[Tracking] AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes) #996

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opened 2026-11-09 05:38:46 +00:00 by NotRexed · 57 comments
NotRexed commented 2026-11-09 05:38:46 +00:00 (Migrated from github.com)

This issue collects every open report of AMD driver crashes, device lost and freezes on Windows, 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

What happens: an AMD driver timeout (black screen, "AMD driver error", sometimes a full system reset), VK_ERROR_DEVICE_LOST, or a picture freeze while the audio continues.

When it happens:

  • entering the Deku Tree;
  • after the opening or Gohma cutscenes;
  • loading a save;
  • closing the menu;
  • walking in Castle Town.

Mostly RDNA2 cards (RX 6600 / 6650 XT / 6700 XT / 6800 / 6900 XT) on driver 0x800161 (26.10.1 / 26.10.2), and also RX 7600 and RX 9060 XT / 9070 XT.

Affected GPUs and versions

  • GPUs: RX 6600, 6650 XT, 6700, 6700 XT, 6750 XT, 6800, 6900 XT, RX 7600, RX 9060 XT, 9070, 9070 XT (Windows).
  • Versions: every release up to v2.0.5.

Evidence from the logs

  • Device lost (submit N failed (-4)) after minutes of play: #708 (7 people), #150 (the older device-lost thread, 30 people).
  • Pipelines that fail on driver 0x800161: graphics pipeline for 5fa56485a6b07619 / 6eaa646d07ea4e43 not made (-13) in #305, #360, #461, #916, and #935 (4e5ce183 there too). On v2.0.2, "Preparing shaders" hung at 99% on it; v2.0.3 lets the game start anyway.
  • #602: device lost on the first gameplay frame; RX_VK_NO_MESH=1 avoids it, so the hang is on the mesh path. The log shows storage buffer NOT bound for 68642bb8, 6b4dea60, 51183fe7 (c5+0x1d0), 739acd67 and d905f52b (c5+0x60). AMD gives no checkpoints.
  • Fixed in earlier releases:
    • table ordering (device-lost-fix);
    • retired pools kept on Windows (fast-updates);
    • bounded CAS loops (v2.0.2, the likely Deku Tree freeze on RX 6600, #614).
  • Fixed in v2.0.6:
    • the v2.0.5 terrain re-encode (#705) is off again: an RX 6700 XT's GPU time goes from 70-140 ms back to ~10 ms a frame (#823);
    • a background job that fails is now logged instead of ending the game.

Workarounds

  • RX_VK_PRECOMPILE=0: avoids the 99% "Preparing shaders" hang (#305).
  • RX_VK_NO_MESH=1: avoided the first-frame device lost in #602.
  • RX_VK_KEEP_RETIRED=1: stopped the crashes in #571, but grass and trees flickered.
  • HOS_NO_RENDERER_WAIT=1: fixes the AMD black 3D in #120 (see the black-screen tracker).
  • Update the AMD driver; note the version in your report.

Reports merged here (23 issues, about 71 people)

Issue Title People GPU Version Key detail
#150 [Crash] VK_ERROR_DEVICE_LOST on RX 6900 XT, always right after "pool… 30 RX 6900 XT, RX 6600, RTX 5060, Steam Deck, ROG Ally Z1E, GT… fast-updates..v2.0.x Device-lost tracker (14+ closed dups). 9bb52a9 table ordering (device-lost-fix), retired pools kept on Windows (fast-updates), bounded CAS loops (v2.0.2). Still: RX 6900…
#708 [AMD RX 6600] Reproducible Vulkan device loss and crash inside Deku T… 7 RX 6600, RX 6650 XT, RX 6800, RX 6700 XT, Radeon 890M v2.0.5 RDNA2 device lost / silent hang after minutes; RX 6700 XT v2.0.3 silent hang (CommandBufferWaitEvent last); Ally X 890M v2.0.5: device lost seconds after loading a save…
#581 Hard Crash (System Reset) after opening cutscene on AMD+SteamOS 4 RX 9060 XT (SteamOS), Ally Z1E (Win), RX 6950 XT (Bazzite) v2.0.5 System reset/reboot after the opening cutscene; still on fast-updates ( log); RX 6950 XT Bazzite v2.0.5 system crash back to login (log)
#614 Crash into deku 4 RX 6600 x2, Intel B580 honest-eta Crash entering the Deku Tree room with the rotating spiked log (RX 6600); v2.0.2 bounded CAS loops name #614 as the likely fix; B580 black at the Deku Tree is #498
#602 crashing after intro video 3 RX 9070 XT (SteamOS), RX 9070 (Win), RX 6750 XT v2.0.5 AMD crash after the intro: device lost on the first gameplay frame (RX 9070, v2.0.2), RX_VK_NO_MESH=1 avoids it (mesh path hang; unbound SSBOs c5+0x60/c5+0x1d0 in 68642b…
#483 black sceeen and crashs on AMD RX6600 2 RX 6600 x2 pre-ultrawide Black/freeze after the opening; second launch works but not correctly
#484 crashes as soon as I try to enter the Deku Tree 2 RX 6600, RX 6800 (0x800161) compile-retry Crash entering the Deku Tree: device lost then amdvlk64.dll+0x319b63 AV; v2.0.2 bounded CAS loops target this (#614)
#698 White screen in cutscene 2 RX 6600 (26.10.1) v2.0.2 White screen after defeating Gohma (Deku Tree cutscene), every time; log + Dropbox video; "same" from TheLastFearBebop
#843 intro crashing during cutscene - no gameplay RX 6750 XT 2 RX 6750 XT v2.0.5 Same reporter's text as their #602 comment: Link bright/untextured in intro, 40 s stalls, crash after Link gets out of bed; JustPatrox same, saves crash too (log)
#872 Screen freezes 2 RX 6600 (0x800161), RX 5500 v2.0.5 Picture freezes when exiting the menu (music continues); log is preparation only (165 failed)
#121 blurry texts and graphic flickering alot on newest version (aMD GPU)… 1 RX 6600 foliage-linux-updater Freeze for minutes right after 3D appears (RX 6600); text fixed; v2.0.2 bounded CAS loops "likely cause of Deku Tree freeze on RX 6600 (#614)"
#360 I went through the same thing even in the new update, and it happened… 1 RX 6650 XT (0x800161) foliage-linux-updater Entering Deku Tree: window hung after pipelines 5fa56485/6eaa646d not made (-13) on driver 0x800161; after driver update black with audio
#461 Drivers crashing 1 RX 6700 (0x800161) device-lost-fix Driver crash after minutes, white boots/pots; log: device lost, -13 for 5fa56485/6eaa646d, VRAM 8242/8479
#571 The game crashes after running for a while 1 RX 6600 (26.10.1) fast-updates Crash after a while (device lost, VRAM full); with RX_VK_KEEP_RETIRED=1 stopped crashing but grass/trees flicker and intense light (5 logs, fast-updates)
#580 Crash 1 RX 9060 XT ? Freeze 2 s, back 1 s, then crash (hookshot_log.1.txt attached)
#646 crash when I go through a door in dungeon the great tree deku 1 AMD latest Crash + AMD driver error going through a door in the Deku Tree dungeon (with RX_VK_WAIT_GPU=0); similar #614
#716 Do not start the second time 1 RX 6600 v2.0.1 Doesn't start the second time (not even menu); log .4 + screenshot
#719 frozen screen, forced restart 1 RX 6600 (26.10.1) v2.0.2 Whole-PC freeze in the Deku Tree (mouse moves, keyboard dead, restart needed); log .4
#722 Hookshot does not launch game (9070XT) 1 RX 9070 XT v2.0.4 Desktop shortcut opens a black console for 2 s and closes, no process (2 logs incl. v2.0.4); v2.0.3 known: "RX 9070 XT: some PCs abort right at start"
#749 Freeze when closing a menu 1 RX 6600 v2.0.2 Freeze after closing the map/inventory menu in Kokiri (log, screenshot)
#858 Black Screen (AMD RX 7600 Ryzen 5 5600) 1 RX 7600 v2.0.2 (log) Black screen after opening and closing the inventory in Kokiri, unstable fps (log says v2.0.2 though the form says v2.0.5); compare #749 (freeze after closing menu, RX 6…
#935 It freezes when walking around in Hyrule city 1 RX 6650 XT (0x800161) v2.0.5 Freeze (audio continues) walking past the Castle Town fountain; pipelines 4e5ce183/6eaa646d -13 (Dropbox video)
#980 game crash rx 6600 when load save 1 RX 6600 (26.10.1) v2.0.5 Driver crash every time a Hyrule Field save loads; log ends abruptly during the load (no device-lost line), ASTC decoded on upload, VRAM low (1092/7379)

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, driver version, where it happens, and every hookshot_log*.txt from that session (the -4 / -13 lines and the last lines 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 AMD driver crashes, device lost and freezes on Windows, 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 What happens: an AMD driver timeout (black screen, "AMD driver error", sometimes a full system reset), `VK_ERROR_DEVICE_LOST`, or a picture freeze while the audio continues. When it happens: - entering the Deku Tree; - after the opening or Gohma cutscenes; - loading a save; - closing the menu; - walking in Castle Town. Mostly RDNA2 cards (RX 6600 / 6650 XT / 6700 XT / 6800 / 6900 XT) on driver 0x800161 (26.10.1 / 26.10.2), and also RX 7600 and RX 9060 XT / 9070 XT. ## Affected GPUs and versions - **GPUs:** RX 6600, 6650 XT, 6700, 6700 XT, 6750 XT, 6800, 6900 XT, RX 7600, RX 9060 XT, 9070, 9070 XT (Windows). - **Versions:** every release up to v2.0.5. ## Evidence from the logs - **Device lost** (`submit N failed (-4)`) after minutes of play: #708 (7 people), #150 (the older device-lost thread, 30 people). - **Pipelines that fail on driver 0x800161:** `graphics pipeline for 5fa56485a6b07619 / 6eaa646d07ea4e43 not made (-13)` in #305, #360, #461, #916, and #935 (4e5ce183 there too). On v2.0.2, "Preparing shaders" hung at 99% on it; v2.0.3 lets the game start anyway. - **#602:** device lost on the first gameplay frame; `RX_VK_NO_MESH=1` avoids it, so the hang is on the mesh path. The log shows `storage buffer NOT bound` for 68642bb8, 6b4dea60, 51183fe7 (c5+0x1d0), 739acd67 and d905f52b (c5+0x60). AMD gives no checkpoints. - **Fixed in earlier releases:** - table ordering (device-lost-fix); - retired pools kept on Windows (fast-updates); - bounded CAS loops (v2.0.2, the likely Deku Tree freeze on RX 6600, #614). - **Fixed in v2.0.6:** - the v2.0.5 terrain re-encode (#705) is off again: an RX 6700 XT's GPU time goes from 70-140 ms back to ~10 ms a frame (#823); - a background job that fails is now logged instead of ending the game. ## Workarounds - `RX_VK_PRECOMPILE=0`: avoids the 99% "Preparing shaders" hang (#305). - `RX_VK_NO_MESH=1`: avoided the first-frame device lost in #602. - `RX_VK_KEEP_RETIRED=1`: stopped the crashes in #571, but grass and trees flickered. - `HOS_NO_RENDERER_WAIT=1`: fixes the AMD black 3D in #120 (see the black-screen tracker). - Update the AMD driver; note the version in your report. ## Reports merged here (23 issues, about 71 people) | Issue | Title | People | GPU | Version | Key detail | |---|---|---|---|---|---| | #150 | [Crash] VK_ERROR_DEVICE_LOST on RX 6900 XT, always right after "pool… | 30 | RX 6900 XT, RX 6600, RTX 5060, Steam Deck, ROG Ally Z1E, GT… | fast-updates..v2.0.x | Device-lost tracker (14+ closed dups). 9bb52a9 table ordering (device-lost-fix), retired pools kept on Windows (fast-updates), bounded CAS loops (v2.0.2). Still: RX 6900… | | #708 | [AMD RX 6600] Reproducible Vulkan device loss and crash inside Deku T… | 7 | RX 6600, RX 6650 XT, RX 6800, RX 6700 XT, Radeon 890M | v2.0.5 | RDNA2 device lost / silent hang after minutes; RX 6700 XT v2.0.3 silent hang (CommandBufferWaitEvent last); Ally X 890M v2.0.5: device lost seconds after loading a save… | | #581 | Hard Crash (System Reset) after opening cutscene on AMD+SteamOS | 4 | RX 9060 XT (SteamOS), Ally Z1E (Win), RX 6950 XT (Bazzite) | v2.0.5 | System reset/reboot after the opening cutscene; still on fast-updates ( log); RX 6950 XT Bazzite v2.0.5 system crash back to login (log) | | #614 | Crash into deku | 4 | RX 6600 x2, Intel B580 | honest-eta | Crash entering the Deku Tree room with the rotating spiked log (RX 6600); v2.0.2 bounded CAS loops name #614 as the likely fix; B580 black at the Deku Tree is #498 | | #602 | crashing after intro video | 3 | RX 9070 XT (SteamOS), RX 9070 (Win), RX 6750 XT | v2.0.5 | AMD crash after the intro: device lost on the first gameplay frame (RX 9070, v2.0.2), RX_VK_NO_MESH=1 avoids it (mesh path hang; unbound SSBOs c5+0x60/c5+0x1d0 in 68642b… | | #483 | black sceeen and crashs on AMD RX6600 | 2 | RX 6600 x2 | pre-ultrawide | Black/freeze after the opening; second launch works but not correctly | | #484 | crashes as soon as I try to enter the Deku Tree | 2 | RX 6600, RX 6800 (0x800161) | compile-retry | Crash entering the Deku Tree: device lost then amdvlk64.dll+0x319b63 AV; v2.0.2 bounded CAS loops target this (#614) | | #698 | White screen in cutscene | 2 | RX 6600 (26.10.1) | v2.0.2 | White screen after defeating Gohma (Deku Tree cutscene), every time; log + Dropbox video; "same" from TheLastFearBebop | | #843 | intro crashing during cutscene - no gameplay RX 6750 XT | 2 | RX 6750 XT | v2.0.5 | Same reporter's text as their #602 comment: Link bright/untextured in intro, 40 s stalls, crash after Link gets out of bed; JustPatrox same, saves crash too (log) | | #872 | Screen freezes | 2 | RX 6600 (0x800161), RX 5500 | v2.0.5 | Picture freezes when exiting the menu (music continues); log is preparation only (165 failed) | | #121 | blurry texts and graphic flickering alot on newest version (aMD GPU)… | 1 | RX 6600 | foliage-linux-updater | Freeze for minutes right after 3D appears (RX 6600); text fixed; v2.0.2 bounded CAS loops "likely cause of Deku Tree freeze on RX 6600 (#614)" | | #360 | I went through the same thing even in the new update, and it happened… | 1 | RX 6650 XT (0x800161) | foliage-linux-updater | Entering Deku Tree: window hung after pipelines 5fa56485/6eaa646d not made (-13) on driver 0x800161; after driver update black with audio | | #461 | Drivers crashing | 1 | RX 6700 (0x800161) | device-lost-fix | Driver crash after minutes, white boots/pots; log: device lost, -13 for 5fa56485/6eaa646d, VRAM 8242/8479 | | #571 | The game crashes after running for a while | 1 | RX 6600 (26.10.1) | fast-updates | Crash after a while (device lost, VRAM full); with RX_VK_KEEP_RETIRED=1 stopped crashing but grass/trees flicker and intense light (5 logs, fast-updates) | | #580 | Crash | 1 | RX 9060 XT | ? | Freeze 2 s, back 1 s, then crash (hookshot_log.1.txt attached) | | #646 | crash when I go through a door in dungeon the great tree deku | 1 | AMD | latest | Crash + AMD driver error going through a door in the Deku Tree dungeon (with RX_VK_WAIT_GPU=0); similar #614 | | #716 | Do not start the second time | 1 | RX 6600 | v2.0.1 | Doesn't start the second time (not even menu); log .4 + screenshot | | #719 | frozen screen, forced restart | 1 | RX 6600 (26.10.1) | v2.0.2 | Whole-PC freeze in the Deku Tree (mouse moves, keyboard dead, restart needed); log .4 | | #722 | Hookshot does not launch game (9070XT) | 1 | RX 9070 XT | v2.0.4 | Desktop shortcut opens a black console for 2 s and closes, no process (2 logs incl. v2.0.4); v2.0.3 known: "RX 9070 XT: some PCs abort right at start" | | #749 | Freeze when closing a menu | 1 | RX 6600 | v2.0.2 | Freeze after closing the map/inventory menu in Kokiri (log, screenshot) | | #858 | Black Screen (AMD RX 7600 Ryzen 5 5600) | 1 | RX 7600 | v2.0.2 (log) | Black screen after opening and closing the inventory in Kokiri, unstable fps (log says v2.0.2 though the form says v2.0.5); compare #749 (freeze after closing menu, RX 6… | | #935 | It freezes when walking around in Hyrule city | 1 | RX 6650 XT (0x800161) | v2.0.5 | Freeze (audio continues) walking past the Castle Town fountain; pipelines 4e5ce183/6eaa646d -13 (Dropbox video) | | #980 | game crash rx 6600 when load save | 1 | RX 6600 (26.10.1) | v2.0.5 | Driver crash every time a Hyrule Field save loads; log ends abruptly during the load (no device-lost line), ASTC decoded on upload, VRAM low (1092/7379) | ## 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, driver version, where it happens, and every `hookshot_log*.txt` from that session (the `-4` / `-13` lines and the last lines 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)
Flo-za commented 2026-11-09 09:09:18 +00:00 (Migrated from github.com)

Reproducible trigger on RX 6800 (16 GB), Adrenalin 26.10.1 (driver 0x800161), Windows 11, Ryzen 7 5800X3D, v2.0.7 (source 9b541c9c), default options: burning the spider web at the bottom of the Great Deku Tree (after lighting the first torch). The picture freezes, goes black, and Windows drops back to the desktop (driver reset). The game keeps running with no window: audio continues and the log keeps writing, so it has to be ended in Task Manager.

