Menu 3D previews show speckled/dotted holes across models (Link, Slingshot, Deku Stick) #584

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opened 2026-11-14 21:02:54 +00:00 by gabagoolbuy87 · 3 comments

Longshot version

v3.0.0-rc.3 (source 51559a15)

Channel

Release candidate

What kind of problem

Graphics (missing, black or wrong-coloured things, lighting, flicker)

What happened

The 3D item/equipment previews in the pause menu show heavy speckled artifacting.
The models render with scattered black or dotted holes across their surfaces,
as if parts of the texture or alpha are being dropped or dithered incorrectly.

Affected in the screenshots:

  • Link's preview (Kokiri Sword page): holes across the hair, tunic, and cap
  • Slingshot: dotted noise over the wooden grip and the seeds
  • Deku Stick: black speckles over the whole branch

Expected: clean, solid surfaces like the in-world models, with no holes or noise.

Steps:

  1. Start the game / load a save
  2. Open the menu and look at any item with a 3D preview
    (Kokiri Sword, Slingshot, Deku Stick)
  3. The artifacting is visible on the rotating model

The in-world 3D rendering looks normal. The problem only appears in the menu previews.

Where in the game

HyruleField_Child (child)

How often

Every time

Graphics card and driver version

AMD Radeon RX 6600 XT (RADV NAVI23), radv Mesa 26.2.6-arch3.1

CPU, RAM and operating system

AMD Ryzen 5 3600 6-Core Processor (12 threads), 31 GB, CachyOS (Linux 7.3.3-1-cachyos), KDE (wayland)

Changes from the defaults

Aspect ratio: 16:9 (monitor's) (default: 32:9)
Output resolution: 1920x1080 (native) (default: 2048x1152 (game's))
Upscaler: AMD FSR 4 (default: AMD FSR 4)
Render resolution: Quality 67% (1280x720) (default: Auto (dynamic))
Sharpness: 20% (default: 0%)
Frame pacing: On (default: Off)
Fullscreen: On (default: Off)
V-Sync: On (default: Auto)
Window scaling filter: Not needed (window = output) (default: Not needed (window = output))
GPU device: 0: AMD Radeon RX 6600 XT (RADV NAVI23) (default: Auto)
VRAM budget: 6 GB (default: Auto)
Volume: 50% (default: 100%)
FPS counter: FPS (default: Off)
Discord status: Off (default: On)
Switches set (the environment, longshot_env.txt; a value only when it is a number or on/off, and never for a name with TOKEN, KEY, ROOM, SECRET, PASS, SERVER or USER in it):
LONGSHOT_NO_UPDATE_CHECK=1

longshot_log.txt

longshot_log.txt: this run's log as it was when the report was made, 1.3 MB.

Screenshots or video

pngs of said issue:

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 51559a15) ### Channel Release candidate ### What kind of problem Graphics (missing, black or wrong-coloured things, lighting, flicker) ### What happened The 3D item/equipment previews in the pause menu show heavy speckled artifacting. The models render with scattered black or dotted holes across their surfaces, as if parts of the texture or alpha are being dropped or dithered incorrectly. Affected in the screenshots: - Link's preview (Kokiri Sword page): holes across the hair, tunic, and cap - Slingshot: dotted noise over the wooden grip and the seeds - Deku Stick: black speckles over the whole branch Expected: clean, solid surfaces like the in-world models, with no holes or noise. Steps: 1. Start the game / load a save 2. Open the menu and look at any item with a 3D preview (Kokiri Sword, Slingshot, Deku Stick) 3. The artifacting is visible on the rotating model The in-world 3D rendering looks normal. The problem only appears in the menu previews. ### Where in the game HyruleField_Child (child) ### How often Every time ### Graphics card and driver version AMD Radeon RX 6600 XT (RADV NAVI23), radv Mesa 26.2.6-arch3.1 ### CPU, RAM and operating system AMD Ryzen 5 3600 6-Core Processor (12 threads), 31 GB, CachyOS (Linux 7.3.3-1-cachyos), KDE (wayland) ### Changes from the defaults Aspect ratio: 16:9 (monitor's) (default: 32:9) Output resolution: 1920x1080 (native) (default: 2048x1152 (game's)) Upscaler: AMD FSR 4 (default: AMD FSR 4) Render resolution: Quality 67% (1280x720) (default: Auto (dynamic)) Sharpness: 20% (default: 0%) Frame pacing: On (default: Off) Fullscreen: On (default: Off) V-Sync: On (default: Auto) Window scaling filter: Not needed (window = output) (default: Not needed (window = output)) GPU device: 0: AMD Radeon RX 6600 XT (RADV NAVI23) (default: Auto) VRAM budget: 6 GB (default: Auto) Volume: 50% (default: 100%) FPS counter: FPS (default: Off) Discord status: Off (default: On) Switches set (the environment, longshot_env.txt; a value only when it is a number or on/off, and never for a name with TOKEN, KEY, ROOM, SECRET, PASS, SERVER or USER in it): LONGSHOT_NO_UPDATE_CHECK=1 ### longshot_log.txt longshot_log.txt: this run's log as it was when the report was made, 1.3 MB. ### Screenshots or video pngs of said issue: ### 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.

