[AMD/Linux] Blocky shadow/light artifacts around Link when entering Zora River water #603

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opened 2026-11-14 23:12:10 +00:00 by ChuchoTheCatLord · 0 comments

Longshot version

longshot 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

Description

Large blocky/pixelated rectangular artifacts appear around Link when entering the water at Zora River.

The artifacts resemble an invisible bubble or localized rendering region surrounding Link. They are only visible while Link is in the water. The waterfall and surrounding scenery render normally when viewed from land.

Reproduction steps

  1. Start the game and reach Zora River.
  2. Stand on land and look toward the waterfall. No artifacts are visible.
  3. Enter the water.
  4. Observe the blocky/pixelated artifacts surrounding Link.

Testing performed

The issue persists with:

  • FSR 4
  • FSR 4 Native
  • FSR 3.1
  • Native rendering, no upscaling, 100% resolution scaling

RX_VK_ASTC_RGBA8=1 is already enabled and does not resolve the issue.

Hardware / software

  • GPU: AMD Radeon RX 6950 XT (RDNA 2 / Navi 21)
  • CPU: AMD Ryzen 7 7800X3D
  • OS: Nobara Linux 43
  • Desktop: KDE Plasma 6
  • Renderer: Vulkan / RADV
  • Project: Longshot (native Linux build)

Suspected area

Possibly Vulkan shader translation or water shader resource/descriptor handling. The issue appears independent of the selected upscaler.

Attachments

Screenshot showing the artifact while in the water, plus the generated Longshot bug report and log.

Where in the game

Zora's River (just got here, not progressed further it may happen in Zora's Domain but no other river / water body / waterfall that I have noticed so far)

How often

Every time

Graphics card and driver version

AMD Radeon RX 6950 XT (RADV NAVI21) - radv - Mesa 26.2.6 (LLVM 22.1.8) - llvmpipe (LLVM 22.1.8, 256 bits) -

CPU, RAM and operating system

7800x3D, 64GB DDR5 6Ghz, Nobara 44 Official (KDE Plasma 6.7.5) kernel - 7.3.4-201.nobara.fc44.x86_64

Changes from the defaults

  • not using longshot_env.txt
  • launching on Steam using overlay and Background recording, using the following launcher:
    (on the main dir)
    launch_longshot.sh
#!/usr/bin/env bash
cd /mnt/llm_gen/apps/longshot/rc || exit 1
export XDG_DATA_HOME=/mnt/llm_gen/apps/longshot/user
export XDG_DATA_DIRS="/home/chuchothecatlord/.local/share:${XDG_DATA_DIRS:-/usr/local/share:/usr/share}"
export SDL_VIDEODRIVER=x11
export SDL_VIDEO_FULLSCREEN_DISPLAY=0

./longshot "$@" </dev/null >/dev/null 2>&1 &
LAUNCHER_PID=$!

# Wait until either the game spawns OR the launcher exits without launching it
GAME_PID=""
while kill -0 "$LAUNCHER_PID" 2>/dev/null || [ -z "$GAME_PID" ]; do
    GAME_PID=$(pgrep -f "bin/longshot" | head -n 1)
    if [ -n "$GAME_PID" ]; then
        break
    fi
    # If launcher closed and game didn't spawn within 2 seconds, stop waiting
    if ! kill -0 "$LAUNCHER_PID" 2>/dev/null; then
        sleep 2
        GAME_PID=$(pgrep -f "bin/longshot" | head -n 1)
        break
    fi
    sleep 0.5
done

if [ -n "$GAME_PID" ]; then
    START=$SECONDS
    while kill -0 "$GAME_PID" 2>/dev/null; do
        sleep 1
    done
    ELAPSED=$((SECONDS - START))
    notify-send "Ocarina of Time" "Session time: $((ELAPSED/3600))h $(((ELAPSED%3600)/60))m $((ELAPSED%60))s"
fi