Log at the hang:

vk: submit 14705 failed (-4)
vk: device lost: reading the fault info (RX_VK_CHECKPOINTS=1 for markers)
...
vk: graphics pipeline for b8166110e77b1ec7 not made (-4)
vk: graphics pipeline for e1bdaabcc51be342 not made (-4)

Preparation on this driver: 38809 programs, 165 failed. Same crash earlier on v2.0.2/v2.0.3 (my comments on #708).

Update: RX_VK_NO_MESH=1 works around it. Same save, same spot: with it set, burning the web goes through fine, no device lost, steady ~60 fps afterwards (and almost no mesh draws in the log). So on RDNA2 / RX 6800 the hang is on the mesh path, matching #602.

Reproducible trigger on **RX 6800 (16 GB), Adrenalin 26.10.1** (driver 0x800161), Windows 11, Ryzen 7 5800X3D, **v2.0.7** (source 9b541c9c), default options: **burning the spider web at the bottom of the Great Deku Tree** (after lighting the first torch). The picture freezes, goes black, and Windows drops back to the desktop (driver reset). The game keeps running with no window: audio continues and the log keeps writing, so it has to be ended in Task Manager. Log at the hang: ``` vk: submit 14705 failed (-4) vk: device lost: reading the fault info (RX_VK_CHECKPOINTS=1 for markers) ... vk: graphics pipeline for b8166110e77b1ec7 not made (-4) vk: graphics pipeline for e1bdaabcc51be342 not made (-4) ``` Preparation on this driver: 38809 programs, 165 failed. Same crash earlier on v2.0.2/v2.0.3 (my comments on #708). **Update: `RX_VK_NO_MESH=1` works around it.** Same save, same spot: with it set, burning the web goes through fine, no device lost, steady ~60 fps afterwards (and almost no mesh draws in the log). So on RDNA2 / RX 6800 the hang is on the mesh path, matching #602.
spacefarergames commented 2026-11-09 11:01:58 +00:00 (Migrated from github.com)

Crash on our test system. Going past Title Screen > Intro > Kokiri Forest, Black Screen with Triforce loading, crash back to desktop with no warning.
hookshot_log.txt

Crash on our test system. Going past Title Screen > Intro > Kokiri Forest, Black Screen with Triforce loading, crash back to desktop with no warning. [hookshot_log.txt](https://github.com/user-attachments/files/34575686/hookshot_log.txt)
t84d7mnwjk-ui commented 2026-11-09 12:01:10 +00:00 (Migrated from github.com)

White screen in cutscene after ghoma on version 2.0.7
hookshot_log.txt

White screen in cutscene after ghoma on version 2.0.7 [hookshot_log.txt](https://github.com/user-attachments/files/34577757/hookshot_log.txt)
pcornejov commented 2026-11-09 14:51:23 +00:00 (Migrated from github.com)

RX_VK_NO_MESH=1 also works around it on a Radeon 890M iGPU (Ryzen AI Z2 Extreme, ROG Xbox Ally X), Windows 11, AMD driver 32.0.32015.5008 (0x800196), 8 GB UMA. This is the same report as my comment on #708.

On v2.0.5 with default options, every run ended in submit N failed (-4) and a device lost: 3 runs after loading a save and 1 during the Deku Tree's dialogue on a new game. One of them took the whole system down (power-button reset).

On v2.0.7 with RX_VK_NO_MESH=1 in hookshot_env.txt, the same save loaded fine. I played for several minutes in Kokiri at about 33-48 fps: 0 device lost, 0 skipped draws and about 14,000 presents. So on this RDNA 3.5 iGPU the hang is on the mesh path too, as Flo-za found on the RX 6800 and as #602 reported.

What is left on this machine is memory, not the GPU. The process reaches about 28 GB private, but Windows has only 15.6 GB of RAM (8 GB is carved out for the iGPU), so 5.6 GB ends up in the pagefile and play stutters. On v2.0.5 (#708), the device lost also made private memory jump from about 16 GB to 31 GB within a minute.

Log: hookshot_log.v2.0.7-nomesh.txt (can attach if useful).

**`RX_VK_NO_MESH=1` also works around it on a Radeon 890M iGPU** (Ryzen AI Z2 Extreme, ROG Xbox Ally X), Windows 11, AMD driver 32.0.32015.5008 (0x800196), 8 GB UMA. This is the same report as my comment on #708. On v2.0.5 with default options, every run ended in `submit N failed (-4)` and a device lost: 3 runs after loading a save and 1 during the Deku Tree's dialogue on a new game. One of them took the whole system down (power-button reset). On **v2.0.7** with `RX_VK_NO_MESH=1` in `hookshot_env.txt`, the same save loaded fine. I played for several minutes in Kokiri at about 33-48 fps: **0 device lost**, 0 skipped draws and about 14,000 presents. So on this RDNA 3.5 iGPU the hang is on the mesh path too, as Flo-za found on the RX 6800 and as #602 reported. What is left on this machine is memory, not the GPU. The process reaches about 28 GB private, but Windows has only 15.6 GB of RAM (8 GB is carved out for the iGPU), so 5.6 GB ends up in the pagefile and play stutters. On v2.0.5 (#708), the device lost also made private memory jump from about 16 GB to 31 GB within a minute. Log: hookshot_log.v2.0.7-nomesh.txt (can attach if useful).
Darxney commented 2026-11-09 17:38:17 +00:00 (Migrated from github.com)

RX 9070 (RDNA4): device lost at the first draw of any task+mesh program, while mesh-only programs run

Diagnostics from an RX 9070 with the same crash as this issue: right after the intro, at the first gameplay frame.

System

  • AMD Radeon RX 9070 (RDNA4, device ID 0x7550), Ryzen 7 7800X3D, 32 GB, Windows 11 Pro 24H2 (26100)
  • AMD Software Adrenalin 26.10.1 (driver 26.20.15.07-261015a)
  • Hookshot v2.0.9 (source d7b0b710). v2.0.2 and v2.0.3 behave the same.

What happens

  • submit N failed (-4) and device lost at the first gameplay frame after the intro. RX_VK_NO_MESH=1 runs fine.
  • With RX_VK_CHECKPOINTS=1 (VK_AMD_buffer_marker) the result is the same every time: RUNNING after: marker ... (draw of program a5da9f84b72d1471). The markers before it are a dispatch of 499dbfd0721d2858 and draws of 155b02322a3ee490. It is the first task/mesh draw of the session (vkCmdDrawMeshTasksEXT(2, 1, 1)).
  • a5da9f84b72d1471:
    • Task stage: 32 threads, 256 B payload, no shared memory.
    • Mesh stage: 32 threads, 126 vertices / 126 primitives, position only, 3580 B shared memory.
  • Radeon GPU Detective 1.6.3.7 (hardware crash analysis on) reports a hang, not a page fault:
    • The marker in progress is the command buffer's first DispatchMesh(ThreadGroupCount=[2,1,1]).
    • The shader section says "no information available about in-flight shaders", so no wave was running when it hung.

Ruled out - each of these still hangs at the same draw:

  • RX_VK_MESH_OPT=1 (the driver's optimizer on).
  • Radeon Developer Panel driver experiments: disable barrier optimizations, disable color texture compression, zero unbound descriptors.
  • Task and mesh stages held to 64 lanes instead of 32.
  • Resource limits. I read each program's sizes from its SPIR-V. All 40 task/mesh programs logged were within these limits:
    • Task: shared memory 32768, payload 16384.
    • Mesh: shared memory 32768, payload + shared 32768, output 32768, payload + output 49152.
    • 256 vertices, primitives and invocations.
  • A stub task stage. The task stage was replaced by one with the same declarations whose main is only OpEmitMeshTasksEXT 0 1 1 %payload. It still hangs at the first draw. The mesh stage never runs, so the task code itself isn't the cause.
  • Barriers rewritten to leave VK_PIPELINE_STAGE_2_TASK_SHADER_BIT_EXT out of their stage masks.
  • Task programs given a bound descriptor set instead of push descriptors, plus a push constant range without the task stage.
  • The task and mesh SPIR-V of a5da9f84b72d1471 pass spirv-val --target-env vulkan1.3 --scalar-block-layout.

What works

  • Leaving out only the draws of programs with a task stage, while still drawing mesh-only programs. There was no device lost over a long session, and most of the foliage is back.

So on this card, any Hookshot pipeline with a task stage hangs at its first draw, even with a task shader that starts no mesh workgroups, while mesh-only pipelines run. AMD runs task shaders on a compute engine beside the graphics one, and the graphics side waits for the task side's output. With no wave in flight, the task side apparently never ran.

Suggestion
Until the cause is found, on RDNA4:

  • skip task+mesh programs, or run only those through the #640 compute fallback
  • keep native mesh-only programs

The attached patch against v2.0.9 is the test build I used. RX_VK_SKIP_TASK_DRAWS=1 is the workaround. The other switches are the diagnostics above: RX_VK_LANES_TASK/RX_VK_LANES_MESH, RX_VK_STUB_TASK/RX_VK_STUB_MESH, RX_VK_NO_TASK_SYNC, RX_VK_TASK_NO_PUSH_DESCRIPTORS/RX_VK_TASK_NO_PUSH_CONSTANTS, RX_VK_SPV_DUMP, and a mesh limits check.

I'm happy to run more tests on this card.

rdna4-task-test-build.patch

**RX 9070 (RDNA4): device lost at the first draw of any task+mesh program, while mesh-only programs run** Diagnostics from an RX 9070 with the same crash as this issue: right after the intro, at the first gameplay frame. **System** - AMD Radeon RX 9070 (RDNA4, device ID 0x7550), Ryzen 7 7800X3D, 32 GB, Windows 11 Pro 24H2 (26100) - AMD Software Adrenalin 26.10.1 (driver 26.20.15.07-261015a) - Hookshot v2.0.9 (source d7b0b710). v2.0.2 and v2.0.3 behave the same. **What happens** - `submit N failed (-4)` and device lost at the first gameplay frame after the intro. `RX_VK_NO_MESH=1` runs fine. - With `RX_VK_CHECKPOINTS=1` (VK_AMD_buffer_marker) the result is the same every time: `RUNNING after: marker ... (draw of program a5da9f84b72d1471)`. The markers before it are a dispatch of `499dbfd0721d2858` and draws of `155b02322a3ee490`. It is the first task/mesh draw of the session (`vkCmdDrawMeshTasksEXT(2, 1, 1)`). - `a5da9f84b72d1471`: - Task stage: 32 threads, 256 B payload, no shared memory. - Mesh stage: 32 threads, 126 vertices / 126 primitives, position only, 3580 B shared memory. - Radeon GPU Detective 1.6.3.7 (hardware crash analysis on) reports a hang, not a page fault: - The marker in progress is the command buffer's first `DispatchMesh(ThreadGroupCount=[2,1,1])`. - The shader section says "no information available about in-flight shaders", so no wave was running when it hung. **Ruled out** - each of these still hangs at the same draw: - `RX_VK_MESH_OPT=1` (the driver's optimizer on). - Radeon Developer Panel driver experiments: disable barrier optimizations, disable color texture compression, zero unbound descriptors. - Task and mesh stages held to 64 lanes instead of 32. - **Resource limits.** I read each program's sizes from its SPIR-V. All 40 task/mesh programs logged were within these limits: - Task: shared memory 32768, payload 16384. - Mesh: shared memory 32768, payload + shared 32768, output 32768, payload + output 49152. - 256 vertices, primitives and invocations. - **A stub task stage.** The task stage was replaced by one with the same declarations whose `main` is only `OpEmitMeshTasksEXT 0 1 1 %payload`. It still hangs at the first draw. The mesh stage never runs, so the task code itself isn't the cause. - Barriers rewritten to leave `VK_PIPELINE_STAGE_2_TASK_SHADER_BIT_EXT` out of their stage masks. - Task programs given a bound descriptor set instead of push descriptors, plus a push constant range without the task stage. - The task and mesh SPIR-V of `a5da9f84b72d1471` pass `spirv-val --target-env vulkan1.3 --scalar-block-layout`. **What works** - Leaving out only the draws of programs **with a task stage**, while still drawing mesh-only programs. There was no device lost over a long session, and most of the foliage is back. So on this card, any Hookshot pipeline with a task stage hangs at its first draw, even with a task shader that starts no mesh workgroups, while mesh-only pipelines run. AMD runs task shaders on a compute engine beside the graphics one, and the graphics side waits for the task side's output. With no wave in flight, the task side apparently never ran. **Suggestion** Until the cause is found, on RDNA4: - skip task+mesh programs, or run only those through the #640 compute fallback - keep native mesh-only programs The attached patch against v2.0.9 is the test build I used. `RX_VK_SKIP_TASK_DRAWS=1` is the workaround. The other switches are the diagnostics above: `RX_VK_LANES_TASK`/`RX_VK_LANES_MESH`, `RX_VK_STUB_TASK`/`RX_VK_STUB_MESH`, `RX_VK_NO_TASK_SYNC`, `RX_VK_TASK_NO_PUSH_DESCRIPTORS`/`RX_VK_TASK_NO_PUSH_CONSTANTS`, `RX_VK_SPV_DUMP`, and a mesh limits check. I'm happy to run more tests on this card. [rdna4-task-test-build.patch](https://github.com/user-attachments/files/34591126/rdna4-task-test-build.patch)
nas3601 commented 2026-11-09 21:15:54 +00:00 (Migrated from github.com)

Still the same issue as #722 with version 2.0.11 (Clicking the hookshot desktop shortcut opens a black command window for 2 seconds then it closes. The game (OOT) does not start and there is no process in Task Manager)

hookshot_log.txt

Still the same issue as #722 with version 2.0.11 (Clicking the hookshot desktop shortcut opens a black command window for 2 seconds then it closes. The game (OOT) does not start and there is no process in Task Manager) [hookshot_log.txt](https://github.com/user-attachments/files/34600233/hookshot_log.txt)
psoizzac commented 2026-11-09 23:52:34 +00:00 (Migrated from github.com)

Processor AMD Ryzen 7 7800X3D 8-Core Processor 4.20 GHz
Installed RAM 32.0 GB (31.4 GB usable)
Storage 932 GB SSD WD Green SN350 1TB
Graphics Card AMD Radeon RX 6750 XT (12 GB)

Hookshot v2.0.11

TITLE: Crashing in kokiri forest after talking to Saria and caching new actions or items

hookshot_log.txt

Crashes consistent through these symptoms, walking away from saria on the road in front of your house, breaking pots, stalling when caching data long pauses up to 20 seconds or more

Processor AMD Ryzen 7 7800X3D 8-Core Processor 4.20 GHz Installed RAM 32.0 GB (31.4 GB usable) Storage 932 GB SSD WD Green SN350 1TB Graphics Card AMD Radeon RX 6750 XT (12 GB) Hookshot v2.0.11 TITLE: Crashing in kokiri forest after talking to Saria and caching new actions or items [hookshot_log.txt](https://github.com/user-attachments/files/34604694/hookshot_log.txt) Crashes consistent through these symptoms, walking away from saria on the road in front of your house, breaking pots, stalling when caching data long pauses up to 20 seconds or more
Ikusan193 commented 2026-11-10 01:14:15 +00:00 (Migrated from github.com)

RX 6400 4GB on latest Adrenalin 26.10.1
Ryzen 5 5600G with 16GB RAM running Hookshot v2.0.11 on Windows 10
It was running fairly well considering the limited memory (in handheld mode) until I reached halfway through the tree, where it started to randomly crash the GPU driver (device lost).

hookshot_log.txt

RX 6400 4GB on latest Adrenalin 26.10.1 Ryzen 5 5600G with 16GB RAM running Hookshot v2.0.11 on Windows 10 It was running fairly well considering the limited memory (in handheld mode) until I reached halfway through the tree, where it started to randomly crash the GPU driver (device lost). [hookshot_log.txt](https://github.com/user-attachments/files/34606750/hookshot_log.txt)
Leontfk commented 2026-11-10 04:04:57 +00:00 (Migrated from github.com)

RX 6700 XT on v2.0.11, 1 hour: no crash or device lost, but 5 freezes at boss fights, cutscenes and area changes

  • Version: v2.0.11 (official HookshotBuilder build), first log line hookshot v2.0.11 (source d6369f1e)
  • GPU: AMD Radeon RX 6700 XT, Windows driver 32.0.21043.1005 (Vulkan driver 0x800161)
  • CPU / RAM: Ryzen 9 5900X, 32 GB RAM + 64 GB page file
  • OS: Windows 11 Home (build 26200)
  • Settings: RX_VK_CHECKPOINTS=1, plus the #1004 lighting workaround (RX_VK_TAAU_KEYS=-, RX_VK_MMA_SOFTWARE=1). No overlays or injectors.

Result: about 1 hour (Fire Temple, Volvagia, Great Fairy Fountain, Biggoron). No crash and no -4 / device lost anywhere in the log; I closed the game myself. Much more stable than rc.5. But the game froze five times and recovered on its own each time:

| Time | Where | Freeze (from the log's 5 s frame reports) |
| ~00:04 | Fire Temple, Flare Dancer fight | ~14 s |
| ~00:20 | Volvagia intro cutscene starts | ~107 s (1.7 fps over the last 107.4 s, the game read no controller for 103.6 s) |
| ~00:22 | Volvagia fight | ~11 s |
| ~00:25 | Volvagia death cutscene | ~25 s |
| ~00:33 | Entering the Great Fairy Fountain | ~31 s (this one wrote the hang dump, 154543 presents) |

There was also some stutter (not a full freeze) in the Biggoron cutscene.

What I see in the log: right before the two longest freezes (00:20 and 00:33) there are new vk: in play: graphics ... lines (pipelines built during play), and during the long Volvagia freeze VRAM was nearly full (VRAM: 9820 MB used of 10846 MB allowed). Not sure if either is the cause.

