is not a performance comparison or coverage of the fullscreen path @zeeboguy reported.

The rising target-image count is now accounted for: all 77 samples satisfy images made minus images destroyed equals live allocations. At the first forest entry, live allocations rose 128→410 across the tour; finalized textures deliberately retained rose 33→343, mostly terrain tiles, while the other-image remainder fell 95→67. This is retained content, not orphaned target images: 7b774bae introduced that retention before v2.1.0 to prevent texture corruption when the game samples the tiles again. It explains this counter, not every memory-growth report, and is not a reason to discard the protected textures.

Separately, #2615's two v2.1.0 logs show memory pressure at 3840×2160, 3× interpolation and an 11,000 MB texture budget:

Log Peak VRAM used / allowance at that sample Peak private memory
hookshot_log.txt 16,413 / 14,903 MB 40,515 MB
hookshot_log.1.txt 16,291 / 14,965 MB 40,824 MB

Those are the logger's MB units; they support a pressure lead, not proof of a leak or of the cause of a particular revisit. My 24 GB card never exceeded its allowance in this tour, so the negative result does not settle those pressured sessions or the newer reports here.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 12:46 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6823989416) A longer Linux result alongside the reports here: **11 repeated-area laps, about 2 h 26 min in one process**, on RTX 4090/NVIDIA 615.78.08, main `09aac439` plus #2292's read-only state stream, headless at 2048×1152 with DLAA, a 60 cap and frame generation off. It used debug area transitions and fixed entry views, not a walking playthrough. The tour did not reproduce sustained revisit slowdown, and the 77 inspected standing captures showed no persistent texture corruption. Other work shared the machine, so this is not a performance comparison or coverage of the fullscreen path @zeeboguy reported. The rising target-image count is now accounted for: **all 77 samples satisfy images made minus images destroyed equals live allocations**. At the first forest entry, live allocations rose 128→410 across the tour; finalized textures deliberately retained rose 33→343, mostly terrain tiles, while the other-image remainder fell 95→67. This is retained content, not orphaned target images: [7b774bae](https://git.magicbean.dev/MagicBeanDev/Hookshot/commit/7b774bae6416ddebefab35d833150c21cde01400) introduced that retention before v2.1.0 to prevent texture corruption when the game samples the tiles again. It explains this counter, not every memory-growth report, and is not a reason to discard the protected textures. Separately, [#2615](https://git.magicbean.dev/MagicBeanDev/Hookshot/issues/2615)'s two v2.1.0 logs show memory pressure at 3840×2160, 3× interpolation and an 11,000 MB texture budget: | Log | Peak VRAM used / allowance at that sample | Peak private memory | |---|---:|---:| | `hookshot_log.txt` | 16,413 / 14,903 MB | 40,515 MB | | `hookshot_log.1.txt` | 16,291 / 14,965 MB | 40,824 MB | Those are the logger's MB units; they support a pressure lead, not proof of a leak or of the cause of a particular revisit. My 24 GB card never exceeded its allowance in this tour, so the negative result does not settle those pressured sessions or the newer reports here. <!-- github-sync:c:6823989416 -->
Owner

@Rogasse commented on GitHub · 2026-11-12 14:14 UTC · original

Additional v2.1.0 data from a real 6 GB laptop GPU (for #993 and the related CPU-bound/stutter tracker #995):

  • Hookshot v2.1.0, log header source 633eb435; Windows 11 Home build 26200; Core i5-13420H, 32 GB RAM; NVIDIA RTX 4050 Laptop 6 GB. The Vulkan driver value in this session's log is 0x9a170000 (NVIDIA 616.92). The driver has since been updated to 621.14, but these numbers are from 616.92.
  • Player-reported symptom: about 20 FPS with stutters in Kokiri Forest, after playing through the Great Deku Tree. The log records 2048x1152 game output. This is one uncontrolled play session, not a same-scene A/B test.
  • In hookshot_log.3.txt, 122 of 729 VRAM status samples are above the driver's allowance. The largest excess I found is 5,976 MB used / 4,920 MB allowed (+1,056 MB); that same line has 3,115 MB of textures / 2,249 MB texture budget. There are 6,841 textures retired log entries. Another late sample is 5,111 / 4,825 MB with 2,290 / 2,318 MB of textures; the renderer says at the driver's limit, room in the blocks: not squeezed.
  • A separate gameplay log (hookshot_log.1.txt) has samples around 16–23 FPS with ~1,500–2,500 draws/frame. In its slower samples, replay submit is 29–37 ms/frame, including 17–26 ms in memory sync; reported GPU time is about 36–40 ms/frame. This suggests both replay/memory-sync and GPU work matter here. The logs alone do not establish that VRAM pressure caused the 20 FPS.