longshot_options.ini contents as follow:
quality_preset=0
ultrawide=1
output_res=2560x1440
handheld_profile=0
dlss=4
dlss_model=0
resolution=2
sharpness=30
frame_generation=1
frame_generation_by=0
frame_pacing=1
frame_rate_cap=0
nvidia_reflex=0
amd_anti-lag_2=0
fullscreen=1
vsync=0
upscaling=2
ultrawide_menus=1
hdr=0
hdr_paper_white=100
hdr_peak_brightness=2000
hdr_contrast=120
hdr_tone_mapper=0
anisotropic_filtering=0
gpu_device=1
vram_budget=7
volume=100
mute_in_background=0
audio_output=0
fps_counter=5
fps_counter_position=2
menu_size=1
game_speed=1
field_of_view=100
text_speed=0
text_size=0
microphone=2
menu_language=0
discord_status=0
skip_opening=0
controller_in_background=1
mouse_camera=0
disable_camera_centering=0
mouse_sensitivity=500
invert_mouse_vertical=0
invert_camera_x=0
invert_camera_y=0
camera_speed=300
stick_dead_zone=0
rumble_strength=100
motion_controls=1
motion_sensitivity_x=100
motion_sensitivity_y=100
invert_motion_x=0
invert_motion_y=0
motion_deadzone=1
layout_preset=0
button_prompts=5
menu_shortcut=2
compact_menu_key=0
debug_tools=0
descriptor_reuse=0
sampler_cache=1
robust_buffers=1
astc_as_rgba8=1
microphone_device=Blue Microphones Analog Stereo
memory_budget=0
auto_for=e7ec4fefd006801f
options_version=6
pad_a=1
key_a=69,0
pad_b=0
key_b=16,0
pad_x=3
key_x=32,0
pad_y=2
key_y=1,0
pad_ls=7
key_ls=17,0
pad_rs=8
key_rs=67,0
pad_l=9
key_l=81,0
pad_r=10
key_r=82,0
pad_zl=15
key_zl=90,2
pad_zr=16
key_zr=88,70
pad_plus=6
key_plus=9,13
pad_minus=4
key_minus=77,0
pad_left=13
key_left=49,0
pad_up=11
key_up=50,0
pad_right=14
key_right=51,0
pad_down=12
key_down=52,0
key_move_up=87,0
key_move_down=83,0
key_move_left=65,0
key_move_right=68,0
key_cam_up=38,73
key_cam_down=40,75
key_cam_left=37,74
key_cam_right=39,76
pad_note_l=-1
key_note_l=0,0
pad_note_r=-1
key_note_r=0,0
pad_note_a=-1
key_note_a=0,0
pad_note_y=-1
key_note_y=0,0
pad_note_x=-1
key_note_x=0,0

longshot_log.txt

had to restart the game and enable the log apparently it was not enable due to my launcher settings, but loaded the game again, ran towards the same waterfall on the screenshot and then exited