At start-up, 4 graphics pipelines failed with -13, including 5fa56485a6b07619 and 6eaa646d07ea4e43, the same two listed for #461 (RX 6700) in the table above. The other two are 4e5ce183a33b0855 and f0bdd28d1b029606. The start-up line also says 151 failed out of 38809 shader programs.

hang_v2011_lighttest_20261110_0033.txt

hookshot_v2011_lighttest_20261109_233707.txt

**RX 6700 XT on v2.0.11, 1 hour: no crash or device lost, but 5 freezes at boss fights, cutscenes and area changes** - **Version:** v2.0.11 (official HookshotBuilder build), first log line `hookshot v2.0.11 (source d6369f1e)` - **GPU:** AMD Radeon RX 6700 XT, Windows driver 32.0.21043.1005 (Vulkan driver 0x800161) - **CPU / RAM:** Ryzen 9 5900X, 32 GB RAM + 64 GB page file - **OS:** Windows 11 Home (build 26200) - **Settings:** `RX_VK_CHECKPOINTS=1`, plus the #1004 lighting workaround (`RX_VK_TAAU_KEYS=-`, `RX_VK_MMA_SOFTWARE=1`). No overlays or injectors. **Result:** about 1 hour (Fire Temple, Volvagia, Great Fairy Fountain, Biggoron). No crash and no `-4` / device lost anywhere in the log; I closed the game myself. Much more stable than rc.5. But the game froze five times and recovered on its own each time: | Time | Where | Freeze (from the log's 5 s frame reports) | | ~00:04 | Fire Temple, Flare Dancer fight | ~14 s | | ~00:20 | Volvagia intro cutscene starts | **~107 s** (`1.7 fps over the last 107.4 s`, `the game read no controller for 103.6 s`) | | ~00:22 | Volvagia fight | ~11 s | | ~00:25 | Volvagia death cutscene | ~25 s | | ~00:33 | Entering the Great Fairy Fountain | ~31 s (this one wrote the hang dump, 154543 presents) | There was also some stutter (not a full freeze) in the Biggoron cutscene. What I see in the log: right before the two longest freezes (00:20 and 00:33) there are new `vk: in play: graphics ...` lines (pipelines built during play), and during the long Volvagia freeze VRAM was nearly full (`VRAM: 9820 MB used of 10846 MB allowed`). Not sure if either is the cause. At start-up, 4 graphics pipelines failed with `-13`, including `5fa56485a6b07619` and `6eaa646d07ea4e43`, the same two listed for #461 (RX 6700) in the table above. The other two are `4e5ce183a33b0855` and `f0bdd28d1b029606`. The start-up line also says `151 failed` out of 38809 shader programs. [hang_v2011_lighttest_20261110_0033.txt](https://github.com/user-attachments/files/34611234/hang_v2011_lighttest_20261110_0033.txt) [hookshot_v2011_lighttest_20261109_233707.txt](https://github.com/user-attachments/files/34611236/hookshot_v2011_lighttest_20261109_233707.txt)
Coldtrain commented 2026-11-10 04:29:13 +00:00 (Migrated from github.com)

@Leontfk I am trying the above, I have a similar build, Ryzen 7 9800X3D / RX6800

I tried with RX_VK_SKIP_TASK_DRAWS=1 as mentioned at the above but did not resolve the crashes for me;

Testing the following env options and will update.

RX_VK_SKIP_TASK_DRAWS=1
RX_VK_CHECKPOINTS=1
RX_VK_TAAU_KEYS=-
RX_VK_MMA_SOFTWARE=1

Edit: Still crashing at times

@Leontfk I am trying the above, I have a similar build, Ryzen 7 9800X3D / RX6800 I tried with RX_VK_SKIP_TASK_DRAWS=1 as mentioned at the above but did not resolve the crashes for me; Testing the following env options and will update. RX_VK_SKIP_TASK_DRAWS=1 RX_VK_CHECKPOINTS=1 RX_VK_TAAU_KEYS=- RX_VK_MMA_SOFTWARE=1 Edit: Still crashing at times
AugTheBest commented 2026-11-10 04:38:05 +00:00 (Migrated from github.com)

White screen stuck after Deku Tree’s Triforce story — AMD RX 7700S (v2.0.11)

I’m experiencing a reproducible cutscene issue on Hookshot v2.0.11.

After the Great Deku Tree finishes explaining the Triforce, the game intentionally transitions to a white screen before showing Ganondorf.

However, the screen stays completely white indefinitely instead of transitioning into the Ganondorf scene.

I can hear what sounds like Ganondorf’s loud footsteps during the white screen, suggesting that at least part of the next cutscene is progressing, but the visuals never appear.

System:

  • GPU: AMD Radeon RX 7700S (8 GB)
  • CPU: Ryzen 7 7735HS
  • RAM: 32 GB
  • OS: Windows 11
  • Renderer: Vulkan
  • Hookshot: v2.0.11 (manually compiled from official source)

Troubleshooting attempted:

  • Enabled robust buffers — no fix.
  • Tested RX_VK_NO_FOLLOW=1 and HOS_NO_RENDERER_WAIT=1 — no fix; severe white flashing also appeared during testing.
  • Restored original settings.
  • Regenerated graphics-program cache for further testing.

The white-screen transition problem occurs consistently at the same point.

Is this specific cutscene transition issue already being tracked, and is there a known fix or workaround?

White screen stuck after Deku Tree’s Triforce story — AMD RX 7700S (v2.0.11) I’m experiencing a reproducible cutscene issue on Hookshot v2.0.11. After the Great Deku Tree finishes explaining the Triforce, the game intentionally transitions to a white screen before showing Ganondorf. However, the screen stays completely white indefinitely instead of transitioning into the Ganondorf scene. I can hear what sounds like Ganondorf’s loud footsteps during the white screen, suggesting that at least part of the next cutscene is progressing, but the visuals never appear. System: * GPU: AMD Radeon RX 7700S (8 GB) * CPU: Ryzen 7 7735HS * RAM: 32 GB * OS: Windows 11 * Renderer: Vulkan * Hookshot: v2.0.11 (manually compiled from official source) Troubleshooting attempted: * Enabled robust buffers — no fix. * Tested RX_VK_NO_FOLLOW=1 and HOS_NO_RENDERER_WAIT=1 — no fix; severe white flashing also appeared during testing. * Restored original settings. * Regenerated graphics-program cache for further testing. The white-screen transition problem occurs consistently at the same point. Is this specific cutscene transition issue already being tracked, and is there a known fix or workaround?
Ikusan193 commented 2026-11-10 04:46:20 +00:00 (Migrated from github.com)

White screen stuck after Deku Tree’s Triforce story — AMD RX 7700S (v2.0.11)

Had this problem, then retried and waited a few minutes, eventually it got past the white screen.
I'm using no hookshot_env file. System specs at #996

> White screen stuck after Deku Tree’s Triforce story — AMD RX 7700S (v2.0.11) Had this problem, then retried and waited a few minutes, eventually it got past the white screen. I'm using no hookshot_env file. System specs at https://git.magicbean.dev/MagicBeanDev/Hookshot/issues/996
renanschu-png commented 2026-11-10 04:55:10 +00:00 (Migrated from github.com)

hookshot_log.txt

same here. crashing while walking on lon lon ranch...

[hookshot_log.txt](https://github.com/user-attachments/files/34612501/hookshot_log.txt) same here. crashing while walking on lon lon ranch...
NotRexed commented 2026-11-10 05:07:54 +00:00 (Migrated from github.com)

Folded in: #1015 (RX 6700 XT on v2.0.5+: freeze / device lost at every Kakariko to Death Mountain Trail transition), a reliable repro for this family, plus #1465 and #1479 earlier.

Folded in: #1015 (RX 6700 XT on v2.0.5+: freeze / device lost at every Kakariko to Death Mountain Trail transition), a reliable repro for this family, plus #1465 and #1479 earlier.
Flo-za commented 2026-11-10 09:06:24 +00:00 (Migrated from github.com)

Follow-up from my RX 6800 report above, now on v2.0.11 (source d6369f1e), still Adrenalin 26.10.1 (0x800161), with RX_VK_NO_MESH=1.

The no-mesh workaround keeps holding against the device lost: ~42 minutes of play (about 150k presents) at 55–60 fps, no failed (-4) or device lost at all.

But a different hang in the Sacred Forest Meadow maze, right after the arrival cutscene, when approaching the first enemy (it renders as a bright white silhouette, see #1006): the picture freezes while the music keeps playing, and the game has to be closed. The log shows no device lost, no GPU waits or timeouts. The presentation and main threads simply stop logging while the vibration thread carries on for ~43 s until I closed the window (display: window closed, exiting). Last frames were ~56 fps with ~2100 draws.

Also earlier in the same session: graphics pipeline for 5fa56485a6b07619 not made (-13) and 6eaa646d07ea4e43 not made (-13), the same pipelines as in #305 / #360.

Follow-up from my RX 6800 report above, now on **v2.0.11** (source d6369f1e), still Adrenalin 26.10.1 (0x800161), with `RX_VK_NO_MESH=1`. The no-mesh workaround keeps holding against the device lost: ~42 minutes of play (about 150k presents) at 55–60 fps, no `failed (-4)` or `device lost` at all. But a **different hang** in the **Sacred Forest Meadow maze**, right after the arrival cutscene, when approaching the first enemy (it renders as a bright white silhouette, see #1006): the **picture freezes while the music keeps playing**, and the game has to be closed. The log shows no device lost, no GPU waits or timeouts. The presentation and main threads simply stop logging while the vibration thread carries on for ~43 s until I closed the window (`display: window closed, exiting`). Last frames were ~56 fps with ~2100 draws. Also earlier in the same session: `graphics pipeline for 5fa56485a6b07619 not made (-13)` and `6eaa646d07ea4e43 not made (-13)`, the same pipelines as in #305 / #360.
rakefire-impala commented 2026-11-10 10:32:17 +00:00 (Migrated from github.com)

For RX 5000 cards (no mesh shaders): part of the multi-second freezing came from the mesh fallback compiling its compute pipelines inside the draw, which took up to 12 s each on the AMD driver. #1512 moves that to a worker and to the precompile. Tested on an RX 5500M.

For RX 5000 cards (no mesh shaders): part of the multi-second freezing came from the mesh fallback compiling its compute pipelines inside the draw, which took up to 12 s each on the AMD driver. #1512 moves that to a worker and to the precompile. Tested on an RX 5500M.
seichi86 commented 2026-11-10 11:46:49 +00:00 (Migrated from github.com)

Still happens on v2.0.12: the game freezes after closing the in-game menu (RX 6650 XT, Windows).

Hookshot version: v2.0.12 (source 3f168e10)
GPU / driver: AMD Radeon RX 6650 XT (8 GB), Adrenalin 26.10.1, log says driver 0x800161, Vulkan 1.4
CPU / RAM / OS: [CPU], 16 GB (log: 15989 MB, 24517 MB swap), Windows [10/11]
Output: fullscreen 2560x1440 swapchain, game resolution 2048x1152, render targets 1536x864 (I lowered the render scale to 75%)

What happens

I open the Settings menu (same thing also happens in inventory menu ) in Hyrule Castle. The menu works, but when I close it the game freezes and never comes back (I waited about 5-10 minutes). The music stops but the water sounds continues. It happens every time since last update. In the previous versions this bug was there but it was happening rarely but now in v2.0.12 it happens every time.

Since the update and the lower resolution the earlier "device lost" crashes no longer happen for me, so this is a different problem.

hookshot_log.txt

What the log shows (hookshot_log.txt attached, whole session)

  • ~present 8446: world rendering stops and the menu opens (the world textures later show "last used 554 presents ago"). At that moment four screen-sized images (2048x1152 and 1024x576) are re-uploaded ("upload over a drawn image") and the main thread logs dozens of "texture #13663 0x10001200400 4096x4096 NVN 0x32 ... finalized by the game" lines.
  • 8448-9000: about 9 s in the menu at a steady 60 fps (~160-300 draws per frame, GPU time 4-6 ms).
  • Three longjmp to 0x81681690 (value 1, 0 slots above dropped) lines during that time: ModuleSystemWorker2 at ~8448 and ~8655, sead::MainThread at ~8880. (My v2.0.11 log has the same longjmp once around an area load, so it may be unrelated.)
  • The last 9000 presents, 60.0 fps line is the final one: after it there are no more N presents lines (every 120) or vi: N frames presented lines. Only rmbl::VibrationThread lines continue for roughly 20 s, until display: window closed, exiting, which is me closing the window.
  • No device lost, no submit ... failed, no capture's wait for write-back ... timed out, and no mutex ... waiting 10 s watchdog line (that watchdog did print one for nn.npln.Worker at startup). VRAM was not near the limit: 5327 MB used of 6286 MB allowed.

So this looks like a CPU-side stall when the menu closes, not the GPU hang from #150. Same symptom as #749, #872 and #938. The table here says the earlier logs for the menu freeze only covered the preparation phase; this one covers the freeze itself.

Happy to test builds or run with extra logging (e.g. RX_VK_CHECKPOINTS=1).

Still happens on v2.0.12: the game freezes after closing the in-game menu (RX 6650 XT, Windows). **Hookshot version:** v2.0.12 (source 3f168e10) **GPU / driver:** AMD Radeon RX 6650 XT (8 GB), Adrenalin 26.10.1, log says driver 0x800161, Vulkan 1.4 **CPU / RAM / OS:** [CPU], 16 GB (log: 15989 MB, 24517 MB swap), Windows [10/11] **Output:** fullscreen 2560x1440 swapchain, game resolution 2048x1152, render targets 1536x864 (I lowered the render scale to 75%) ## What happens I open the Settings menu (same thing also happens in inventory menu ) in Hyrule Castle. The menu works, but when I close it the game freezes and never comes back (I waited about 5-10 minutes). The music stops but the water sounds continues. It happens every time since last update. In the previous versions this bug was there but it was happening rarely but now in v2.0.12 it happens every time. Since the update and the lower resolution the earlier "device lost" crashes no longer happen for me, so this is a different problem. [hookshot_log.txt](https://github.com/user-attachments/files/34627247/hookshot_log.txt) ## What the log shows (hookshot_log.txt attached, whole session) - ~present 8446: world rendering stops and the menu opens (the world textures later show "last used 554 presents ago"). At that moment four screen-sized images (2048x1152 and 1024x576) are re-uploaded ("upload over a drawn image") and the main thread logs dozens of "texture #13663 0x10001200400 4096x4096 NVN 0x32 ... finalized by the game" lines. - 8448-9000: about 9 s in the menu at a steady 60 fps (~160-300 draws per frame, GPU time 4-6 ms). - Three `longjmp to 0x81681690 (value 1, 0 slots above dropped)` lines during that time: ModuleSystemWorker2 at ~8448 and ~8655, sead::MainThread at ~8880. (My v2.0.11 log has the same longjmp once around an area load, so it may be unrelated.) - The last `9000 presents, 60.0 fps` line is the final one: after it there are no more `N presents` lines (every 120) or `vi: N frames presented` lines. Only rmbl::VibrationThread lines continue for roughly 20 s, until `display: window closed, exiting`, which is me closing the window. - No `device lost`, no `submit ... failed`, no `capture's wait for write-back ... timed out`, and no `mutex ... waiting 10 s` watchdog line (that watchdog did print one for nn.npln.Worker at startup). VRAM was not near the limit: `5327 MB used of 6286 MB allowed`. So this looks like a CPU-side stall when the menu closes, not the GPU hang from #150. Same symptom as #749, #872 and #938. The table here says the earlier logs for the menu freeze only covered the preparation phase; this one covers the freeze itself. Happy to test builds or run with extra logging (e.g. RX_VK_CHECKPOINTS=1).
Lalulala commented 2026-11-10 11:59:23 +00:00 (Migrated from github.com)

v2.0.12: repeated VK_ERROR_DEVICE_LOST while walking in Hyrule Field — RX 6800 XT / Windows 10

I am getting repeated crashes to desktop while walking around Hyrule Field. This looks similar to #1492, which was routed here, but my logs are already from v2.0.12 (source 3f168e10).

System

  • GPU: AMD Radeon RX 6800 XT, 16 GB; Vulkan 1.4, driver 0x800161 as reported by Hookshot. The Adrenalin package version has not been confirmed.
  • CPU: Ryzen 7 5700X3D
  • RAM: 32 GB (log: 32651 MB; 13824 MB swap)
  • OS: Windows 10
  • Output: fullscreen 2560×1440
  • Exact upscaler / frame-generation settings, external overlays and mods have not yet been verified for these runs.

What the five logs show

Four logs end with submit ... failed (-4) and the fatal VK_ERROR_DEVICE_LOST. Before each fatal error there are repeated a capture's wait for write-back ... timed out messages and roughly 250 ms memory-sync stalls, followed by a multi-second GPU/slot wait.

Log Failed submission Last recorded VRAM usage / allowance
hookshot_log.txt 21336 7.7 / 15.2 GB
hookshot_log.2.txt 27931 6.8 / 15.2 GB
hookshot_log.3.txt 32648 7.7 / 15.2 GB
hookshot_log.4.txt 46644 8.8 / 15.2 GB

hookshot_log.1.txt ends with display: window closed, exiting rather than a fatal device-lost message. It also has write-back timeouts earlier, so those timeouts alone do not distinguish the crashing runs. The last recorded VRAM values do not show the card reaching its reported budget; there is no out-of-memory error in these logs.

All five logs also contain the same two startup pipeline failures already mentioned in this tracker:

vk: graphics pipeline for 5fa56485a6b07619 not made (-13)
vk: graphics pipeline for 6eaa646d07ea4e43 not made (-13)

I cannot tell whether those startup failures are related to the later GPU hang.

