Game:Unusually low FPS on RTX 3050 #441

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opened 2026-11-14 14:01:57 +00:00 by Linker · 1 comment

Longshot version

v3.0.0-rc.3 (source cb01b5a3)

Channel

Release candidate

What kind of problem

Low fps or stutter

What happened

Unusually low FPS, between 9 and 20 on Nvidia RTX 3050 laptop version GPU. Something that called my atention is that when the game was being built by the launcher the first time, it said "Mesh Shaders not available".

Where in the game

KokiriForest_Child (child)

How often

Every time

Graphics card and driver version

NVIDIA GeForce RTX 3050 Laptop GPU, NVIDIA 610.88

CPU, RAM and operating system

11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 threads), 16 GB, Windows 11 (build 26200)

Changes from the defaults

Quality preset: Balanced (8GB) (default: Custom)
Aspect ratio: 16:9 (monitor's) (default: 4:3)
Output resolution: 1280x720 (default: 2048x1152 (game's))
Render resolution: 100% (1280x720) (default: Auto (dynamic))
Sharpness: 30% (default: 0%)
Frame generation: Auto (default: Off)
Frame pacing: On (default: Off)
Fullscreen: On (default: Off)
V-Sync: Off (default: Auto)
Window scaling filter: Catmull-Rom (default: Off)
Anisotropic filtering: Game's (default: 16x)
GPU device: 0: NVIDIA GeForce RTX 3050 Laptop GPU (default: Auto)
VRAM budget: 4.8 GB (default: Auto)
FPS counter: Graph (default: Off)
Controller in background: On (default: Off)
Layout preset: Xbox / PC (default: Nintendo (Def))
Button prompts: Xbox (default: Auto)
Switches set (their values are in the attached report.txt): LONGSHOT_NO_UPDATE_CHECK.

longshot_log.txt

longshot_log
longshot_log.1

Screenshots or video

No response

Before you send it

  • The problem is still there on the newest release or nightly.
  • I searched the open issues for it.
  • I'm not attaching game files, keys, the game's executable, its .bin caches or saves.
### Longshot version v3.0.0-rc.3 (source cb01b5a3) ### Channel Release candidate ### What kind of problem Low fps or stutter ### What happened Unusually low FPS, between 9 and 20 on Nvidia RTX 3050 laptop version GPU. Something that called my atention is that when the game was being built by the launcher the first time, it said "Mesh Shaders not available". ### Where in the game KokiriForest_Child (child) ### How often Every time ### Graphics card and driver version NVIDIA GeForce RTX 3050 Laptop GPU, NVIDIA 610.88 ### CPU, RAM and operating system 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 threads), 16 GB, Windows 11 (build 26200) ### Changes from the defaults Quality preset: Balanced (8GB) (default: Custom) Aspect ratio: 16:9 (monitor's) (default: 4:3) Output resolution: 1280x720 (default: 2048x1152 (game's)) Render resolution: 100% (1280x720) (default: Auto (dynamic)) Sharpness: 30% (default: 0%) Frame generation: Auto (default: Off) Frame pacing: On (default: Off) Fullscreen: On (default: Off) V-Sync: Off (default: Auto) Window scaling filter: Catmull-Rom (default: Off) Anisotropic filtering: Game's (default: 16x) GPU device: 0: NVIDIA GeForce RTX 3050 Laptop GPU (default: Auto) VRAM budget: 4.8 GB (default: Auto) FPS counter: Graph (default: Off) Controller in background: On (default: Off) Layout preset: Xbox / PC (default: Nintendo (Def)) Button prompts: Xbox (default: Auto) Switches set (their values are in the attached report.txt): LONGSHOT_NO_UPDATE_CHECK. ### longshot_log.txt [longshot_log](/attachments/a3ac964d-2e1f-4075-a253-49550202777f) [longshot_log.1](/attachments/e6373eba-fb82-47e2-953f-c0f3457dd70c) ### Screenshots or video _No response_ ### Before you send it - [x] The problem is still there on the newest release or nightly. - [x] I searched the open issues for it. - [x] I'm not attaching game files, keys, the game's executable, its .bin caches or saves.
Linker changed title from Game: to Game:Unusually low FPS on RTX 3050 2026-11-14 14:02:15 +00:00

What the attached log shows: the card is out of video memory, and the settings ask for more than it has.

From longshot_log (rc.3, RTX 3050 Laptop, 3962 MB):

  • The card has mesh shaders and the game uses them (mesh shaders: Automatic, from the default: native), so the launcher's "Mesh Shaders not available" line is not what happens in the game.
  • The driver allows the game 3,367 MB. In Kokiri Forest it holds 4,244 MB: VRAM: 4244 MB used of 3353 MB allowed ...; textures 2031 MB (budget 681 MB), 976 textures. The textures later reach 2.7 GB.
  • What does not fit goes to system memory: VRAM full: a 6112x1736 image (format 141) in system memory, and ten image over budget, retrying without WITHIN_BUDGET lines.
  • From then on: GPU time 82.4 ms a frame at 2,200 draws, 9.8 fps. At the title screen the same run is at 50-60 fps.

