Game: GPU reset (device lost) entering Death Mountain Crater on an 8 GB RX 6600, Windows, at the driver's VRAM limit #130
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Reference
MagicBeanDev/Longshot#130
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Longshot version
A player's Hookshot v2.2.0-rc.1 (source 006e7dfe). Longshot main (
b9cdc432and later) has the same texture and mirror budget code, quoted below.Update track
Release candidate
What kind of problem
Crash, freeze or black screen
What happened
About 15–20 minutes into a session (48,360 presents), the game froze for about 6 seconds right after a debug-menu teleport into Death Mountain Crater (adult). Then the GPU was reset and the game ended:
The AMD Windows driver gives no fault details, so the log can't name the draw. What it does show is that the whole session ran at the driver's VRAM limit:
at the driver's limit, room in the blocks: not squeezednote appeared in Kokiri Forest and twice in the Lost Woods.VRAM: 6125 MB used of 6317 MB allowed (1061 MB of it free in the blocks); textures 1849 MB (budget 1260 MB), with 1,024 MB of VRAM mirrors and 2.8 GB of system memory imported for the GPU.That matches the driver paging past the allowance until a GPU job ran past Windows' 2-second timeout (TDR). A GPU fault in one of the crater's own shaders on AMD would look the same in this log; see "To confirm" below.
Where in the game
Death Mountain Crater (adult), arriving from Goron City's side through the debug teleport, after Market, Ganon's Castle, Kokiri Forest, the Lost Woods and Gerudo Valley in the same session.
How often
Once so far
Graphics card and driver version
AMD Radeon RX 6600 8 GB, AMD proprietary driver 26.10.1 (Vulkan driver 0x800161), Windows
CPU, RAM and operating system
14 cores / 20 threads, 32 GB RAM (5 GB swap), Windows
Changes from the defaults
Output resolution 2048x1152 (the game's own). Nothing else is visible in the log.
longshot_log.txt
Not attached: the log holds a personal folder path. The lines above are from it.
Related
Proposal: what could fix it
texture_frame()(gpu/vk/vk_texture.cpp,room_in_blocks) waits while the count is within the allowance and the textures' blocks hold an eighth of it free.room_in_blocks.mirror_budget()(gpu/vk/vk_memory.cpp) gives 1,024 MB here.RX_VK_MIRROR_MB=512on an 8 GB AMD card would show whether the same frame rate holds with half the mirrors.Open PRs on Longshot: none targets this. #77 (merged) is about Windows' system commit limit, not VRAM, and #65 only adds memory counters (
HOS_COUNTERS), which would help measure the fix.To confirm
RX_VK_CHECKPOINTS=1names the work the GPU was on.Workarounds for players now
RX_VK_MIRROR_MB=512inlongshot_env.txtfrees 512 MB of the mirrors.