Game: rough frame times in the Castle Town market by day as child Link on nightly 153 at 4K with DLAA #597
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MagicBeanDev/Longshot#597
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Not a regression (updated 14 November): the first report compared nightly 147 with v3.0.0-rc.3, but at 4K with DLAA, which did not work correctly on rc.3, so the two builds did different work. The player says so himself (https://discord.com/channels/1569849200047427645/1571190899256463442/1571288337719758919). What stays open: on nightly 153 the market by day as child Link has rough frame times on his PC (Ryzen 7 9800X3D, RTX 5080, 4K, DLAA). The change list and things to try below are kept for that.
Longshot version
Nightly 153 (
7494ce4e), earlier seen on nightly 147 (7ff5256e0). The rc.3 comparison does not hold (see the note at the top). The player's logs are not attached yet.Channel
Nightly. The good build is the release candidate v3.0.0-rc.3.
What kind of problem
Low fps or stutter.
What happened
A player reports that nightly 147 has much worse 1% lows than v3.0.0-rc.3 in Hyrule Field by day and in the Castle Town market. Nightly 147 otherwise looks more stable than the builds before it. The report is in the team's Discord: https://discord.com/channels/1569849200047427645/1571190899256463442/1571277112349040811
Not known yet, and the most useful things to add: how much worse (the 1% low and the frame time of each build, as the game's FPS counter shows them, or from a capture tool), whether it happens on a second pass through the same spot, whether both builds were on the same install and settings, and which nightly between 70 and 147 is the first one that shows it.
Measured here: nothing yet. Paired runs of v3.0.0-rc.3 against nightly 147 in Hyrule Field by day and in the market, on an RTX 4090 with Linux, follow as a comment.
Where in the game
Hyrule Field in daylight, and the Castle Town market.
How often
Not stated.
Graphics card and driver version
RTX 5080, driver not stated.
CPU, RAM and operating system
Ryzen 7 9800X3D; RAM and operating system not stated.
Changes from the defaults
Not stated: upscaler, frame generation, frame rate cap, V-Sync, output resolution, render scale and anything in
longshot_env.txt.What changed between the two builds
79 changes went in between v3.0.0-rc.3 and nightly 147 (85 up to nightly 153). Most are docs, tools, menus and fixes for other graphics cards. These are the ones that could change frame time in those two places, with the switch that turns each one off where there is one. Nobody has measured any of them in Hyrule Field by day or in the market on a card like this one.
RX_VK_HANDLE_TABLES=0(the dark blocks on ice and snow come back; the game prepares its shaders again at the next start)RX_VK_OCC_QUERIES=0HOS_MEMINFO_OLD=1,HOS_HEAP_COMMIT=1(Windows),RX_VK_IMPORT_HIGH=0(Windows with NVIDIA)RX_VK_LATE_FIX=0RX_VK_MIRROR_SPARSE=0LONGSHOT_SPLIT_GIANTS=0, set before the build-march=native)RX_MARCH=x86-64-v3, set before the buildHOS_RESERVE_CORE_MASK,HOS_RESERVE_CORE=0Smaller or narrower: #60 (a little CPU time per frame in a measured pair, about 1.4%), #445 (Linux only, made the market faster in its measurement), #292 (a new install draws 2560x1440 instead of 2048x1152), #59 (with DLSS or FSR 4).
What does not explain it: the game's 1% low is computed the same way in both builds.
Things to try
One change at a time, in
longshot_env.txtin the game folder, then a second pass through the same spot, noting the FPS counter's frame time and 1% low each time:RX_VK_OCC_QUERIES=0RX_VK_HANDLE_TABLES=0(the next start takes longer: the shaders are prepared again)RX_VK_MIRROR_SPARSE=0RX_VK_LATE_FIX=0HOS_MEMINFO_OLD=1,HOS_HEAP_COMMIT=1andRX_VK_IMPORT_HIGH=0together first, then one by one if that helps.The last two rows of the table need a rebuild, so they come after these.
longshot_log.txt
Not attached yet. From each build's log, the lines
vk: a frame's replay time,late pages' fix,reserved core,replays run on logical processorsand whether it saysprepared ... shader programsorthe shaders' preparation was skippedare the ones that will be read first.Screenshots or video
None yet.
Not tested
New on this forge; not opened on GitHub.
Game: much worse 1% lows in Hyrule Field by day and the Castle Town market in nightly 147 (v3.0.0-rc.3 was fine)to Game: rough frame times in the Castle Town market by day as child Link on nightly 153 at 4K with DLAAUpdated: this is not a regression. The rc.3 comparison was made at 4K with DLAA, which did not work correctly on rc.3, so the two builds did different work (the player's own note, linked at the top). The regression and critical labels are removed. What stays open is the rough frame time in the market by day as child Link on nightly 153. Most useful next:
longshot_log.txtfrom one pass through the market by day, and the FPS counter's Frame time level in a picture, with the settings named.Same spot, different hardware, much harder failure mode with clean log evidence: #750 — on a Steam Deck LCD a Castle Town save idles at 25-27 fps but a camera spin collapses it to 2-6 fps, with a GPU-written 691x432 texture re-uploaded every frame and a 714,844-page capture in one submission. The market-by-day 1% lows here and the Deck stall there may share the re-upload/capture path.