The report lists Quality preset Balanced (8GB) and VRAM budget 4.8 GB on a card with 3.9 GB. The log's own suggestion for this PC is Auto (this PC) would be: 3962 MB of video memory: tier 1. I would try Quality preset Auto (this PC) with VRAM budget Auto first, and attach the new log if it is still slow.

A second thing in the same log, which is not the settings. A 100 MB buffer pool gets no VRAM mirror and is never asked for again:

vk: pool 0x113f800000 (100 MB) stays in system memory: the mirrors have 1016 MB of 1024
vk:   bound in guest memory, by pool ...: 0x113f800000 (100 MB, state 3): 121 binds, 0 MB; 0x1040800000 (4 MB, state 3): 22 binds
vk: readbacks of GPU results: 235 of 3000 waited for their write-back, 35.32 ms each; ... 224 waited for their submission's last part (guest memory read in place after theirs)

state 3 is a mirror whose allocation failed within the driver's budget; on main it stays refused for good, and while any part of a submission reads guest memory in place every readback waits for the whole submission. I see the same on an RX 5600 XT 6 GB (RDNA1, no mesh shaders, Windows 11) on main cf605c85: 0.5 to 2.0 million such bindings a run and readbacks of 7-8 ms, with 9 or 10 of 12 places under 30 fps. With the mirror retry that Hookshot merged (https://github.com/NotRexed/Hookshot/pull/2482, restored in #288 as ea6dc5f5) applied alone on that commit, the bindings fall to 22-156 thousand a run, a readback waits 0.5 ms, and 1 to 4 of the 12 places stay under 30 fps (six runs, standing and walking). So on this 4 GB card the retry should help once the textures fit, but it cannot make room that is not there.

I can post the per-place table from the 5600 XT on #288 if it is useful there.

**What the attached log shows: the card is out of video memory, and the settings ask for more than it has.** From `longshot_log` (rc.3, RTX 3050 Laptop, 3962 MB): - The card has mesh shaders and the game uses them (`mesh shaders: Automatic, from the default: native`), so the launcher's "Mesh Shaders not available" line is not what happens in the game. - The driver allows the game 3,367 MB. In Kokiri Forest it holds 4,244 MB: `VRAM: 4244 MB used of 3353 MB allowed ...; textures 2031 MB (budget 681 MB), 976 textures`. The textures later reach 2.7 GB. - What does not fit goes to system memory: `VRAM full: a 6112x1736 image (format 141) in system memory`, and ten `image over budget, retrying without WITHIN_BUDGET` lines. - From then on: `GPU time 82.4 ms a frame` at 2,200 draws, 9.8 fps. At the title screen the same run is at 50-60 fps. The report lists Quality preset **Balanced (8GB)** and VRAM budget **4.8 GB** on a card with 3.9 GB. The log's own suggestion for this PC is `Auto (this PC) would be: 3962 MB of video memory: tier 1`. I would try Quality preset Auto (this PC) with VRAM budget Auto first, and attach the new log if it is still slow. **A second thing in the same log, which is not the settings.** A 100 MB buffer pool gets no VRAM mirror and is never asked for again: ``` vk: pool 0x113f800000 (100 MB) stays in system memory: the mirrors have 1016 MB of 1024 vk: bound in guest memory, by pool ...: 0x113f800000 (100 MB, state 3): 121 binds, 0 MB; 0x1040800000 (4 MB, state 3): 22 binds vk: readbacks of GPU results: 235 of 3000 waited for their write-back, 35.32 ms each; ... 224 waited for their submission's last part (guest memory read in place after theirs) ``` `state 3` is a mirror whose allocation failed within the driver's budget; on main it stays refused for good, and while any part of a submission reads guest memory in place every readback waits for the whole submission. I see the same on an RX 5600 XT 6 GB (RDNA1, no mesh shaders, Windows 11) on main `cf605c85`: 0.5 to 2.0 million such bindings a run and readbacks of 7-8 ms, with 9 or 10 of 12 places under 30 fps. With the mirror retry that Hookshot merged (https://github.com/NotRexed/Hookshot/pull/2482, restored in #288 as `ea6dc5f5`) applied alone on that commit, the bindings fall to 22-156 thousand a run, a readback waits 0.5 ms, and 1 to 4 of the 12 places stay under 30 fps (six runs, standing and walking). So on this 4 GB card the retry should help once the textures fit, but it cannot make room that is not there. I can post the per-place table from the 5600 XT on #288 if it is useful there.
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MagicBeanDev/Longshot#441
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