End of the latest crash log (hookshot_log.txt)
[hos sead::MainThread] vk: a capture's wait for write-back 21323 timed out (done 21319)
[hos sead::MainThread] vk: slow submit: 250.7 ms: memory sync 250.6
[hos Presentation Thread] vk: a capture's wait for write-back 21323 timed out (done 21319)
[hos Presentation Thread] vk: slow submit: 250.5 ms: memory sync 250.4
[hos Presentation Thread] vk: a capture's wait for write-back 21323 timed out (done 21319)
[hos Presentation Thread] vk: slow submit: 250.6 ms: memory sync 250.4
[hos sead::MainThread] vk: a capture's wait for write-back 21330 timed out (done 21319)
[hos sead::MainThread] vk: slow submit: 250.5 ms: memory sync 250.4
[hos Presentation Thread] vk: slow submit: 5427.9 ms: slot wait 5426.4
[hos Presentation Thread] vk: submit 21336 failed (-4)
[hos Presentation Thread] vk: device lost: reading the fault info (RX_VK_CHECKPOINTS=1 for markers)
[hos Presentation Thread] vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST): the driver stopped or reset the GPU, and nothing sent to it runs any more (on Linux, dmesg or journalctl -k around this time names the reset)

The exact position/route and time of day have not been isolated. No workaround has been verified on this PC yet. Is there a targeted test or capture that would help identify the remaining RDNA2 GPU hang?

Log availability: the five logs were inspected locally; the table and excerpts above come from them. Full-file attachment upload was blocked by the browser extension's local-file permission, so the complete logs are not attached to this comment. Redacted copies have been preserved.

**v2.0.12: repeated VK_ERROR_DEVICE_LOST while walking in Hyrule Field — RX 6800 XT / Windows 10** I am getting repeated crashes to desktop while walking around Hyrule Field. This looks similar to #1492, which was routed here, but my logs are already from **v2.0.12 (source 3f168e10)**. **System** - GPU: AMD Radeon RX 6800 XT, 16 GB; Vulkan 1.4, driver `0x800161` as reported by Hookshot. The Adrenalin package version has not been confirmed. - CPU: Ryzen 7 5700X3D - RAM: 32 GB (log: 32651 MB; 13824 MB swap) - OS: Windows 10 - Output: fullscreen 2560×1440 - Exact upscaler / frame-generation settings, external overlays and mods have not yet been verified for these runs. **What the five logs show** Four logs end with `submit ... failed (-4)` and the fatal `VK_ERROR_DEVICE_LOST`. Before each fatal error there are repeated `a capture's wait for write-back ... timed out` messages and roughly 250 ms memory-sync stalls, followed by a multi-second GPU/slot wait. | Log | Failed submission | Last recorded VRAM usage / allowance | |---|---:|---:| | `hookshot_log.txt` | 21336 | 7.7 / 15.2 GB | | `hookshot_log.2.txt` | 27931 | 6.8 / 15.2 GB | | `hookshot_log.3.txt` | 32648 | 7.7 / 15.2 GB | | `hookshot_log.4.txt` | 46644 | 8.8 / 15.2 GB | `hookshot_log.1.txt` ends with `display: window closed, exiting` rather than a fatal device-lost message. It also has write-back timeouts earlier, so those timeouts alone do not distinguish the crashing runs. The last recorded VRAM values do not show the card reaching its reported budget; there is no out-of-memory error in these logs. All five logs also contain the same two startup pipeline failures already mentioned in this tracker: ```text vk: graphics pipeline for 5fa56485a6b07619 not made (-13) vk: graphics pipeline for 6eaa646d07ea4e43 not made (-13) ``` I cannot tell whether those startup failures are related to the later GPU hang. <details> <summary>End of the latest crash log (hookshot_log.txt)</summary> ```text [hos sead::MainThread] vk: a capture's wait for write-back 21323 timed out (done 21319) [hos sead::MainThread] vk: slow submit: 250.7 ms: memory sync 250.6 [hos Presentation Thread] vk: a capture's wait for write-back 21323 timed out (done 21319) [hos Presentation Thread] vk: slow submit: 250.5 ms: memory sync 250.4 [hos Presentation Thread] vk: a capture's wait for write-back 21323 timed out (done 21319) [hos Presentation Thread] vk: slow submit: 250.6 ms: memory sync 250.4 [hos sead::MainThread] vk: a capture's wait for write-back 21330 timed out (done 21319) [hos sead::MainThread] vk: slow submit: 250.5 ms: memory sync 250.4 [hos Presentation Thread] vk: slow submit: 5427.9 ms: slot wait 5426.4 [hos Presentation Thread] vk: submit 21336 failed (-4) [hos Presentation Thread] vk: device lost: reading the fault info (RX_VK_CHECKPOINTS=1 for markers) [hos Presentation Thread] vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST): the driver stopped or reset the GPU, and nothing sent to it runs any more (on Linux, dmesg or journalctl -k around this time names the reset) ``` </details> The exact position/route and time of day have not been isolated. No workaround has been verified on this PC yet. Is there a targeted test or capture that would help identify the remaining RDNA2 GPU hang? **Log availability:** the five logs were inspected locally; the table and excerpts above come from them. Full-file attachment upload was blocked by the browser extension's local-file permission, so the complete logs are not attached to this comment. Redacted copies have been preserved.
brunobaccari commented 2026-11-10 12:45:53 +00:00 (Migrated from github.com)

@NotRexed linking PR #1657 for the RDNA 1 / RX 5000 reports collected here.

It corrects stage-specific wave32/wave64 assumptions and the AMD proprietary fragment-shuffle path, with cache invalidation when the subgroup profile changes. It overlaps the related work in #1507, which is acknowledged in the linked discussion on #1001.

The renderer build and targeted CPU/SPIR-V checks passed locally. Testing this exact current-main build in-game is still pending, so this does not yet establish a fix for the driver timeouts, device-lost errors or reboots in this tracker. The PR includes a clearly identified historical RX 5500 XT screenshot and the validation details. Its CI workflows currently need maintainer approval.

@NotRexed linking [PR #1657](https://git.magicbean.dev/MagicBeanDev/Hookshot/pulls/1657) for the RDNA 1 / RX 5000 reports collected here. It corrects stage-specific wave32/wave64 assumptions and the AMD proprietary fragment-shuffle path, with cache invalidation when the subgroup profile changes. It overlaps the related work in #1507, which is acknowledged in the linked discussion on #1001. The renderer build and targeted CPU/SPIR-V checks passed locally. Testing this exact current-main build in-game is still pending, so this does not yet establish a fix for the driver timeouts, device-lost errors or reboots in this tracker. The PR includes a clearly identified historical RX 5500 XT screenshot and the validation details. Its CI workflows currently need maintainer approval.
lucasmazzoni45-del commented 2026-11-10 13:14:54 +00:00 (Migrated from github.com)

One data point for this tracker, from an RX 7800 XT (16 GB, Windows 11, driver 0x8001a0), with the caveat that my build is not stock: release/v2.0.12 + PR #1130 + local changes, and the crash happened with an experimental, off-by-default 16x16x16 cooperative-matrix switch turned on (see #1284), at 2560x1440 render scale 100%.

About 1.5 minutes after start, right after the scene load: Windows logged LiveKernelEvent 141 (GPU hang) and the game printed VK_ERROR_DEVICE_LOST. The log before it: write-back diff: VRAM 14704 of 14832 MB: the shadows given back (352 MB), three a capture's wait for write-back N timed out (done N-4) (250 ms each), slow submit: 12196 ms: slot wait, submit 27420 failed (-4), then the FATAL line. So the GPU stopped making progress at one submission and everything waited behind it.

Controls: I could not reproduce it in a scripted headless run (VRAM 7.5 GB in that scene). A 19-minute normal session with the same 100% / 1440p settings and the matrices switch off reached VRAM 14849 MB used (the allowed value, 14834 MB) and had no device lost. So VRAM at the limit alone did not hang the GPU there; the experimental matrix path may be involved, but I have not isolated it. I will post the result of a clean repeat.

For VRAM accounting on this card (same scene, several configurations): textures 3.0-4.2 GB, and 3.5-3.9 GB of VRAM that is not textures whatever the image block size (64 or 128 MB) or whether the image pool is preallocated; the mirrors are about 2.1-2.4 GB of it. Outside the game, DWM holds 838 MB and Radeon Software 325 MB, and the allowed value the game sees dropped from 15408 to 14785 MB during one session.

One data point for this tracker, from an **RX 7800 XT** (16 GB, Windows 11, driver 0x8001a0), with the caveat that my build is not stock: `release/v2.0.12` + PR #1130 + local changes, and **the crash happened with an experimental, off-by-default 16x16x16 cooperative-matrix switch turned on** (see #1284), at 2560x1440 render scale 100%. About 1.5 minutes after start, right after the scene load: Windows logged `LiveKernelEvent 141` (GPU hang) and the game printed `VK_ERROR_DEVICE_LOST`. The log before it: `write-back diff: VRAM 14704 of 14832 MB: the shadows given back (352 MB)`, three `a capture's wait for write-back N timed out (done N-4)` (250 ms each), `slow submit: 12196 ms: slot wait`, `submit 27420 failed (-4)`, then the FATAL line. So the GPU stopped making progress at one submission and everything waited behind it. Controls: I could not reproduce it in a scripted headless run (VRAM 7.5 GB in that scene). A **19-minute normal session with the same 100% / 1440p settings and the matrices switch off** reached `VRAM 14849 MB used` (the allowed value, 14834 MB) and had no device lost. So VRAM at the limit alone did not hang the GPU there; the experimental matrix path may be involved, but I have not isolated it. I will post the result of a clean repeat. For VRAM accounting on this card (same scene, several configurations): textures 3.0-4.2 GB, and **3.5-3.9 GB of VRAM that is not textures** whatever the image block size (64 or 128 MB) or whether the image pool is preallocated; the mirrors are about 2.1-2.4 GB of it. Outside the game, DWM holds 838 MB and Radeon Software 325 MB, and the allowed value the game sees dropped from 15408 to 14785 MB during one session.
SamAstralGames commented 2026-11-10 13:21:58 +00:00 (Migrated from github.com)

v2.0.13 : hookshot_log.txt

v2.0.13 : coredump.txt

I think it's not windows precific I have the same with :

Ubuntu 26.04:
AMD RX 6700XT 12G, Core i7 32Gb
Core dump

The crash occurs during the intro when Navi is in the village. The specific scene is the one with Saria and her ocarina.

v2.0.13 : [hookshot_log.txt](https://github.com/user-attachments/files/34633735/hookshot_log.txt) v2.0.13 : [coredump.txt](https://github.com/user-attachments/files/34634023/coredump.txt) I think it's not windows precific I have the same with : Ubuntu 26.04: AMD RX 6700XT 12G, Core i7 32Gb Core dump The crash occurs during the intro when Navi is in the village. The specific scene is the one with Saria and her ocarina.
dynamo18 commented 2026-11-10 13:29:03 +00:00 (Migrated from github.com)

@NotRexed
GPU hang / device lost on desktop AMD (amdvlk) — same task shader as #817

System

  • GPU: AMD Radeon RX 6600 8 GB, Windows 11, driver amdvlk64 32.0.21045
  • CPU: Ryzen 5 5500, 24 GB RAM
  • Hookshot: v2.0.12 (also seen on v2.0.2, v2.0.5, v2.0.11)

What happens
The GPU hangs (driver timeout / device lost) and the game then crashes with an
access violation inside amdvlk64.dll (amdvlk64.dll+0x319b63 on v2.0.5), inside
vkQueueSubmit, so the checkpoint report never runs. Right before it the fps drops
to ~3 for several seconds.

  • v2.0.2 / v2.0.5: always in the Deku Tree, entering / during the Gohma fight
  • v2.0.11: in Kakariko Village, after many thousands of frames
    Not VRAM related (it hung at ~73% VRAM use).

What I found
The program running at the hang was 136d9555efa9a389 on v2.0.11, task shader code
key 2c56dc1006942f74 — the same one as #817 (Steam Deck), so it doesn't look
Deck/RADV specific.

  • RX_VK_SKIP_PROG=136d9555efa9a389 stopped the hangs on v2.0.11.
  • On v2.0.12 I switched to RX_VK_MESH_NOCULL=2c56dc1006942f74: [no hangs after X hours /
    still hangs at ...]

Suggestion
If NOCULL is confirmed on both RADV and amdvlk, maybe enable it by default for this
task shader on AMD.

Log attached (hookshot_log.txt from a session that hung).

@NotRexed **GPU hang / device lost on desktop AMD (amdvlk) — same task shader as #817** **System** - GPU: AMD Radeon RX 6600 8 GB, Windows 11, driver amdvlk64 32.0.21045 - CPU: Ryzen 5 5500, 24 GB RAM - Hookshot: v2.0.12 (also seen on v2.0.2, v2.0.5, v2.0.11) **What happens** The GPU hangs (driver timeout / device lost) and the game then crashes with an access violation inside amdvlk64.dll (amdvlk64.dll+0x319b63 on v2.0.5), inside vkQueueSubmit, so the checkpoint report never runs. Right before it the fps drops to ~3 for several seconds. - v2.0.2 / v2.0.5: always in the Deku Tree, entering / during the Gohma fight - v2.0.11: in Kakariko Village, after many thousands of frames Not VRAM related (it hung at ~73% VRAM use). **What I found** The program running at the hang was 136d9555efa9a389 on v2.0.11, task shader code key 2c56dc1006942f74 — the same one as #817 (Steam Deck), so it doesn't look Deck/RADV specific. - RX_VK_SKIP_PROG=136d9555efa9a389 stopped the hangs on v2.0.11. - On v2.0.12 I switched to RX_VK_MESH_NOCULL=2c56dc1006942f74: [no hangs after X hours / still hangs at ...] **Suggestion** If NOCULL is confirmed on both RADV and amdvlk, maybe enable it by default for this task shader on AMD. Log attached (hookshot_log.txt from a session that hung).
aaronwitherbeee-sys commented 2026-11-10 14:05:00 +00:00 (Migrated from github.com)

Additional AMD GPU driver crashes — Hookshot v2.0.13

I’m reporting reproducible graphics-driver crashes across three separate AMD-powered Windows systems, while the same game runs without these crashes on an NVIDIA laptop.

Affected hardware

System 1 — AMD Radeon RX 6800

  • GPU: RX 6800, RDNA 2
  • Hookshot version: 2.0.13
  • Symptom: Driver crashes during gameplay when rotating the camera.

System 2 — AMD Radeon RX 6800 XT

  • GPU: RX 6800 XT, RDNA 2
  • Hookshot version: 2.0.13
  • Symptom: Same camera-rotation-related crashes as the RX 6800.

System 3 — ASUS ROG Xbox Ally X

  • APU: AMD Ryzen Z2 Extreme
  • AMD Software version: Adrenalin 26.10.1
  • Hookshot version: 2.0.13
  • Symptom: Reproducible crash when transitioning from Zora’s Domain back into Zora’s River.
  • Observed behavior: Frame rate drops, the image freezes, then the display turns black. Game music can continue playing despite the device becoming unresponsive.
  • Recovery: Forced power-button shutdown and restart required.

Windows crash evidence

Windows recorded:

  • LiveKernelEvent 141
  • amdkmdag.sys in the failure information

These observations are consistent with an AMD graphics-driver timeout or GPU hang, although the exact triggering rendering operation has not been identified.

Troubleshooting already attempted

  • Tested multiple Hookshot releases, including 2.0.11 and 2.0.13.
  • Tried the RX_VK_NO_MESH=1 workaround. The Zora’s Domain transition crash still occurred while the setting was present in a text file. Whether Hookshot actually loaded the setting was not verified.
  • Tested another demanding game, Resident Evil 3, on the Ally X after restarting.
  • Resident Evil 3 ran normally at approximately 80–90 FPS and 77°C, without the same graphics failures.

NVIDIA comparison

MSI laptop — NVIDIA RTX 3080 Ti 16 GB

Hookshot runs considerably more reliably on this system, without the AMD-style driver crashes experienced on the three other machines.

Observations

The issue does not appear isolated to a particular AMD GPU or a single installation.

The RX 6800 and RX 6800 XT exhibit similar camera-rotation-related crashes, while the Ryzen Z2 Extreme experiences crashes during area transitions.

These different triggers could involve shader compilation, graphics pipeline creation, resource synchronization, or other Vulkan rendering operations. These are possible explanations, not confirmed root causes.

Request to developers

Could the AMD Vulkan rendering path be investigated for the camera-rotation and area-transition crashes, particularly on RDNA 2 and Ryzen Z2 Extreme hardware?

The issue persists through Hookshot v2.0.13.

I can provide additional reproduction details if needed. No renderer logs or crash dumps are attached to this report.