Doesn't reproduce on NVIDIA under Linux, so so far it looks specific to AMD (RADV), or to FSR 4.

  • Linux (Ubuntu 26.04.1, kernel 7.0), RTX 4070 12 GB, NVIDIA 615.71.09. Output 1920x1080, no frame generation, SDR. Run without a window; pictures taken through the control bridge at 1280x720.
  • Pause menu on a child save: the Deku Stick, Fairy Slingshot and Bomb previews on the Items page, and Link on the Equipment page, are all solid, with no holes or speckles.
  • Checked on v3.0.0-rc.3 and nightly-144-f804b7b8 with DLAA (native), and on nightly-144 again with FSR 3.1 Quality 67% (1280x720 to 1920x1080, the same render size as yours). One run each.
  • Not tested: FSR 4 (not available here) or any AMD GPU.

Pictures: 584-previews.jpg is DLAA on both builds; 584-fsr31.jpg is FSR 3.1 at 67%.

Edited 2026-11-14: the picture line named them by order, but they are listed by file name.

Doesn't reproduce on NVIDIA under Linux, so so far it looks specific to AMD (RADV), or to FSR 4. - Linux (Ubuntu 26.04.1, kernel 7.0), RTX 4070 12 GB, NVIDIA 615.71.09. Output 1920x1080, no frame generation, SDR. Run without a window; pictures taken through the control bridge at 1280x720. - Pause menu on a child save: the Deku Stick, Fairy Slingshot and Bomb previews on the Items page, and Link on the Equipment page, are all solid, with no holes or speckles. - Checked on v3.0.0-rc.3 and nightly-144-f804b7b8 with DLAA (native), and on nightly-144 again with FSR 3.1 Quality 67% (1280x720 to 1920x1080, the same render size as yours). One run each. - Not tested: FSR 4 (not available here) or any AMD GPU. Pictures: 584-previews.jpg is DLAA on both builds; 584-fsr31.jpg is FSR 3.1 at 67%. *Edited 2026-11-14: the picture line named them by order, but they are listed by file name.*
Author

Artifacts show up regardless of upscaler option, also showed up on nightly 153 (7494ce4e) at the games default settings with all upscaler options. Seems like specific AMD issue?

Artifacts show up regardless of upscaler option, also showed up on nightly 153 (7494ce4e) at the games default settings with all upscaler options. Seems like specific AMD issue?

Same here on RDNA 4, so it is not specific to RDNA 2 or the mesh-shader compute fallback.

  • AMD Radeon RX 9070 XT (RADV GFX1201), Mesa 26.2.2, Bazzite 44 (kernel 7.2.6), Steam Game Mode (gamescope)
  • Longshot v3.0.0-rc.3 (builder AppImage, built with --fsr)
  • RX_VK_MESH_SHADERS=native in longshot_env.txt (log: "mesh shaders yes"), so this is the native mesh path, where the original report's RX 6600 XT runs the compute fallback by default on Linux
  • Upscaler: AMD FSR 4 (fsr4-vk 4.1.1 FP8), output 2048x1152, SDR, no frame generation

Pause-menu 3D previews (Link on the equipment page, item models) show the same black speckles and dotted holes; the in-world models look normal. Matches the screenshots above.

With the earlier NVIDIA no-repro, this looks like RADV plus the menu's render-to-texture pass rather than the mesh path or the upscaler.

Same here on RDNA 4, so it is not specific to RDNA 2 or the mesh-shader compute fallback. - AMD Radeon RX 9070 XT (RADV GFX1201), Mesa 26.2.2, Bazzite 44 (kernel 7.2.6), Steam Game Mode (gamescope) - Longshot v3.0.0-rc.3 (builder AppImage, built with --fsr) - `RX_VK_MESH_SHADERS=native` in longshot_env.txt (log: "mesh shaders yes"), so this is the native mesh path, where the original report's RX 6600 XT runs the compute fallback by default on Linux - Upscaler: AMD FSR 4 (fsr4-vk 4.1.1 FP8), output 2048x1152, SDR, no frame generation Pause-menu 3D previews (Link on the equipment page, item models) show the same black speckles and dotted holes; the in-world models look normal. Matches the screenshots above. With the earlier NVIDIA no-repro, this looks like RADV plus the menu's render-to-texture pass rather than the mesh path or the upscaler.
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MagicBeanDev/Longshot#584
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