Screenshots or video

only on water or waterfall in this area for me so far, couldn't find any other similar 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 longshot 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 ### Description Large blocky/pixelated rectangular artifacts appear around Link when entering the water at Zora River. The artifacts resemble an invisible bubble or localized rendering region surrounding Link. They are only visible while Link is in the water. The waterfall and surrounding scenery render normally when viewed from land. ### Reproduction steps 1. Start the game and reach Zora River. 2. Stand on land and look toward the waterfall. No artifacts are visible. 3. Enter the water. 4. Observe the blocky/pixelated artifacts surrounding Link. ### Testing performed The issue persists with: - FSR 4 - FSR 4 Native - FSR 3.1 - Native rendering, no upscaling, 100% resolution scaling `RX_VK_ASTC_RGBA8=1` is already enabled and does not resolve the issue. ### Hardware / software - GPU: AMD Radeon RX 6950 XT (RDNA 2 / Navi 21) - CPU: AMD Ryzen 7 7800X3D - OS: Nobara Linux 43 - Desktop: KDE Plasma 6 - Renderer: Vulkan / RADV - Project: Longshot (native Linux build) ### Suspected area Possibly Vulkan shader translation or water shader resource/descriptor handling. The issue appears independent of the selected upscaler. ### Attachments Screenshot showing the artifact while in the water, plus the generated Longshot bug report and log. ### Where in the game Zora's River (just got here, not progressed further it may happen in Zora's Domain but no other river / water body / waterfall that I have noticed so far) ### How often Every time ### Graphics card and driver version AMD Radeon RX 6950 XT (RADV NAVI21) - radv - Mesa 26.2.6 (LLVM 22.1.8) - llvmpipe (LLVM 22.1.8, 256 bits) - ### CPU, RAM and operating system 7800x3D, 64GB DDR5 6Ghz, Nobara 44 Official (KDE Plasma 6.7.5) kernel - 7.3.4-201.nobara.fc44.x86_64 ### Changes from the defaults - not using longshot_env.txt - launching on Steam using overlay and Background recording, using the following launcher: (on the main dir) **launch_longshot.sh** ``` #!/usr/bin/env bash cd /mnt/llm_gen/apps/longshot/rc || exit 1 export XDG_DATA_HOME=/mnt/llm_gen/apps/longshot/user export XDG_DATA_DIRS="/home/chuchothecatlord/.local/share:${XDG_DATA_DIRS:-/usr/local/share:/usr/share}" export SDL_VIDEODRIVER=x11 export SDL_VIDEO_FULLSCREEN_DISPLAY=0 ./longshot "$@" </dev/null >/dev/null 2>&1 & LAUNCHER_PID=$! # Wait until either the game spawns OR the launcher exits without launching it GAME_PID="" while kill -0 "$LAUNCHER_PID" 2>/dev/null || [ -z "$GAME_PID" ]; do GAME_PID=$(pgrep -f "bin/longshot" | head -n 1) if [ -n "$GAME_PID" ]; then break fi # If launcher closed and game didn't spawn within 2 seconds, stop waiting if ! kill -0 "$LAUNCHER_PID" 2>/dev/null; then sleep 2 GAME_PID=$(pgrep -f "bin/longshot" | head -n 1) break fi sleep 0.5 done if [ -n "$GAME_PID" ]; then START=$SECONDS while kill -0 "$GAME_PID" 2>/dev/null; do sleep 1 done ELAPSED=$((SECONDS - START)) notify-send "Ocarina of Time" "Session time: $((ELAPSED/3600))h $(((ELAPSED%3600)/60))m $((ELAPSED%60))s" fi ``` **longshot_options.ini contents as follow:** quality_preset=0 ultrawide=1 output_res=2560x1440 handheld_profile=0 dlss=4 dlss_model=0 resolution=2 sharpness=30 frame_generation=1 frame_generation_by=0 frame_pacing=1 frame_rate_cap=0 nvidia_reflex=0 amd_anti-lag_2=0 fullscreen=1 vsync=0 upscaling=2 ultrawide_menus=1 hdr=0 hdr_paper_white=100 hdr_peak_brightness=2000 hdr_contrast=120 hdr_tone_mapper=0 anisotropic_filtering=0 gpu_device=1 vram_budget=7 volume=100 mute_in_background=0 audio_output=0 fps_counter=5 fps_counter_position=2 menu_size=1 game_speed=1 field_of_view=100 text_speed=0 text_size=0 microphone=2 menu_language=0 discord_status=0 skip_opening=0 controller_in_background=1 mouse_camera=0 disable_camera_centering=0 mouse_sensitivity=500 invert_mouse_vertical=0 invert_camera_x=0 invert_camera_y=0 camera_speed=300 stick_dead_zone=0 rumble_strength=100 motion_controls=1 motion_sensitivity_x=100 motion_sensitivity_y=100 invert_motion_x=0 invert_motion_y=0 motion_deadzone=1 layout_preset=0 button_prompts=5 menu_shortcut=2 compact_menu_key=0 debug_tools=0 descriptor_reuse=0 sampler_cache=1 robust_buffers=1 astc_as_rgba8=1 microphone_device=Blue Microphones Analog Stereo memory_budget=0 auto_for=e7ec4fefd006801f options_version=6 pad_a=1 key_a=69,0 pad_b=0 key_b=16,0 pad_x=3 key_x=32,0 pad_y=2 key_y=1,0 pad_ls=7 key_ls=17,0 pad_rs=8 key_rs=67,0 pad_l=9 key_l=81,0 pad_r=10 key_r=82,0 pad_zl=15 key_zl=90,2 pad_zr=16 key_zr=88,70 pad_plus=6 key_plus=9,13 pad_minus=4 key_minus=77,0 pad_left=13 key_left=49,0 pad_up=11 key_up=50,0 pad_right=14 key_right=51,0 pad_down=12 key_down=52,0 key_move_up=87,0 key_move_down=83,0 key_move_left=65,0 key_move_right=68,0 key_cam_up=38,73 key_cam_down=40,75 key_cam_left=37,74 key_cam_right=39,76 pad_note_l=-1 key_note_l=0,0 pad_note_r=-1 key_note_r=0,0 pad_note_a=-1 key_note_a=0,0 pad_note_y=-1 key_note_y=0,0 pad_note_x=-1 key_note_x=0,0 ### longshot_log.txt had to restart the game and enable the log apparently it was not enable due to my launcher settings, but loaded the game again, ran towards the same waterfall on the screenshot and then exited ### Screenshots or video only on water or waterfall in this area for me so far, couldn't find any other similar 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.
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MagicBeanDev/Longshot#603
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