Additional AMD GPU driver crashes — Hookshot v2.0.13 I’m reporting reproducible graphics-driver crashes across three separate AMD-powered Windows systems, while the same game runs without these crashes on an NVIDIA laptop. Affected hardware System 1 — AMD Radeon RX 6800 * GPU: RX 6800, RDNA 2 * Hookshot version: 2.0.13 * Symptom: Driver crashes during gameplay when rotating the camera. System 2 — AMD Radeon RX 6800 XT * GPU: RX 6800 XT, RDNA 2 * Hookshot version: 2.0.13 * Symptom: Same camera-rotation-related crashes as the RX 6800. System 3 — ASUS ROG Xbox Ally X * APU: AMD Ryzen Z2 Extreme * AMD Software version: Adrenalin 26.10.1 * Hookshot version: 2.0.13 * Symptom: Reproducible crash when transitioning from Zora’s Domain back into Zora’s River. * Observed behavior: Frame rate drops, the image freezes, then the display turns black. Game music can continue playing despite the device becoming unresponsive. * Recovery: Forced power-button shutdown and restart required. Windows crash evidence Windows recorded: * LiveKernelEvent 141 * amdkmdag.sys in the failure information These observations are consistent with an AMD graphics-driver timeout or GPU hang, although the exact triggering rendering operation has not been identified. Troubleshooting already attempted * Tested multiple Hookshot releases, including 2.0.11 and 2.0.13. * Tried the RX_VK_NO_MESH=1 workaround. The Zora’s Domain transition crash still occurred while the setting was present in a text file. Whether Hookshot actually loaded the setting was not verified. * Tested another demanding game, Resident Evil 3, on the Ally X after restarting. * Resident Evil 3 ran normally at approximately 80–90 FPS and 77°C, without the same graphics failures. NVIDIA comparison MSI laptop — NVIDIA RTX 3080 Ti 16 GB Hookshot runs considerably more reliably on this system, without the AMD-style driver crashes experienced on the three other machines. Observations The issue does not appear isolated to a particular AMD GPU or a single installation. The RX 6800 and RX 6800 XT exhibit similar camera-rotation-related crashes, while the Ryzen Z2 Extreme experiences crashes during area transitions. These different triggers could involve shader compilation, graphics pipeline creation, resource synchronization, or other Vulkan rendering operations. These are possible explanations, not confirmed root causes. Request to developers Could the AMD Vulkan rendering path be investigated for the camera-rotation and area-transition crashes, particularly on RDNA 2 and Ryzen Z2 Extreme hardware? The issue persists through Hookshot v2.0.13. I can provide additional reproduction details if needed. No renderer logs or crash dumps are attached to this report.
renanschu-png commented 2026-11-10 14:09:20 +00:00 (Migrated from github.com)

crashing on 6800 xt , ryzen 5700x 3d

hookshot_log.txt

crashing in hyrule field

thanks for everything

crashing on 6800 xt , ryzen 5700x 3d [hookshot_log.txt](https://github.com/user-attachments/files/34633371/hookshot_log.txt) crashing in hyrule field thanks for everything
alireza0111IR commented 2026-11-10 14:57:57 +00:00 (Migrated from github.com)
freeze few second after entering gameplay [hookshot_log.1.txt](https://github.com/user-attachments/files/34635704/hookshot_log.1.txt) [hookshot_log.2.txt](https://github.com/user-attachments/files/34635706/hookshot_log.2.txt) [hookshot_log.3.txt](https://github.com/user-attachments/files/34635707/hookshot_log.3.txt) [hookshot_log.4.txt](https://github.com/user-attachments/files/34635711/hookshot_log.4.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34635714/hookshot_log.txt)
stimo5801-tech commented 2026-11-10 15:30:17 +00:00 (Migrated from github.com)

Freezes after closing menu in Kokiri Forest
v2.0.13: hookshot_log.txt
RX 6650XT, Ryzen 5600 16GB, Windows 11

Freezes after closing menu in Kokiri Forest v2.0.13: [hookshot_log.txt](https://github.com/user-attachments/files/34637140/hookshot_log.txt) RX 6650XT, Ryzen 5600 16GB, Windows 11
dynamo18 commented 2026-11-10 17:14:21 +00:00 (Migrated from github.com)

RX 6600 8 GB, Windows 11, v2.0.13. Device lost every few minutes (Hyrule Field, Zora's River, Death Mountain Trail); audio keeps playing, then amdvlk resets the GPU. Two causes found, both fixed locally (30k+ frames without a hang; before it was ~4k):

1. RX_VK_MESH_NOCULL does not remove the grid walk. mesh_nocull() forces the culling answer, but DeadCodeEliminationPass keeps the loops: the task shader 2c56dc1006942f74 (1078 programs here) still has both loop nests in its SPIR-V, bounded only by the 0x2000 safety counter, so a draw still ran past the driver timeout (hung with NOCULL applied, e.g. program 7c2b0903f0abf0e2). Fix: when mesh_nocull applied, emit that task shader with a loop safety counter of 0 (one pass each).

2. Scene lighting fragment shaders (e.g. programs 8d944be587ec7082, e0a3c4b90331191e) loop over a light list whose count is read from a storage buffer. With a garbage count each pixel runs up to 0x2000 passes of a ~2000-instruction body. Fix: a loop safety counter of 32 for fragment stages (256 still hung).

Both are the Repeat node's safety counter in emit_spirv.cpp.

Also useful for diagnosis: a watchdog thread that logs the buffer markers when the timeline has not advanced for 1.5 s while a marker is reached but not finished. On amdvlk the reset closes the window before any submit returns VK_ERROR_DEVICE_LOST, so the marker report was never written.

Unrelated to the hang: on this card program 53509044401d78d2 leaves glowing white/green/red triangles on Hyrule Field terrain; RX_VK_SKIP_PROG=53509044401d78d2 removes them.

Tested on one machine only. I can share the patches.

RX 6600 8 GB, Windows 11, v2.0.13. Device lost every few minutes (Hyrule Field, Zora's River, Death Mountain Trail); audio keeps playing, then amdvlk resets the GPU. Two causes found, both fixed locally (30k+ frames without a hang; before it was ~4k): **1. `RX_VK_MESH_NOCULL` does not remove the grid walk.** `mesh_nocull()` forces the culling answer, but `DeadCodeEliminationPass` keeps the loops: the task shader `2c56dc1006942f74` (1078 programs here) still has both loop nests in its SPIR-V, bounded only by the 0x2000 safety counter, so a draw still ran past the driver timeout (hung with NOCULL applied, e.g. program `7c2b0903f0abf0e2`). Fix: when `mesh_nocull` applied, emit that task shader with a loop safety counter of 0 (one pass each). **2. Scene lighting fragment shaders** (e.g. programs `8d944be587ec7082`, `e0a3c4b90331191e`) loop over a light list whose count is read from a storage buffer. With a garbage count each pixel runs up to 0x2000 passes of a ~2000-instruction body. Fix: a loop safety counter of 32 for fragment stages (256 still hung). Both are the `Repeat` node's safety counter in `emit_spirv.cpp`. Also useful for diagnosis: a watchdog thread that logs the buffer markers when the timeline has not advanced for 1.5 s while a marker is reached but not finished. On amdvlk the reset closes the window before any submit returns `VK_ERROR_DEVICE_LOST`, so the marker report was never written. Unrelated to the hang: on this card program `53509044401d78d2` leaves glowing white/green/red triangles on Hyrule Field terrain; `RX_VK_SKIP_PROG=53509044401d78d2` removes them. Tested on one machine only. I can share the patches.
Hailey319 commented 2026-11-10 17:32:00 +00:00 (Migrated from github.com)

hookshot_log.txt
on steam deck crashes after intro cutscene (v2.0.14)

[hookshot_log.txt](https://github.com/user-attachments/files/34642202/hookshot_log.txt) on steam deck crashes after intro cutscene (v2.0.14)
rbx-br commented 2026-11-10 17:57:28 +00:00 (Migrated from github.com)

Update 2.0.13 and 2.0.14 brokes the "RX_VK_NO_MESH=1" workaround

hookshot_log.txt
hookshot_log.1.txt
hookshot_log.2.txt
hookshot_log.3.txt

Update 2.0.13 and 2.0.14 brokes the "RX_VK_NO_MESH=1" workaround [hookshot_log.txt](https://github.com/user-attachments/files/34643165/hookshot_log.txt) [hookshot_log.1.txt](https://github.com/user-attachments/files/34643163/hookshot_log.1.txt) [hookshot_log.2.txt](https://github.com/user-attachments/files/34643164/hookshot_log.2.txt) [hookshot_log.3.txt](https://github.com/user-attachments/files/34643162/hookshot_log.3.txt)
Kuro-cyber-code commented 2026-11-10 18:07:07 +00:00 (Migrated from github.com)

The issue is still occurring in version 2.0.14.

This time, the game crashes in the Death Mountain area. I also tested the game with all graphics settings set to the lowest possible settings, but the crash still happened exactly the same way.

The log again shows a Vulkan GPU device loss:

vk: submit 7906 failed (-4)
vk: device lost
VK_ERROR_DEVICE_LOST

So lowering the graphics settings does not seem to prevent the crash. The issue is still present in version 2.0.14 and appears to be related to the Vulkan/AMD GPU device loss.

hookshot_log.1.txt

hookshot_log.txt

The issue is still occurring in version 2.0.14. This time, the game crashes in the Death Mountain area. I also tested the game with all graphics settings set to the lowest possible settings, but the crash still happened exactly the same way. The log again shows a Vulkan GPU device loss: `vk: submit 7906 failed (-4)` `vk: device lost` `VK_ERROR_DEVICE_LOST` So lowering the graphics settings does not seem to prevent the crash. The issue is still present in version 2.0.14 and appears to be related to the Vulkan/AMD GPU device loss. [hookshot_log.1.txt](https://github.com/user-attachments/files/34643760/hookshot_log.1.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34643489/hookshot_log.txt)
NotRexed commented 2026-11-10 18:20:43 +00:00 (Migrated from github.com)

@rbx-br thanks for the logs. We checked what changed: the code that reads RX_VK_NO_MESH and the one that loads hookshot_env.txt are identical in v2.0.12 and v2.0.14 (between those releases only the menu, the game clock and the build's patches changed, nothing on the GPU side). Your log (RX 6900 XT, driver 0x800161) ends in a device lost after "pool ... remade larger", but it can't show whether the switch was set, because nothing is printed when it is. Could you check three things?

  1. Is hookshot_env.txt in the game folder, next to image.bin (not inside the bin folder)?
  2. Does the same place crash on v2.0.12, with the same line at the end of the log?
  3. Is Frame generation on? Your hookshot_log.1.txt shows frame interpolation running; please say whether it still crashes with it off.
@rbx-br thanks for the logs. We checked what changed: the code that reads `RX_VK_NO_MESH` and the one that loads hookshot_env.txt are identical in v2.0.12 and v2.0.14 (between those releases only the menu, the game clock and the build's patches changed, nothing on the GPU side). Your log (RX 6900 XT, driver 0x800161) ends in a device lost after "pool ... remade larger", but it can't show whether the switch was set, because nothing is printed when it is. Could you check three things? 1. Is hookshot_env.txt in the game folder, next to image.bin (not inside the `bin` folder)? 2. Does the same place crash on v2.0.12, with the same line at the end of the log? 3. Is Frame generation on? Your hookshot_log.1.txt shows frame interpolation running; please say whether it still crashes with it off.
renanschu-png commented 2026-11-10 18:24:33 +00:00 (Migrated from github.com)

same here, 6800 xt ryzen 5700x3d. gpu losing signal, black screen.

same here, 6800 xt ryzen 5700x3d. gpu losing signal, black screen.
rbx-br commented 2026-11-10 19:41:26 +00:00 (Migrated from github.com)

@NotRexed Sorry. I recompiled everything from scratch and lost the previous logs, but I can confirm that the workaround works with FG disabled, by using "RX_VK_NO_MESH=1" and "RX_VK_FSR_FG=0" in the .bat file. There is a new bug when opening the inventory: the game freezes.

hookshot_log.txt

@NotRexed Sorry. I recompiled everything from scratch and lost the previous logs, but I can confirm that the workaround works with FG disabled, by using "RX_VK_NO_MESH=1" and "RX_VK_FSR_FG=0" in the .bat file. There is a new bug when opening the inventory: the game freezes. [hookshot_log.txt](https://github.com/user-attachments/files/34648251/hookshot_log.txt)
marcodoliveira commented 2026-11-10 20:14:54 +00:00 (Migrated from github.com)

Im having the load game crash issue with a RX 6700 XT. The thing is that is was playing normally and i decided to manual save and close the game. After that, im not able to load the manual save file or even the autosaves. I leave attached some logs.

Thanks a lot!

hookshot_log.2.txt
hookshot_log.txt
hookshot_log.1.txt

Im having the load game crash issue with a RX 6700 XT. The thing is that is was playing normally and i decided to manual save and close the game. After that, im not able to load the manual save file or even the autosaves. I leave attached some logs. Thanks a lot! [hookshot_log.2.txt](https://github.com/user-attachments/files/34649510/hookshot_log.2.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34649511/hookshot_log.txt) [hookshot_log.1.txt](https://github.com/user-attachments/files/34649512/hookshot_log.1.txt)
yannibartola commented 2026-11-11 00:37:44 +00:00 (Migrated from github.com)

Crashing when approaching the Zora Domain entrance. RX6800

hookshot_log.1.txt

Crashing when approaching the Zora Domain entrance. RX6800 [hookshot_log.1.txt](https://github.com/user-attachments/files/34660940/hookshot_log.1.txt)
misterblackbetty-sketch commented 2026-11-11 12:49:06 +00:00 (Migrated from github.com)

[RX 6950 XT / Navi 21] Reproducible VK_ERROR_DEVICE_LOST after new-game intro — native and compute mesh paths (v2.1.0)

Hi! I'm experiencing a consistently reproducible crash on an AMD RX 6950 XT under Windows 11. The game exits immediately after the opening cinematic of a new game.

I tested both native mesh shaders and the compute fallback, but both result in VK_ERROR_DEVICE_LOST.

System specifications

  • OS: Windows 11, 64-bit
  • CPU: AMD Ryzen 7 9800X3D
  • GPU: AMD Radeon RX 6950 XT (16 GB, Navi 21 / RDNA 2)
  • RAM: 32 GB DDR5
  • GPU driver: 0x800161 (as reported by Hookshot)
  • Hookshot: v2.1.0, source 633eb435
  • Renderer: Vulkan 1.4
  • Target: 60 FPS
  • Display: Fullscreen; the log reports a 3840×2160 swapchain

Steps to reproduce

  1. Launch Hookshot.
  2. Reach the main title screen (works normally).
  3. Start a new game.
  4. Watch the opening cinematic, which runs smoothly at a stable 60 FPS.
  5. When the cinematic ends, following the "The Legend of Zelda: Ocarina of Time" title reveal, the game closes.

The crash occurs consistently at this transition, before I can begin normal gameplay.

Tests performed

Test 1 — Native mesh shaders

  • Mesh shaders: Automatic (native)
  • AMD Anti-Lag 2: On
  • Result: Crash after the cinematic.

Relevant log entries:

vk: mesh shaders row: Automatic (native)
...
vk: mesh draw: program 20cd, 3 stages: ...
...
vk: submit 69624 failed (-4)
vk: device lost: reading the fault info
vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST)

Test 2 — Compute mesh shader fallback

  • Mesh shaders: Compute
  • AMD Anti-Lag 2: On
  • All shader pipelines rebuilt.
  • Result: Same crash at the same transition.

The log confirms that the compute path was active:

vk: no mesh shaders: task and mesh programs run as compute shaders (issue 640 fallback)
vk: mesh shaders row: Compute (the compute path)

The precompilation phase also reports 986 mesh fallback programs.

Immediately before the crash:

vk: pool 0x7fb1000000 remade larger (3 retired)
vk: pool 0x7fb1000000..0x7fb8000000: mirror made with the GPU's contents of 1 retired pool(s)
vk: submit 164618 failed (-4)
vk: device lost: reading the fault info
vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST)

Test 3 — Compute fallback with AMD Anti-Lag 2 disabled

  • Mesh shaders: Compute
  • AMD Anti-Lag 2: Off
  • Result: The game still crashes after the opening cinematic.
  • No additional log attached for this test yet.

Memory observations

In the compute fallback log, shortly before the crash:

vk: VRAM: 2260 MB used of 15569 MB allowed

VRAM exhaustion therefore seems unlikely.

Both attached logs show the crash occurring shortly after GPU memory pools are imported or resized and mesh draws are submitted.

Additional observations

  • The main menu and opening cinematic render correctly.
  • Performance during the cinematic is stable at approximately 60 FPS.
  • The crash is reproducible.
  • Switching from native mesh shaders to compute does not resolve it.
  • Increasing or adjusting the Windows pagefile did not resolve the issue.

The behavior resembles #150, particularly the VK_ERROR_DEVICE_LOST following GPU memory pool operations.

Attachments

  1. hookshot_native_sanitized.log — Native mesh shaders, Anti-Lag 2 enabled.
  2. hookshot_compute_sanitized.log — Compute fallback, Anti-Lag 2 enabled.

The Windows username and save identifier have been redacted from both logs.

Please let me know if there are specific diagnostic flags or a newer build you would like me to test.

Thanks for your work on Hookshot![

hookshot_compute_sanitized.log
hookshot_native_sanitized.log

](url)

### [RX 6950 XT / Navi 21] Reproducible VK_ERROR_DEVICE_LOST after new-game intro — native and compute mesh paths (v2.1.0) Hi! I'm experiencing a consistently reproducible crash on an AMD RX 6950 XT under Windows 11. The game exits immediately after the opening cinematic of a new game. I tested both native mesh shaders and the compute fallback, but both result in `VK_ERROR_DEVICE_LOST`. **System specifications** - OS: Windows 11, 64-bit - CPU: AMD Ryzen 7 9800X3D - GPU: AMD Radeon RX 6950 XT (16 GB, Navi 21 / RDNA 2) - RAM: 32 GB DDR5 - GPU driver: `0x800161` (as reported by Hookshot) - Hookshot: **v2.1.0**, source `633eb435` - Renderer: Vulkan 1.4 - Target: 60 FPS - Display: Fullscreen; the log reports a 3840×2160 swapchain **Steps to reproduce** 1. Launch Hookshot. 2. Reach the main title screen (works normally). 3. Start a new game. 4. Watch the opening cinematic, which runs smoothly at a stable 60 FPS. 5. When the cinematic ends, following the "The Legend of Zelda: Ocarina of Time" title reveal, the game closes. The crash occurs consistently at this transition, before I can begin normal gameplay. **Tests performed** **Test 1 — Native mesh shaders** - Mesh shaders: Automatic (native) - AMD Anti-Lag 2: On - Result: Crash after the cinematic. Relevant log entries: ```text vk: mesh shaders row: Automatic (native) ... vk: mesh draw: program 20cd, 3 stages: ... ... vk: submit 69624 failed (-4) vk: device lost: reading the fault info vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST) ``` **Test 2 — Compute mesh shader fallback** - Mesh shaders: Compute - AMD Anti-Lag 2: On - All shader pipelines rebuilt. - Result: Same crash at the same transition. The log confirms that the compute path was active: ```text vk: no mesh shaders: task and mesh programs run as compute shaders (issue 640 fallback) vk: mesh shaders row: Compute (the compute path) ``` The precompilation phase also reports 986 mesh fallback programs. Immediately before the crash: ```text vk: pool 0x7fb1000000 remade larger (3 retired) vk: pool 0x7fb1000000..0x7fb8000000: mirror made with the GPU's contents of 1 retired pool(s) vk: submit 164618 failed (-4) vk: device lost: reading the fault info vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST) ``` **Test 3 — Compute fallback with AMD Anti-Lag 2 disabled** - Mesh shaders: Compute - AMD Anti-Lag 2: Off - Result: The game still crashes after the opening cinematic. - No additional log attached for this test yet. **Memory observations** In the compute fallback log, shortly before the crash: ```text vk: VRAM: 2260 MB used of 15569 MB allowed ``` VRAM exhaustion therefore seems unlikely. Both attached logs show the crash occurring shortly after GPU memory pools are imported or resized and mesh draws are submitted. **Additional observations** - The main menu and opening cinematic render correctly. - Performance during the cinematic is stable at approximately 60 FPS. - The crash is reproducible. - Switching from native mesh shaders to compute does not resolve it. - Increasing or adjusting the Windows pagefile did not resolve the issue. The behavior resembles #150, particularly the `VK_ERROR_DEVICE_LOST` following GPU memory pool operations. **Attachments** 1. `hookshot_native_sanitized.log` — Native mesh shaders, Anti-Lag 2 enabled. 2. `hookshot_compute_sanitized.log` — Compute fallback, Anti-Lag 2 enabled. The Windows username and save identifier have been redacted from both logs. Please let me know if there are specific diagnostic flags or a newer build you would like me to test. Thanks for your work on Hookshot![ [hookshot_compute_sanitized.log](https://github.com/user-attachments/files/34688190/hookshot_compute_sanitized.log) [hookshot_native_sanitized.log](https://github.com/user-attachments/files/34688189/hookshot_native_sanitized.log) ](url)
SantiagoGarcia555 commented 2026-11-11 13:10:25 +00:00 (Migrated from github.com)

RX 6600 (Windows 11, v2.0.13): device lost, buffer markers point at lighting program e0a3c4b90331191e

Same hang as @dynamo18 described above (cause 2, the scene lighting fragment shaders), on the same card, this time with the marker report written to the log.

