Game: intermittent black flashes and flickering foliage #530
Labels
No labels
area/accessibility
area/audio
area/input
area/install
area/menu
area/renderer
area/saves
area/upscaling
beanstalk: approved @ 1697603
beanstalk: approved @ 2c5a62e
beanstalk: approved @ 4fd82b7
beanstalk: approved @ 64d6d09
beanstalk: approved @ 6f91fae
beanstalk: approved @ 70a78f9
beanstalk: approved @ 8d361dc
beanstalk: approved @ 9d8356e
beanstalk: approved @ abf2227
beanstalk: approved @ d82f202
beanstalk: approved @ e5f1e40
beanstalk: approved @ ee8ab5f
ci: approved
good first issue
gpu/amd
gpu/igpu
gpu/intel
gpu/nvidia
help wanted
kind
bug
kind
chore
kind
docs
kind
feature
kind
performance
kind
question
needs measurements
platform/linux
platform/macos
platform/steam-deck
platform/windows
preview
priority
critical
priority
high
priority
low
regression
status
blocked
status
confirmed
status
duplicate
status
invalid
status
needs-info
status
wontfix
testing wanted
ci: approved
No milestone
No project
No assignees
2 participants
Notifications
Due date
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Longshot#530
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Longshot version
6b76ded3
Channel
Built from source
What kind of problem
Graphics (missing, black or wrong-coloured things, lighting, flicker)
What happened
I see intermittent black flashes and flickering foliage along the entire section from the Zero River Gate to the waterfall. All areas with vegetation are affected by these unstable visuals.
Where in the game
Zora River
How often
Every time
Graphics card and driver version
RTX 5060 Ti 621.24
CPU, RAM and operating system
AMD ThreadRipper 1950x, 64GB and Windows 11
Changes from the defaults
quality_preset=0
ultrawide=1
output_res=3840x2160
handheld_profile=0
dlss=1
dlss_model=0
resolution=4
sharpness=80
frame_generation=0
frame_generation_by=0
frame_pacing=1
frame_rate_cap=0
nvidia_reflex=2
amd_anti-lag_2=0
fullscreen=1
vsync=2
upscaling=1
ultrawide_menus=1
hdr=0
hdr_paper_white=400
hdr_peak_brightness=1400
hdr_contrast=100
hdr_tone_mapper=0
anisotropic_filtering=4
gpu_device=0
vram_budget=7
longshot_log.txt
longshot_log
Screenshots or video
Before you send it
Possibly related: black lighting flashes removed by
RX_VK_CAPTURE_WAIT=1on nightly-130I have additional reproduction/workaround evidence from nightly-130-0caf0618, in Kokiri village, on Windows with an RTX 4070 Laptop (8 GB), NVIDIA 621.24, Core Ultra 9 185H and 32 GB RAM. This is a different location/build from the original report; I have not tested current main or established that both symptoms have the same cause.
Lit scenery and characters intermittently darkened for a frame during walking/camera turns, while parts of the HUD/fairy/fog remained visible. It persisted after full shader/pipeline warm-up. Setting
RX_VK_CAPTURE_WAIT=1removed the flashes in our controlled test and my subsequent normal play.Both A/B conditions kept these existing overrides:
The only changed variable was adding
RX_VK_CAPTURE_WAIT=1, versus unset (mode 2 in this build). Visual settings: 2560x1440 Docked, game's own scaler at 100%, 0% sharpening, Native HDR/Vanilla (200-nit paper white, 1000-nit peak), frame generation off, V-Sync on.Evidence: same archived village checkpoint and walking/pan route; fully warmed passes. Control flashed; two candidate launches/four walks had no confirmed flash across 5,268 consecutive captured frames; reverting to default brought the flash back. The reversal's second walk had omitted draws and was excluded. Some foliage obscured the first candidate run, so the repeat used clearer views. Testing/analysis used AI-assisted scripting; I also confirmed the physical-display result myself.
Important diagnostic distinction: visual A/B used the same temporary renderer instrumentation to correct the engine frame logger's HDR source image. That logging-only diff is attached; it is not the workaround. Original official binaries were restored for normal play and separate unrecorded performance tests. The workaround did not show a material average-FPS penalty in our small sample; it does not guarantee 60 FPS or solve every hitch.
In this build, mode 1 waits for relevant unfinished GPU writebacks before copying CPU-written shared pages; mode 2 defers handling to replay. This points toward captured-state/writeback ordering, but we have not identified the precise faulty read or lifetime, and altered scheduling could mask a related race. PR #526's narrow patch and
RX_VK_SHADOW_FOLLOWS_SYNC=0did not remove our symptom. PR #588 may be relevant context, but concerns a newer path.Attached: redacted diagnostic control/wait-1 logs, representative consecutive-frame triplets, instrumentation diff, and technical notes. No game files, saves, caches or binaries are included. Please treat this as bounded historical evidence and a lead to check, not a claim that the newest release is affected or a universal fix.
Thanks @LPX Let me try it with the toggle you mentioned.
This issue is resolved in the latest main could be closed. @HumanBean