This is a baseline for the 6 GB changes in #2557, #2759, and #2794. I have not run those PRs yet: my installed v2.1.0 game uses renderer API v14 while current main uses v19, and the PC currently lacks the ~60 GB free needed to rebuild the game for a valid comparison. No game files or derived assets are attached.

> [@Rogasse](https://github.com/Rogasse) commented on GitHub · 2026-11-12 14:14 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6826001011) Additional v2.1.0 data from a real 6 GB laptop GPU (for #993 and the related CPU-bound/stutter tracker #995): - Hookshot v2.1.0, log header `source 633eb435`; Windows 11 Home build 26200; Core i5-13420H, 32 GB RAM; NVIDIA RTX 4050 Laptop 6 GB. The Vulkan driver value in this session's log is `0x9a170000` (NVIDIA 616.92). The driver has since been updated to 621.14, but these numbers are from 616.92. - Player-reported symptom: about 20 FPS with stutters in Kokiri Forest, after playing through the Great Deku Tree. The log records 2048x1152 game output. This is one uncontrolled play session, not a same-scene A/B test. - In `hookshot_log.3.txt`, 122 of 729 VRAM status samples are above the driver's allowance. The largest excess I found is **5,976 MB used / 4,920 MB allowed** (+1,056 MB); that same line has **3,115 MB of textures / 2,249 MB texture budget**. There are 6,841 `textures retired` log entries. Another late sample is 5,111 / 4,825 MB with 2,290 / 2,318 MB of textures; the renderer says `at the driver's limit, room in the blocks: not squeezed`. - A separate gameplay log (`hookshot_log.1.txt`) has samples around 16–23 FPS with ~1,500–2,500 draws/frame. In its slower samples, replay submit is 29–37 ms/frame, including 17–26 ms in `memory sync`; reported GPU time is about 36–40 ms/frame. This suggests both replay/memory-sync and GPU work matter here. The logs alone do not establish that VRAM pressure caused the 20 FPS. This is a baseline for the 6 GB changes in #2557, #2759, and #2794. I have not run those PRs yet: my installed v2.1.0 game uses renderer API v14 while current `main` uses v19, and the PC currently lacks the ~60 GB free needed to rebuild the game for a valid comparison. No game files or derived assets are attached. <!-- github-sync:c:6826001011 -->
Owner

@Veteran-1T commented on GitHub · 2026-11-12 14:56 UTC · original

Rtx 5080 laptop having the leaking I have DDR5 64gbs and as I play and load into new areas doesnt dump the leaks leading up to 45gbs of ram being used needing to restart every 2-3mins due to leaking degrading graphics and FPS

> [@Veteran-1T](https://github.com/Veteran-1T) commented on GitHub · 2026-11-12 14:56 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6827060430) Rtx 5080 laptop having the leaking I have DDR5 64gbs and as I play and load into new areas doesnt dump the leaks leading up to 45gbs of ram being used needing to restart every 2-3mins due to leaking degrading graphics and FPS <!-- github-sync:c:6827060430 -->
Owner

@mooki000 commented on GitHub · 2026-11-12 15:18 UTC · original

Tracker upkeep note (merged pull requests and code checked against main 51da0464; no new test run was made for it).