System

  • GPU: AMD Radeon RX 6600 8 GB, driver 0x800161 (Windows driver 32.0.21045.20006)
  • CPU / RAM: Ryzen 5 5600G, 16 GB
  • OS: Windows 11 Pro, build 26200
  • Hookshot: v2.0.13 (source 54e42459)
  • Settings: windowed 1280x720, FSR 3.1 upscaling, frame generation off, robust_buffers=1

What happens
A hitch of about 4 seconds, the window closes and the AMD driver resets. It crashes every time at the same place: Death mountain trail. Five sessions in a row ended this way.

It also happened with frame generation on, with robust_buffers=0 and in fullscreen. With frame generation on, one run ended in an access violation inside amdvlk64.dll+0x319b63 after the same hang instead of a device lost.

Markers (RX_VK_CHECKPOINTS=1)
vk: a capture's wait for write-back 19029 timed out (done 19025)
nvn: GPU waits in 5 s: 1 sync waits (4866 ms), 0 polls timed out (0 ms), 2 queue finishes (10 ms)
vk: submit 19044 failed (-4)
vk: device lost: 565222 markers set, 62700 reached; the last whose earlier work all finished: 562343
vk: finished before: marker 562342 (draw of program 805756a6a63b9ee7, frame 2718)
vk: RUNNING after: marker 562343 (draw of program e0a3c4b90331191e, frame 2718)
vk: running: marker 562344 (draw of program e0a3c4b90331191e, frame 2718)
vk: reached, earlier work unfinished: marker 562344 ... 562355 (all draws of program e0a3c4b90331191e, frame 2718)

Other details

  • Not VRAM: 5.5 of 6.8 GB, 40-45 fps and about 12 ms of GPU time a frame right before the hang.
  • Windows logged a LiveKernelEvent 141 at the same minute.
  • Every session has a shorter wait of the same kind earlier, at a scene load (117-438 ms), which recovers.
  • The v2.1.0 notes list the task shader workaround (#1747) but nothing for the fragment-stage loop bound, so I have not tried v2.1.0 yet.

Logs attached: the session with markers, and an earlier one without.

hookshot_log.1.txt
hookshot_log.txt

### RX 6600 (Windows 11, v2.0.13): device lost, buffer markers point at lighting program `e0a3c4b90331191e` Same hang as @dynamo18 described above (cause 2, the scene lighting fragment shaders), on the same card, this time with the marker report written to the log. **System** - GPU: AMD Radeon RX 6600 8 GB, driver 0x800161 (Windows driver 32.0.21045.20006) - CPU / RAM: Ryzen 5 5600G, 16 GB - OS: Windows 11 Pro, build 26200 - Hookshot: v2.0.13 (source 54e42459) - Settings: windowed 1280x720, FSR 3.1 upscaling, frame generation off, `robust_buffers=1` **What happens** A hitch of about 4 seconds, the window closes and the AMD driver resets. It crashes every time at the same place: Death mountain trail. Five sessions in a row ended this way. It also happened with frame generation on, with `robust_buffers=0` and in fullscreen. With frame generation on, one run ended in an access violation inside `amdvlk64.dll+0x319b63` after the same hang instead of a device lost. **Markers (`RX_VK_CHECKPOINTS=1`)** vk: a capture's wait for write-back 19029 timed out (done 19025) nvn: GPU waits in 5 s: 1 sync waits (4866 ms), 0 polls timed out (0 ms), 2 queue finishes (10 ms) vk: submit 19044 failed (-4) vk: device lost: 565222 markers set, 62700 reached; the last whose earlier work all finished: 562343 vk: finished before: marker 562342 (draw of program 805756a6a63b9ee7, frame 2718) vk: RUNNING after: marker 562343 (draw of program e0a3c4b90331191e, frame 2718) vk: running: marker 562344 (draw of program e0a3c4b90331191e, frame 2718) vk: reached, earlier work unfinished: marker 562344 ... 562355 (all draws of program e0a3c4b90331191e, frame 2718) **Other details** - Not VRAM: 5.5 of 6.8 GB, 40-45 fps and about 12 ms of GPU time a frame right before the hang. - Windows logged a LiveKernelEvent 141 at the same minute. - Every session has a shorter wait of the same kind earlier, at a scene load (117-438 ms), which recovers. - The v2.1.0 notes list the task shader workaround (#1747) but nothing for the fragment-stage loop bound, so I have not tried v2.1.0 yet. Logs attached: the session with markers, and an earlier one without. [hookshot_log.1.txt](https://github.com/user-attachments/files/34689254/hookshot_log.1.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34689253/hookshot_log.txt)
Kuro-cyber-code commented 2026-11-11 14:21:59 +00:00 (Migrated from github.com)

I tested the game on version 2.1.0 after enabling the new option.

This time, the game did not crash, and I also did not get the AMD driver error that previously appeared after the crash.

However, I initially noticed a significant increase in the game's RAM usage. The game was using around 22 GB of RAM.

After restarting the game, its RAM usage dropped and is now around 14–15 GB.

Test system:

  • GPU: AMD Radeon RX 6600 8 GB
  • CPU: Ryzen 5 5600
  • RAM: 32 GB DDR4 3200 MHz
  • Game version: 2.1.0

So far, the previous crash/AMD driver reset did not occur during this test. The game initially used around 22 GB of RAM, but after restarting, it is now using approximately 14–15 GB.

I tested the game on **version 2.1.0** after enabling the new option. This time, the game did **not crash**, and I also did **not get the AMD driver error** that previously appeared after the crash. However, I initially noticed a significant increase in the game's RAM usage. The game was using around **22 GB of RAM**. After restarting the game, its RAM usage dropped and is now around **14–15 GB**. **Test system:** - GPU: AMD Radeon RX 6600 8 GB - CPU: Ryzen 5 5600 - RAM: 32 GB DDR4 3200 MHz - Game version: 2.1.0 So far, the previous crash/AMD driver reset did not occur during this test. The game initially used around 22 GB of RAM, but after restarting, it is now using approximately 14–15 GB.
bunbeans2-arch commented 2026-11-11 17:11:11 +00:00 (Migrated from github.com)

On the RAM observation above (about 22 GB, then 14-15 GB after restarting the game): we measured the same shape on an RX 9070 XT, 32 GB RAM, Windows 11, v2.1.0, and it follows which start built the shader programs.

Same save, same spot, 3840x2160:

start working set in play
builds the programs (log: 0 program keys kept, then prepared 38809 shader programs) 22,042 MB
finds them (log: 46604 program keys kept) 17,308 to 17,391 MB (3 runs)

So the heavy run is the one start that builds the programs (the first after an update, or after the store was emptied), and the next start is the light one. The trim that gives this memory back after translation is Linux-only in the source. Runs, tables and two things we tried on Windows (emptying the working set once after the build; the game starting itself again after the build) are in #2180:
#2180
#2180

On the RAM observation above (about 22 GB, then 14-15 GB after restarting the game): we measured the same shape on an RX 9070 XT, 32 GB RAM, Windows 11, v2.1.0, and it follows which start built the shader programs. Same save, same spot, 3840x2160: | start | working set in play | |---|---| | builds the programs (log: `0 program keys kept`, then `prepared 38809 shader programs`) | 22,042 MB | | finds them (log: `46604 program keys kept`) | 17,308 to 17,391 MB (3 runs) | So the heavy run is the one start that builds the programs (the first after an update, or after the store was emptied), and the next start is the light one. The trim that gives this memory back after translation is Linux-only in the source. Runs, tables and two things we tried on Windows (emptying the working set once after the build; the game starting itself again after the build) are in #2180: https://git.magicbean.dev/MagicBeanDev/Hookshot/issues/2180 https://git.magicbean.dev/MagicBeanDev/Hookshot/issues/2180
Flo-za commented 2026-11-11 19:17:57 +00:00 (Migrated from github.com)

hookshot_log_goron_city_crash.zip

v2.1.0: still device lost on RX 6800, but much later. Automatic picks the native path, not the task+mesh fallback

  • GPU: AMD Radeon RX 6800 (RDNA2), Windows, driver 0x800161
  • Hookshot: v2.1.0 (source 633eb435)
  • Settings: no hookshot_env.txt, mesh shaders row left on Automatic
  • Where: crashed right as I entered Goron City
  • When: about 350,000 presents in (~1h45 at ~56 fps). On v2.0.6 it went in minutes (Great Deku Tree, #708), so v2.1.0 is a big improvement.

End of the log:

nvn: GPU waits in 5 s: 1 sync waits (5684 ms), 0 polls timed out (0 ms), 6 queue finishes (1 ms)
vk: submit 2452081 failed (-4)
vk: device lost: reading the fault info (RX_VK_CHECKPOINTS=1 for markers)
vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST)

Possibly useful: on start-up the log shows

vk: mesh shaders row: Automatic (native)
vk: precompile: ... 0 mesh fallback programs

So the task+mesh compute fallback from #1747 doesn't seem to turn on automatically on the RX 6800 (that PR was tested on an RX 6700 XT). I'm now testing with RX_VK_TASK_MESH_FALLBACK=1 in hookshot_env.txt and will report back.

Log excerpt (start-up + the lines before the crash):

hookshot_log_goron_city_crash_excerpt.txt

Update: with RX_VK_TASK_MESH_FALLBACK=1 set, start-up had to prepare all the shaders again: over an hour to reach 36% on the RX 6800 (the native-path preparation on v2.1.0 was much quicker). Will report once it finishes and I've played through Goron City again.

[hookshot_log_goron_city_crash.zip](https://github.com/user-attachments/files/34702264/hookshot_log_goron_city_crash.zip) **v2.1.0: still device lost on RX 6800, but much later. Automatic picks the native path, not the task+mesh fallback** - GPU: AMD Radeon RX 6800 (RDNA2), Windows, driver 0x800161 - Hookshot: v2.1.0 (source 633eb435) - Settings: no hookshot_env.txt, mesh shaders row left on Automatic - Where: crashed right as I entered Goron City - When: about 350,000 presents in (~1h45 at ~56 fps). On v2.0.6 it went in minutes (Great Deku Tree, #708), so v2.1.0 is a big improvement. End of the log: ``` nvn: GPU waits in 5 s: 1 sync waits (5684 ms), 0 polls timed out (0 ms), 6 queue finishes (1 ms) vk: submit 2452081 failed (-4) vk: device lost: reading the fault info (RX_VK_CHECKPOINTS=1 for markers) vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST) ``` Possibly useful: on start-up the log shows ``` vk: mesh shaders row: Automatic (native) vk: precompile: ... 0 mesh fallback programs ``` So the task+mesh compute fallback from #1747 doesn't seem to turn on automatically on the RX 6800 (that PR was tested on an RX 6700 XT). I'm now testing with `RX_VK_TASK_MESH_FALLBACK=1` in hookshot_env.txt and will report back. Log excerpt (start-up + the lines before the crash): [hookshot_log_goron_city_crash_excerpt.txt](https://github.com/user-attachments/files/34702281/hookshot_log_goron_city_crash_excerpt.txt) **Update:** with `RX_VK_TASK_MESH_FALLBACK=1` set, start-up had to prepare all the shaders again: over an hour to reach 36% on the RX 6800 (the native-path preparation on v2.1.0 was much quicker). Will report once it finishes and I've played through Goron City again.
NotRexed commented 2026-11-11 21:21:50 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #1628: Ganon phantom crash and goron tunic broken graphics (v2.0.11; RX 9070XT; Ryzen 7 5700x)
  • #2080: Crashing in Zora River. (v2.0.14; RX 6750XT, 26.10.2.; Ryzen 5 5500, 16GB DDR4, Windows 10)
  • #2081: When I face the Dodongo king, it freezes and everything on the PC shuts down (2.0.14; Rx 6650XT 32.0.21045.2006; Ryzen 5 5500 16GB windows 11)
  • #2095: VK_ERROR_DEVICE_LOST) on my amd rx 6600 (v2.0.14; Rx 6600; ryzen 5 4500, 16 gb ram, windows 10 21h2)
  • #2139: Graphics card was reset after the first game cutscene (v2.1.0; Graphics card AMD Radeon RX 6750XT; Ryzen 7 5700x)
  • #2176: AMD 6800XT VK_ERROR_DEVICE_LOST (v2.1.0; RX 6800XT Adrenalin Edition 26.10.1; i7-11700K 16GB Windows11 26H2)
  • #2185: Game presentation freezes, gameplay and audio continue. Toggling Fullscreen fixes it. (v2.1.0; 9070XT 26.10.2; Ryzen 7 9800X3D, 32GB, Windows 11)
  • #2189: Game Crash (v2.1.0; rx6600 - latest driver version; i512400f - 16gb Ram - win 10)
  • #2207: Game crashes (2.1.0; RX 6800 26.10.1; Ryzen 5 5600g windows 11)
  • #2370: Black screen and crashing (2.1.0; RX6600,; Ryzen 5 5500, 16GB, Windows 11)
  • #2381: Game Crash(AMD) (v2.1.0; RX 6600 / Adrenalin v26.10.1; Ryzen 5 5700X, 32GB RAM DDR4 3200MHZ Windows 11 LTSC 24H2)
  • #2405: bad performance and allot of visual bugs/glitches on rx 6600 (2.1.0; rx 6600 26.10.1; ryzen 5 5600g 32gb and windows 11 26h2)
  • #2461: vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST): the driver stopped or reset the GPU, (v.2.1.0; RX6600 26.10.1; Ryzen 5 5600 16GB DDR4 Ram)
More reports of this, collected here: - #1628: Ganon phantom crash and goron tunic broken graphics (v2.0.11; RX 9070XT; Ryzen 7 5700x) - #2080: Crashing in Zora River. (v2.0.14; RX 6750XT, 26.10.2.; Ryzen 5 5500, 16GB DDR4, Windows 10) - #2081: When I face the Dodongo king, it freezes and everything on the PC shuts down (2.0.14; Rx 6650XT 32.0.21045.2006; Ryzen 5 5500 16GB windows 11) - #2095: VK_ERROR_DEVICE_LOST) on my amd rx 6600 (v2.0.14; Rx 6600; ryzen 5 4500, 16 gb ram, windows 10 21h2) - #2139: Graphics card was reset after the first game cutscene (v2.1.0; Graphics card AMD Radeon RX 6750XT; Ryzen 7 5700x) - #2176: AMD 6800XT VK_ERROR_DEVICE_LOST (v2.1.0; RX 6800XT Adrenalin Edition 26.10.1; i7-11700K 16GB Windows11 26H2) - #2185: Game presentation freezes, gameplay and audio continue. Toggling Fullscreen fixes it. (v2.1.0; 9070XT 26.10.2; Ryzen 7 9800X3D, 32GB, Windows 11) - #2189: Game Crash (v2.1.0; rx6600 - latest driver version; i512400f - 16gb Ram - win 10) - #2207: Game crashes (2.1.0; RX 6800 26.10.1; Ryzen 5 5600g windows 11) - #2370: Black screen and crashing (2.1.0; RX6600,; Ryzen 5 5500, 16GB, Windows 11) - #2381: Game Crash(AMD) (v2.1.0; RX 6600 / Adrenalin v26.10.1; Ryzen 5 5700X, 32GB RAM DDR4 3200MHZ Windows 11 LTSC 24H2) - #2405: bad performance and allot of visual bugs/glitches on rx 6600 (2.1.0; rx 6600 26.10.1; ryzen 5 5600g 32gb and windows 11 26h2) - #2461: vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST): the driver stopped or reset the GPU, (v.2.1.0; RX6600 26.10.1; Ryzen 5 5600 16GB DDR4 Ram)
Flo-za commented 2026-11-12 00:01:09 +00:00 (Migrated from github.com)

v2.1.0, RX 6800, RX_VK_TASK_MESH_FALLBACK=1: Goron City now OK, but shader preparation took ~4–5 hours

Follow-up to my Goron City report above. With the task+mesh fallback forced on in hookshot_env.txt:

  • Result: went back to where it lost the device last time, entered Goron City and got through the conversation there with no device lost or freeze.
  • Preparation: the first start had to prepare all the shaders again and took roughly 4–5 hours (about 60% after ~4 hours). Preparation on the native path on the same PC and version was much quicker.

So the fallback looks like it fixes the crash on the RX 6800, but if it becomes the automatic choice for Navi 21 (the RX 6900 XT commits above), other RDNA2 users will likely hit the same multi-hour first start.

**v2.1.0, RX 6800, `RX_VK_TASK_MESH_FALLBACK=1`: Goron City now OK, but shader preparation took ~4–5 hours** Follow-up to my Goron City report above. With the task+mesh fallback forced on in hookshot_env.txt: - **Result:** went back to where it lost the device last time, entered Goron City and got through the conversation there with no device lost or freeze. - **Preparation:** the first start had to prepare all the shaders again and took roughly 4–5 hours (about 60% after ~4 hours). Preparation on the native path on the same PC and version was much quicker. So the fallback looks like it fixes the crash on the RX 6800, but if it becomes the automatic choice for Navi 21 (the RX 6900 XT commits above), other RDNA2 users will likely hit the same multi-hour first start.
NotRexed commented 2026-11-12 03:07:11 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #2568: Hookshot 2.1.0 – Terrain Texture Issues and System Freeze in Hyrule Castle Town (v.2.1.0; AMD Radeon 6700 XT (12 GB); AMD Ryzen 5 5600X)
  • #2610: Black screen when entering Dodongo's Cavern followed by VK_ERROR_DEVICE_LOST on AMD Radeon RX 6600 (v2.1.0; AMD Radeon RX 6600, Vulkan 1.4, driver ID 0x800161; Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz, 16 GB DDR RAM, Windows 11)
  • #2611: CRASH-rx 6600 kokori village & zora river (2.1.0; rx 6600 26.10.1 WHQL; ryzen 5500 16gb ram windows 11)
More reports of this, collected here: - #2568: Hookshot 2.1.0 – Terrain Texture Issues and System Freeze in Hyrule Castle Town (v.2.1.0; AMD Radeon 6700 XT (12 GB); AMD Ryzen 5 5600X) - #2610: Black screen when entering Dodongo's Cavern followed by VK_ERROR_DEVICE_LOST on AMD Radeon RX 6600 (v2.1.0; AMD Radeon RX 6600, Vulkan 1.4, driver ID 0x800161; Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz, 16 GB DDR RAM, Windows 11) - #2611: CRASH-rx 6600 kokori village & zora river (2.1.0; rx 6600 26.10.1 WHQL; ryzen 5500 16gb ram windows 11)
Owner

@Davidg405 commented on GitHub · 2026-11-12 04:13 UTC · original

I am having freezing followed by black screen, then crash issues. This happened at different spots, sometimes right after loading a game save, cutscenes, walking around, or entering a new area in a dungeon, to include right after the initial cutscene, first entering Mt. Doom, Kakariko Village just walking around after spending 10 minutes there, and others. Also had issues with pipeline installation. I used AI to help troubleshoot and test because I am NOT a programmer. Here are my testing results. Also, I am willing to run more A/B tests on request.

hookshot-996-comment.md
hookshot_log.txt

> [@Davidg405](https://github.com/Davidg405) commented on GitHub · 2026-11-12 04:13 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6814289062) I am having freezing followed by black screen, then crash issues. This happened at different spots, sometimes right after loading a game save, cutscenes, walking around, or entering a new area in a dungeon, to include right after the initial cutscene, first entering Mt. Doom, Kakariko Village just walking around after spending 10 minutes there, and others. Also had issues with pipeline installation. I used AI to help troubleshoot and test because I am NOT a programmer. Here are my testing results. Also, I am willing to run more A/B tests on request. [hookshot-996-comment.md](https://github.com/user-attachments/files/34727468/hookshot-996-comment.md) [hookshot_log.txt](https://github.com/user-attachments/files/34726894/hookshot_log.txt) <!-- github-sync:c:6814289062 -->
Owner

@Remerson09 commented on GitHub · 2026-11-12 06:01 UTC · original

Mesh shaders setting test: I changed only Mesh shaders to Compute in the Graphics settings. The game ran until I completed the torch puzzle in Dodongo’s Cavern. Then a large Dodongo monument started rotating, and the game crashed.
I’m attaching the log from this run. It identifies Hookshot v2.1.0 and an AMD Radeon RX 6600 with Vulkan 1.4, driver ID 0x800161. The log confirms that the Compute mesh-shader path was active. Near the end, it reports VRAM: 6943 MB used of 6943 MB allowed. The last entries before the crash were:
text
vk: pool 0x7f9fa9b400+0x1644 imported in 106.9 ms as 0x7f9d000000..0x7fa6000000 (71 imports, 1564 ms in all)
vk: pool 0x7f9d000000..0x7fa6000000: mirror made with the GPU's contents of 1 retired pool(s)
CRASH: exception 0x20474343 (read 0, guest 0xfffff00000000000) at KERNELBASE.dll+0xc569a
CRASH: host backtrace: KERNELBASE.dll+0xc569a hookshot_vk.dll+0x3f951d hookshot_vk.dll+0x3f79fa hookshot_vk.dll+0x3f750e hookshot_vk.dll+0x272f02 hookshot_vk.dll+0x339778 hookshot_vk.dll+0x2d79a3 hookshot_vk.dll+0x2dd8ef hookshot_vk.dll+0x2d5828 hookshot_vk.dll+0x2d4726 hookshot_vk.dll+0x2d4155 hookshot_vk.dll+0x2d2728 hookshot_vk.dll+0x2ce270
I did not find an explicit VK_ERROR_DEVICE_LOST in this log. Changing Mesh shaders to Compute let me get farther, but the game still crashed when the monument started rotating.

> [@Remerson09](https://github.com/Remerson09) commented on GitHub · 2026-11-12 06:01 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6816018914) Mesh shaders setting test: I changed only Mesh shaders to Compute in the Graphics settings. The game ran until I completed the torch puzzle in Dodongo’s Cavern. Then a large Dodongo monument started rotating, and the game crashed. I’m attaching the log from this run. It identifies Hookshot v2.1.0 and an AMD Radeon RX 6600 with Vulkan 1.4, driver ID 0x800161. The log confirms that the Compute mesh-shader path was active. Near the end, it reports VRAM: 6943 MB used of 6943 MB allowed. The last entries before the crash were: text vk: pool 0x7f9fa9b400+0x1644 imported in 106.9 ms as 0x7f9d000000..0x7fa6000000 (71 imports, 1564 ms in all) vk: pool 0x7f9d000000..0x7fa6000000: mirror made with the GPU's contents of 1 retired pool(s) CRASH: exception 0x20474343 (read 0, guest 0xfffff00000000000) at KERNELBASE.dll+0xc569a CRASH: host backtrace: KERNELBASE.dll+0xc569a hookshot_vk.dll+0x3f951d hookshot_vk.dll+0x3f79fa hookshot_vk.dll+0x3f750e hookshot_vk.dll+0x272f02 hookshot_vk.dll+0x339778 hookshot_vk.dll+0x2d79a3 hookshot_vk.dll+0x2dd8ef hookshot_vk.dll+0x2d5828 hookshot_vk.dll+0x2d4726 hookshot_vk.dll+0x2d4155 hookshot_vk.dll+0x2d2728 hookshot_vk.dll+0x2ce270 I did not find an explicit VK_ERROR_DEVICE_LOST in this log. Changing Mesh shaders to Compute let me get farther, but the game still crashed when the monument started rotating. <!-- github-sync:c:6816018914 -->
Owner

@garrickisgross commented on GitHub · 2026-11-12 06:04 UTC · original

Thought I would share my experience

AMD 9070XT / Windows 11

Initial run failed after intro cutscene, adding HOS_NO_RENDERER_WAIT=1 to environment did not fix, however, after inspecting the crash, I saw a failure in amdvlk64.dll which was subsequently fixed by using RX_VK_NO_MESH=1.

The game was playable for me after this, however, invisible doors and missing foliage/scenery.

> [@garrickisgross](https://github.com/garrickisgross) commented on GitHub · 2026-11-12 06:04 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6816062110) Thought I would share my experience AMD 9070XT / Windows 11 Initial run failed after intro cutscene, adding `HOS_NO_RENDERER_WAIT=1` to environment did not fix, however, after inspecting the crash, I saw a failure in amdvlk64.dll which was subsequently fixed by using `RX_VK_NO_MESH=1`. The game was playable for me after this, however, invisible doors and missing foliage/scenery. <!-- github-sync:c:6816062110 -->
Owner

@dynamo18 commented on GitHub · 2026-11-12 06:58 UTC · original

RX 6600 (Windows 11, driver 26.10.x / 0x800161), v2.1.0 — what the hang is, and a way to use the compute path without re-preparing the cache

I could reproduce the device lost on a save within 2k–13k frames (three times), with RX_VK_CHECKPOINTS=1 and a small local patch that records each marked draw's arguments. What I found:

  • The draw that never finishes is always a direct task + mesh draw of only 2–6 task workgroups (programs 55f9da6996166520, 6f9142def3b6a978), right after the dispatch 942cd7b4eb041596. Not an indirect draw, no garbage count.
  • The shaders' work is bounded: every loop has the 0x2000 safety counter, the mesh stage has no loops, and the output counts are already clamped.
  • RX_VK_FAULT_INFO=1 reports "No fault detected", so it is not a bad pointer / page fault.
  • Robust buffer access on or off makes no difference.

So on this card it looks like the driver itself hanging in native task + mesh draws, the same as the Navi 22 case, not a time-out from too much work.

What works here: RX_VK_TASK_MESH_FALLBACK=1. Same save: ~69k frames so far with no device lost (one session only, so not proven yet). Some texture/geometry errors, VRAM is tight on 8 GB (6.5 of 6.85 GB at the worst).

Avoiding the 4–5 hour preparation: the fallback bit is part of the cache stamp, so turning it on starts the whole program cache again. Locally I changed vk_shader.cpp so that:

  1. disk_stamp() no longer includes dev.task_mesh_fallback;
  2. program_cache_read() refuses a native record that has a task stage when the compute path is on (and a fallback record when it is off).

The 6.6 GB cache is kept, and only the task + mesh programs are translated again, on demand in play (their draws are left out until the compute pipelines are ready). Start-up is immediate.

Maybe worth considering RX 6600 (device 0x73ff) for the automatic list, and keeping the cache across the mesh mode switch.

> [@dynamo18](https://github.com/dynamo18) commented on GitHub · 2026-11-12 06:58 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6817028713) **RX 6600 (Windows 11, driver 26.10.x / 0x800161), v2.1.0 — what the hang is, and a way to use the compute path without re-preparing the cache** I could reproduce the device lost on a save within 2k–13k frames (three times), with `RX_VK_CHECKPOINTS=1` and a small local patch that records each marked draw's arguments. What I found: - The draw that never finishes is always a **direct** task + mesh draw of only **2–6 task workgroups** (programs `55f9da6996166520`, `6f9142def3b6a978`), right after the dispatch `942cd7b4eb041596`. Not an indirect draw, no garbage count. - The shaders' work is bounded: every loop has the 0x2000 safety counter, the mesh stage has no loops, and the output counts are already clamped. - `RX_VK_FAULT_INFO=1` reports **"No fault detected"**, so it is not a bad pointer / page fault. - Robust buffer access on or off makes no difference. So on this card it looks like the driver itself hanging in native task + mesh draws, the same as the Navi 22 case, not a time-out from too much work. **What works here:** `RX_VK_TASK_MESH_FALLBACK=1`. Same save: ~69k frames so far with no device lost (one session only, so not proven yet). Some texture/geometry errors, VRAM is tight on 8 GB (6.5 of 6.85 GB at the worst). **Avoiding the 4–5 hour preparation:** the fallback bit is part of the cache stamp, so turning it on starts the whole program cache again. Locally I changed `vk_shader.cpp` so that: 1. `disk_stamp()` no longer includes `dev.task_mesh_fallback`; 2. `program_cache_read()` refuses a native record that has a task stage when the compute path is on (and a fallback record when it is off). The 6.6 GB cache is kept, and only the task + mesh programs are translated again, on demand in play (their draws are left out until the compute pipelines are ready). Start-up is immediate. Maybe worth considering RX 6600 (device 0x73ff) for the automatic list, and keeping the cache across the mesh mode switch. <!-- github-sync:c:6817028713 -->
Owner

@springmercy commented on GitHub · 2026-11-12 09:39 UTC · original

GPU: RX 6900 XT
driver: 26.10.1
OS: win 11
hookshot version: 2.1.0
where it happens: when going towards and near the door on the house in hylia lake, this happens consistently across runs

hookshot_log.txt

> [@springmercy](https://github.com/springmercy) commented on GitHub · 2026-11-12 09:39 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6820102722) GPU: RX 6900 XT driver: 26.10.1 OS: win 11 hookshot version: 2.1.0 where it happens: when going towards and near the door on the house in hylia lake, this happens consistently across runs [hookshot_log.txt](https://github.com/user-attachments/files/34739458/hookshot_log.txt) <!-- github-sync:c:6820102722 -->
Owner

@ieocin commented on GitHub · 2026-11-12 14:13 UTC · original

Blackscreen into crash, GPU reset (KDE plasmashell, steam, etc. crash & visual bugs)

GPU: RX 6600
OS: Linux (Bazzite)
hookshot version: 2.1.0
where it happens: after the intro cutscene title card cuts into black

hookshot_log.txt

> [@ieocin](https://github.com/ieocin) commented on GitHub · 2026-11-12 14:13 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6825981425) Blackscreen into crash, GPU reset (KDE plasmashell, steam, etc. crash & visual bugs) GPU: RX 6600 OS: Linux (Bazzite) hookshot version: 2.1.0 where it happens: after the intro cutscene title card cuts into black [hookshot_log.txt](https://github.com/user-attachments/files/34752079/hookshot_log.txt) <!-- github-sync:c:6825981425 -->
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).

The tracker can distinguish the merged Windows Navi21/22 task-and-mesh fallback policy (#1747, #1992 and #2215) from the compiler-fault quarantine in #1823. Both are present on main 51da0464, but they address different failure modes. Linux AMD's Automatic mode now chooses full Compute through #2362; that does not change the Windows policy. Recent RX6600 and RX6950XT reports also fail with Compute, so this is not a whole-tracker fix. Please retain those reports and request their missing crash/driver evidence rather than closing the aggregate or treating every failure as the original native-mesh hang.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 15:18 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6827616899) **Tracker upkeep note** (merged pull requests and code checked against main `51da0464`; no new test run was made for it). The tracker can distinguish the merged Windows Navi21/22 task-and-mesh fallback policy (#1747, #1992 and #2215) from the compiler-fault quarantine in #1823. Both are present on main `51da0464`, but they address different failure modes. Linux AMD's Automatic mode now chooses full Compute through #2362; that does not change the Windows policy. Recent RX6600 and RX6950XT reports also fail with Compute, so this is not a whole-tracker fix. Please retain those reports and request their missing crash/driver evidence rather than closing the aggregate or treating every failure as the original native-mesh hang. <!-- github-sync:c:6827616899 -->
Owner

@Root-Core commented on GitHub · 2026-11-12 16:11 UTC · original

Blackscreen into crash, GPU reset (KDE plasmashell, steam, etc. crash & visual bugs)

GPU: RX 6600 OS: Linux (Bazzite) hookshot version: 2.1.0 where it happens: after the intro cutscene title card cuts into black

hookshot_log.txt

Exactly the same

CachyOS
KDE Plasma 6.8.2
Linux 7.3.3-1-cachyos
AMD Ryzen 5 5600
AMD Radeon RX 6900 XT
mesa-git 27.0.0_devel.232438.f7dd61f78f8-1

Hookshot 2.1.0

> [@Root-Core](https://github.com/Root-Core) commented on GitHub · 2026-11-12 16:11 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6828963100) > Blackscreen into crash, GPU reset (KDE plasmashell, steam, etc. crash & visual bugs) > > GPU: RX 6600 OS: Linux (Bazzite) hookshot version: 2.1.0 where it happens: after the intro cutscene title card cuts into black > > [hookshot_log.txt](https://github.com/user-attachments/files/34752079/hookshot_log.txt) Exactly the same CachyOS KDE Plasma 6.8.2 Linux 7.3.3-1-cachyos AMD Ryzen 5 5600 AMD Radeon RX 6900 XT mesa-git 27.0.0_devel.232438.f7dd61f78f8-1 Hookshot 2.1.0 <!-- github-sync:c:6828963100 -->
Owner

@dynamo18 commented on GitHub · 2026-11-12 16:39 UTC · original

Follow-up, RX 6600 (device 0x73ff), Windows 11, v2.1.0: the compute path for task + mesh fixes the hang here

My earlier comment said "one session only, so not proven yet". It held up since then:

  • With RX_VK_TASK_MESH_FALLBACK=1: several sessions on the same save, the longest ~105k frames, through the Deku Tree and Gohma, no device lost.
  • Control, today, on a fresh v2.1.0 install (new dump, official DLL, no env file, Mesh shaders = Automatic): VK_ERROR_DEVICE_LOST after ~30.5k frames, with a 3.8 s GPU sync wait right before submit ... failed (-4). Same signature as before.

So on this card the native task + mesh draws are the cause, the same as the Navi 22 case. I can't speak for the RX 6600 reports that still fail with Compute (those look like a different failure; mine has VRAM at the allowance but no loss).

Two requests:

  1. Add the RX 6600 (0x73ff) to the cards that get the task + mesh compute path automatically on Windows.
  2. Keep the program cache when that mode changes. Today the bit is in the cache stamp, so turning it on re-prepares everything (4–5 hours on this PC). This is the local change I run, against v2.1.0 gpu/vk/vk_shader.cpp; only the task + mesh programs get translated again, on demand in play:
 // disk_stamp(): the task + mesh path is no longer part of the stamp
- | (dev.mesh_fallback ? 2u : 0u) | (dev.task_mesh_fallback ? 4u : 0u);
+ | (dev.mesh_fallback ? 2u : 0u);

 // program_cache_read(): tell the two kinds of record apart instead
+        if (ok && p->mesh && !p->fallback && dev.task_mesh_fallback)
+            for (const Stage& st : p->stages) ok = ok && st.vk_stage != VK_SHADER_STAGE_TASK_BIT_EXT;
+        if (ok && p->fallback && !dev.uses_mesh_fallback(p->fallback_task)) ok = false;
         ok = ok && answers_fit(*p, p->answers);

Start-up is immediate with the existing 6.6 GB cache; the cost is some stutter in the first minutes while those programs are rebuilt. Happy to test a build or send logs.