This tracker can mark several specific mechanisms as fixed in main: #1505 retries failed BC3 uploads, #1514 provides a smaller staging allocation when the usual arena cannot be pinned, #2198 prevents compaction from evicting recently used textures, and #2545 writes GPU-drawn terrain tiles back before the game copies their memory. The last change is present in gpu/vk/vk_texture.cpp's drawn-writeback path on 51da0464; it does not establish that every long-session slowdown is fixed. BC texture accounting still has the separate #2624 follow-up, and the remaining reports need session-specific memory and termination evidence. Please keep this aggregate open; this is source/history confirmation, not a new game run.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 15:18 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6827614851) **Tracker upkeep note** (merged pull requests and code checked against main `51da0464`; no new test run was made for it). This tracker can mark several specific mechanisms as fixed in main: #1505 retries failed BC3 uploads, #1514 provides a smaller staging allocation when the usual arena cannot be pinned, #2198 prevents compaction from evicting recently used textures, and #2545 writes GPU-drawn terrain tiles back before the game copies their memory. The last change is present in `gpu/vk/vk_texture.cpp`'s drawn-writeback path on `51da0464`; it does not establish that every long-session slowdown is fixed. BC texture accounting still has the separate #2624 follow-up, and the remaining reports need session-specific memory and termination evidence. Please keep this aggregate open; this is source/history confirmation, not a new game run. <!-- github-sync:c:6827614851 -->
Owner

@VineeSouzaa commented on GitHub · 2026-11-12 18:33 UTC · original

Data point (8 GB): RX_VK_COMPACT=1 on the v2.1.0 release cuts VRAM pressure a lot (RTX 5050 Laptop 8 GB, Pop!_OS, driver 595.104.02, 2048x1152, DLSS off, hookshot_env.txt with RX_VK_COMPACT=1)

Without With (3 sessions)
status: lines with VRAM past 95% of the allowance 87 of 494 (18%) 7 of 334 (2%)
120-present fps windows under 30 fps 2.7% 0.1 to 1.2%
Mean fps 54.1 47.3, 46.2, 55.7

The VRAM and stutter numbers repeated in all three sessions with the switch. The fps is not a controlled A/B: the "without" run was one ~100 min session of mixed content, and the three "with" sessions covered different areas (the latest, 55.7 fps, went through Hyrule Field). So I would not claim a throughput change either way, only less VRAM pressure and fewer slow windows.

This is a real 8 GB card in normal play, not an emulated allowance, so it may help with the 8 GB side of this issue. Compaction is opt-in on v2.1.0 and already on by default on main, so this supports keeping it on.

Rows for the page are in #2889. Full logs for both runs available on request.

> [@VineeSouzaa](https://github.com/VineeSouzaa) commented on GitHub · 2026-11-12 18:33 UTC · [original](https://github.com/NotRexed/Hookshot/issues/993#issuecomment-6832458768) **Data point (8 GB): `RX_VK_COMPACT=1` on the v2.1.0 release cuts VRAM pressure a lot** (RTX 5050 Laptop 8 GB, Pop!_OS, driver 595.104.02, 2048x1152, DLSS off, `hookshot_env.txt` with `RX_VK_COMPACT=1`) | | Without | With (3 sessions) | |---|---|---| | `status:` lines with VRAM past 95% of the allowance | 87 of 494 (18%) | 7 of 334 (2%) | | 120-present fps windows under 30 fps | 2.7% | 0.1 to 1.2% | | Mean fps | 54.1 | 47.3, 46.2, 55.7 | The VRAM and stutter numbers repeated in all three sessions with the switch. The fps is not a controlled A/B: the "without" run was one ~100 min session of mixed content, and the three "with" sessions covered different areas (the latest, 55.7 fps, went through Hyrule Field). So I would not claim a throughput change either way, only less VRAM pressure and fewer slow windows. This is a real 8 GB card in normal play, not an emulated allowance, so it may help with the 8 GB side of this issue. Compaction is opt-in on v2.1.0 and already on by default on main, so this supports keeping it on. Rows for the page are in #2889. Full logs for both runs available on request. <!-- github-sync:c:6832458768 -->
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