> [@dynamo18](https://github.com/dynamo18) commented on GitHub · 2026-11-12 16:39 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6829714856) **Follow-up, RX 6600 (device 0x73ff), Windows 11, v2.1.0: the compute path for task + mesh fixes the hang here** My earlier comment said "one session only, so not proven yet". It held up since then: - With `RX_VK_TASK_MESH_FALLBACK=1`: several sessions on the same save, the longest ~105k frames, through the Deku Tree and Gohma, no device lost. - Control, today, on a fresh v2.1.0 install (new dump, official DLL, no env file, Mesh shaders = Automatic): `VK_ERROR_DEVICE_LOST` after ~30.5k frames, with a 3.8 s GPU sync wait right before `submit ... failed (-4)`. Same signature as before. So on this card the native task + mesh draws are the cause, the same as the Navi 22 case. I can't speak for the RX 6600 reports that still fail with Compute (those look like a different failure; mine has VRAM at the allowance but no loss). Two requests: 1. Add the RX 6600 (`0x73ff`) to the cards that get the task + mesh compute path automatically on Windows. 2. Keep the program cache when that mode changes. Today the bit is in the cache stamp, so turning it on re-prepares everything (4–5 hours on this PC). This is the local change I run, against v2.1.0 `gpu/vk/vk_shader.cpp`; only the task + mesh programs get translated again, on demand in play: ```diff // disk_stamp(): the task + mesh path is no longer part of the stamp - | (dev.mesh_fallback ? 2u : 0u) | (dev.task_mesh_fallback ? 4u : 0u); + | (dev.mesh_fallback ? 2u : 0u); // program_cache_read(): tell the two kinds of record apart instead + if (ok && p->mesh && !p->fallback && dev.task_mesh_fallback) + for (const Stage& st : p->stages) ok = ok && st.vk_stage != VK_SHADER_STAGE_TASK_BIT_EXT; + if (ok && p->fallback && !dev.uses_mesh_fallback(p->fallback_task)) ok = false; ok = ok && answers_fit(*p, p->answers); ``` Start-up is immediate with the existing 6.6 GB cache; the cost is some stutter in the first minutes while those programs are rebuilt. Happy to test a build or send logs. <!-- github-sync:c:6829714856 -->
Owner

@stickman89 commented on GitHub · 2026-11-12 17:30 UTC · original

My issue was moved here, but this is a AMD specific report. I had mentioned in the original issue report that I was using a Nvidia 1080TI, and thought that it was likely related to the lack of mesh shader support....

I experience the same device lost error within Hookshot's logs, despite having RX_VK_NO_MESH=1 set within a launch batch file.

Previously, I also experienced a Memory Management BSOD at the time of the crash, but that BSOD hasn't happened again in the latter versions. However the crash to desktop at the rendering stage still plagues me.

To corroborate with someone's else report here... hookshot_env.txt with the appropriate params written didn't change the crash outcome either.

I don't know if the property is just getting ignored, but it doesn't seem to work here... It just crashes prior to rendering anything at the end of loading a save or when starting a new game. The game used to work prior to the 2.06 update (obviously without foliage and other), but hasn't worked since updating. I'm on v2.1.0 currently.

hookshot_env.txt (with RX_VK_NO_MESH=1) placed within the root folder (not in any subdirectories) containing bin, prompts, romfs and user folder... (not working)

Batch file with: (also not working)
@echo off
set RX_VK_NO_MESH=1
start "" "Hookshot.exe"

In the meantime, how on earth do you downgrade Hookshot aha? The previous launcher versions (when manually downloaded) always downloads the latest - when starting from fresh... I was only trying to test the new fallback path, but I haven't seen it working yet. Curiously, the fallback path or implementation used by Lichii (the emulator) for rendering foliage works great.

hookshot_log.1.txt
hookshot_log.2.txt
hookshot_log.txt

System:
Intel i7-8700k CPU @ 5GHz
Patriot Viper Steel 32GB Ram
MSI Gaming X 1080Ti 11GB
Gigabyte Z390 AORUS PRO
Corsair RM750x PSU

> [@stickman89](https://github.com/stickman89) commented on GitHub · 2026-11-12 17:30 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6830987040) My issue was moved here, but this is a AMD specific report. I had mentioned in the original issue report that I was using a Nvidia 1080TI, and thought that it was likely related to the lack of mesh shader support.... I experience the same device lost error within Hookshot's logs, despite having RX_VK_NO_MESH=1 set within a launch batch file. Previously, I also experienced a Memory Management BSOD at the time of the crash, but that BSOD hasn't happened again in the latter versions. However the crash to desktop at the rendering stage still plagues me. To corroborate with someone's else report here... hookshot_env.txt with the appropriate params written didn't change the crash outcome either. I don't know if the property is just getting ignored, but it doesn't seem to work here... It just crashes prior to rendering anything at the end of loading a save or when starting a new game. The game used to work prior to the 2.06 update (obviously without foliage and other), but hasn't worked since updating. I'm on v2.1.0 currently. hookshot_env.txt (with RX_VK_NO_MESH=1) placed within the root folder (not in any subdirectories) containing bin, prompts, romfs and user folder... (not working) Batch file with: (also not working) @echo off set RX_VK_NO_MESH=1 start "" "Hookshot.exe" In the meantime, how on earth do you downgrade Hookshot aha? The previous launcher versions (when manually downloaded) always downloads the latest - when starting from fresh... I was only trying to test the new fallback path, but I haven't seen it working yet. Curiously, the fallback path or implementation used by Lichii (the emulator) for rendering foliage works great. [hookshot_log.1.txt](https://github.com/user-attachments/files/34761648/hookshot_log.1.txt) [hookshot_log.2.txt](https://github.com/user-attachments/files/34761649/hookshot_log.2.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34761647/hookshot_log.txt) System: Intel i7-8700k CPU @ 5GHz Patriot Viper Steel 32GB Ram MSI Gaming X 1080Ti 11GB Gigabyte Z390 AORUS PRO Corsair RM750x PSU <!-- github-sync:c:6830987040 -->
Owner

@LlaviLlava commented on GitHub · 2026-11-12 17:44 UTC · original

Hookshot 2.1.0 – Persistent Hyrule Castle Town Freezes and Graphical Issues with Compute Mesh Shaders

System Specifications

  • GPU: AMD Radeon RX 6700 XT (12 GB VRAM)
  • CPU: AMD Ryzen 5 5600X
  • RAM: 16 GB
  • OS: Windows 11
  • AMD Adrenalin Driver: 26.10.1
  • Hookshot Version: 2.1.0
  • Graphics API: Vulkan

Graphics Settings

  • Fullscreen: On
  • Frame Generation: On (also tested with it disabled)
  • HDR: Off
  • Frame Rate Cap: 60 FPS
  • Anti-Lag: Off
  • Resolution: 1920x1080
  • Upscaler: AMD FSR 3.1
  • Render Resolution: Auto (Dynamic)
  • Sharpness: 0%
  • Anisotropic Filtering: Game's
  • Profile: Docked
  • Robust Buffers: Auto
  • Mesh Shaders: Automatic (initially)

Additional Testing – Compute Mesh Shaders

Following the suggestion to investigate the Mesh Shaders setting, I changed it from Automatic to Compute.

After changing this setting, Hookshot had to rebuild its shaders and pipelines. This process took approximately three hours to complete.

Hyrule Castle Town

The first attempt to enter Hyrule Castle Town still resulted in a crash.

After restarting the game, I managed to enter the area successfully. However, the game eventually froze again while I was inside Castle Town.

Therefore, switching to Compute did not resolve the freezing issue.

New Graphical Issues – Hyrule Field

After switching to Compute, I also noticed new graphical issues in Hyrule Field.

Several surfaces now have incorrect lighting or texture appearance, including:

  • Rocks
  • Walls
  • Vegetation

These graphical issues were not present when using the Automatic Mesh Shaders setting.

I cannot confirm whether they are directly caused by the Compute setting, but they appeared after switching modes.

Frame Generation

The Castle Town freeze also occurs with Frame Generation disabled. This suggests that the issue is not directly related to Frame Generation.

Summary

Switching Mesh Shaders from Automatic to Compute did not fix the recurring freeze in Hyrule Castle Town.

Although the area loaded successfully on the second attempt, the game eventually froze again. Additionally, new graphical issues appeared in Hyrule Field, which I had not experienced with Automatic.

I am currently considering returning to Automatic, as Compute has not provided a clear stability improvement and introduced additional visual issues.

I hope these findings help narrow down the issue. Thanks for your continued work on Hookshot!

hookshot_log.txt

> [@LlaviLlava](https://github.com/LlaviLlava) commented on GitHub · 2026-11-12 17:44 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6831337146) # Hookshot 2.1.0 – Persistent Hyrule Castle Town Freezes and Graphical Issues with Compute Mesh Shaders ## System Specifications - **GPU:** AMD Radeon RX 6700 XT (12 GB VRAM) - **CPU:** AMD Ryzen 5 5600X - **RAM:** 16 GB - **OS:** Windows 11 - **AMD Adrenalin Driver:** 26.10.1 - **Hookshot Version:** 2.1.0 - **Graphics API:** Vulkan ## Graphics Settings - Fullscreen: On - Frame Generation: On (also tested with it disabled) - HDR: Off - Frame Rate Cap: 60 FPS - Anti-Lag: Off - Resolution: 1920x1080 - Upscaler: AMD FSR 3.1 - Render Resolution: Auto (Dynamic) - Sharpness: 0% - Anisotropic Filtering: Game's - Profile: Docked - Robust Buffers: Auto - Mesh Shaders: Automatic (initially) ## Additional Testing – Compute Mesh Shaders Following the suggestion to investigate the Mesh Shaders setting, I changed it from **Automatic** to **Compute**. After changing this setting, Hookshot had to rebuild its shaders and pipelines. This process took approximately three hours to complete. ### Hyrule Castle Town The first attempt to enter Hyrule Castle Town still resulted in a crash. After restarting the game, I managed to enter the area successfully. However, the game eventually froze again while I was inside Castle Town. Therefore, switching to Compute did not resolve the freezing issue. ### New Graphical Issues – Hyrule Field After switching to Compute, I also noticed new graphical issues in Hyrule Field. Several surfaces now have incorrect lighting or texture appearance, including: - Rocks - Walls - Vegetation These graphical issues were not present when using the Automatic Mesh Shaders setting. I cannot confirm whether they are directly caused by the Compute setting, but they appeared after switching modes. ## Frame Generation The Castle Town freeze also occurs with Frame Generation disabled. This suggests that the issue is not directly related to Frame Generation. ## Summary Switching Mesh Shaders from Automatic to Compute did not fix the recurring freeze in Hyrule Castle Town. Although the area loaded successfully on the second attempt, the game eventually froze again. Additionally, new graphical issues appeared in Hyrule Field, which I had not experienced with Automatic. I am currently considering returning to Automatic, as Compute has not provided a clear stability improvement and introduced additional visual issues. I hope these findings help narrow down the issue. Thanks for your continued work on Hookshot! [hookshot_log.txt](https://github.com/user-attachments/files/34761966/hookshot_log.txt) <!-- github-sync:c:6831337146 -->
Owner

@Remerson09 commented on GitHub · 2026-11-12 18:03 UTC · original

Documentation suggestion — VRAM presets
The Graphics menu already provides Low (6GB) and Balanced (8GB) quality presets. My RX 6600 has 8 GB of VRAM, but Hookshot’s log reported 6,878/6,878 MB available/used before the crash and later showed an “out of memory” warning.
Could the documentation explain when users with 8 GB cards should choose Low (6GB) instead of Balanced (8GB), especially when the game reports less usable VRAM than the card’s advertised capacity? It might also help to show an in-game warning or recommend the Low preset when VRAM usage approaches the available budget.
I have not yet confirmed whether switching to the Low preset prevents the crash; I’m suggesting this based on the memory figures in my log.

> [@Remerson09](https://github.com/Remerson09) commented on GitHub · 2026-11-12 18:03 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6831768571) Documentation suggestion — VRAM presets The Graphics menu already provides Low (6GB) and Balanced (8GB) quality presets. My RX 6600 has 8 GB of VRAM, but Hookshot’s log reported 6,878/6,878 MB available/used before the crash and later showed an “out of memory” warning. Could the documentation explain when users with 8 GB cards should choose Low (6GB) instead of Balanced (8GB), especially when the game reports less usable VRAM than the card’s advertised capacity? It might also help to show an in-game warning or recommend the Low preset when VRAM usage approaches the available budget. I have not yet confirmed whether switching to the Low preset prevents the crash; I’m suggesting this based on the memory figures in my log. <!-- github-sync:c:6831768571 -->
Owner

@Remerson09 commented on GitHub · 2026-11-12 18:07 UTC · original

Thanks for the link. I checked issue #2507. Since my GPU is an AMD Radeon RX 6600 and the crash is a VK_ERROR_DEVICE_LOST on Windows, I’ll post my test results and updated logs in issue #996, which tracks AMD driver crashes and device-lost reports. I’ll avoid opening a duplicate report.

> [@Remerson09](https://github.com/Remerson09) commented on GitHub · 2026-11-12 18:07 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6831849489) Thanks for the link. I checked issue #2507. Since my GPU is an AMD Radeon RX 6600 and the crash is a VK_ERROR_DEVICE_LOST on Windows, I’ll post my test results and updated logs in issue #996, which tracks AMD driver crashes and device-lost reports. I’ll avoid opening a duplicate report. <!-- github-sync:c:6831849489 -->
Owner

@Gasprimienta commented on GitHub · 2026-11-12 18:14 UTC · original

Another one for the collection, RX 6600 + driver 0x800161, Windows 11 build 26200, Hookshot v2.1.0 (source 633eb435).

Second session of the day, died at present 21261 while entering a heavy scene (1173 draws, 170 dispatches, fps dropping 57 → 42 → 32). Death sequence:

vk: a capture's wait for write-back 148849 timed out (done 148845)
nvn: GPU waits in 5 s: 1 sync waits (3893 ms), 0 polls timed out (0 ms)
vk: submit 148864 failed (-4)
vk: device lost: reading the fault info
vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST)

Just before it, the driver's shader compiler was hanging on compute pipelines: SLOW compile, 45240 ms, 41411 ms, 33941 ms, 32512 ms (the last one at the moment of death) — 54 slow compiles totalling ~357 s in that session. VRAM was at the allowance cap (6720 MB used of 6720 MB allowed) but not squeezed (room in the blocks). hookshot_log.txt attached.

Notable: the same machine also crashes NX2navi 0.8.0/0.9.1 with the same device lost signature — 6/6 sessions across driver packages 26.10.1, 26.10.2 and a factory-reset rollback to 26.9.1, device fault: "No fault detected", no TDR — tangerineturtle1/NX2navi#602.

New data point for the 0x800161 cluster: I tested all three Adrenalin packages (26.10.1 → 26.10.2 → 26.9.1 with factory reset) and the crash survives all of them, because all three ship the byte-identical Vulkan driver: vk caps reports version 2.0.353, raw 0x800161 on every package, and amdvlk64.dll is 9.2.10.353 / 102722576 bytes (SHA-256 5C1581FB…, 27/08/2026) in all three — only the package label string differs. That likely explains why this cluster spans 26.9.x–26.10.x releases: rolling back doesn't actually change the Vulkan layer. Unless AMD ships a new amdvlk build, driver-version hopping can't fix it.

Attached: hookshot-crash-2026-11-11-215830.log

> [@Gasprimienta](https://github.com/Gasprimienta) commented on GitHub · 2026-11-12 18:14 UTC · [original](https://github.com/NotRexed/Hookshot/issues/996#issuecomment-6832013858) Another one for the collection, RX 6600 + driver 0x800161, Windows 11 build 26200, Hookshot v2.1.0 (source 633eb435). Second session of the day, died at present 21261 while entering a heavy scene (1173 draws, 170 dispatches, fps dropping 57 → 42 → 32). Death sequence: ``` vk: a capture's wait for write-back 148849 timed out (done 148845) nvn: GPU waits in 5 s: 1 sync waits (3893 ms), 0 polls timed out (0 ms) vk: submit 148864 failed (-4) vk: device lost: reading the fault info vk: FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST) ``` Just before it, the driver's shader compiler was hanging on compute pipelines: `SLOW compile, 45240 ms`, `41411 ms`, `33941 ms`, `32512 ms` (the last one at the moment of death) — 54 slow compiles totalling ~357 s in that session. VRAM was at the allowance cap (`6720 MB used of 6720 MB allowed`) but not squeezed (`room in the blocks`). `hookshot_log.txt` attached. Notable: the same machine **also crashes NX2navi 0.8.0/0.9.1** with the same `device lost` signature — 6/6 sessions across driver packages 26.10.1, 26.10.2 and a factory-reset rollback to 26.9.1, `device fault: "No fault detected"`, no TDR — tangerineturtle1/NX2navi#602. **New data point for the 0x800161 cluster**: I tested all three Adrenalin packages (26.10.1 → 26.10.2 → 26.9.1 with factory reset) and the crash survives all of them, because **all three ship the byte-identical Vulkan driver**: `vk caps` reports `version 2.0.353, raw 0x800161` on every package, and amdvlk64.dll is 9.2.10.353 / 102722576 bytes (SHA-256 `5C1581FB…`, 27/08/2026) in all three — only the package label string differs. That likely explains why this cluster spans 26.9.x–26.10.x releases: rolling back doesn't actually change the Vulkan layer. Unless AMD ships a new amdvlk build, driver-version hopping can't fix it. **Attached:** [hookshot-crash-2026-11-11-215830.log](https://github.com/user-attachments/files/34762903/hookshot-crash-2026-11-11-215830.log) <!-- github-sync:c:6832013858 -->
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