Game: random starts show a black picture all session (the exposure goes NaN in the first frames), GTX 1060 6GB #841

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opened 2026-11-15 17:05:54 +00:00 by fireblast327 · 1 comment

Longshot version

nightly-189-aa95d35f (source 719431ac); also seen on nightly-170 and nightly-171-b80a68f1

Channel

Nightly

What kind of problem

Crash, freeze or black screen

What happened

Some starts (a quarter to a half) show a black picture for the whole session. The game's picture and HUD are black and
only Longshot's own FPS counter is drawn. The game itself runs normally: fps, sound, input, teleports and the control
bridge's status all work. The other starts, with the same settings and files, are fine for the whole session.

It never recovers within that session. Map changes (teleport), switching the Insert menu's Render resolution or upscaler
live, and the debug Set time all leave it black. Closing and starting again gives a picture or black again at random.

Rate: 24 of ~45 starts on nightly-170/171 (2026-11-14/15); 2 of 8 fresh starts on nightly-189, plus 1 lit start from
the launcher. Each start was checked in the real window (PrintWindow), not only the bridge's shot.

This is at 75% Render resolution, so it is not the black screen at 100% on GTX 10 cards (#506, #515, #576, #718).

Frame dump of a black session (RX_VK_DUMP_FILE, nightly-171, Zora's Domain, 75%). The scene is fine up to the
luminance/exposure passes. From there the values are NaN or maxed and the picture is black:

710 pass c0 prog ab3681946f93594a #1648 B10G11R11 1920x1080: mean 0.017 0.117 0.367, max 0.48 0.73 0.86   (ok)
712 dispatch 60x45x1 prog 26fe0c70ab9fc547 (stores global) t0 #1648 -> W1 #1638 B10G11R11 480x270:
      NaN 2, mean 0.02 0.056 0.60, max 560 2304 3.277e+04                                             (bad)
    reach: sb8 0x10001194600+0xfd200 (ssbo0 = c0+0x110 written), sb9/ub10 0x7fff4bda00+0x10
713 dispatch 1x1x1 prog 685adb41edc19de7 t0 #1638, t1 #652 -> W2 #1649 RGBA8 1920x1080
    reach: ssbo0 = c0+0x130 -> 0x7fff4bda00 (16 bytes), ssbo1 = c0+0x1c0 -> 0x10001194600
714 dispatch 120x68x1 prog 6637ac1d052d22d4 t0 #1648, t1 #1649 -> W2 #570 B10G11R11 1920x1080:
      NaN 29, mean 274 1408 1.6, max 2.07e+04 6.4e+04                                                   (bad)
715/719 passes into #2 B10G11R11 2560x1440: mean 0 0 0       720 window texture RGBA8: mean 0 0 0

712's input is clean but its output is not. 713 reads the 16 bytes at 0x7fff4bda00 that 712 also reads (sb9/ub10). So it
looks like the exposure state the game keeps between frames goes bad once, at the start of play, and stays bad. The sum
buffer that 712 writes (sb8 0x10001194600) is at the same address as the 240x135 B10G11R11 texture #1640 that pass 710
samples (t1 #1640 at 10001194600).

Possibly related: the exposure's sums are float adds to storage buffers (#816, #618 on Intel iGPUs); on this
NVIDIA card they are the native atomic, and here the result is NaN rather than too bright.

Ruled out (A/B, real-window check on each start):

  • Threaded rendering Off: still ~50% black. RX_VK_RECORDER_OWN=1 + RX_VK_RECORDER_IDLE=wait, RX_VK_PRESENT_THREAD=1: black too.
  • The game folder's cache: with the files play wrote moved aside, still black.
  • RX_VK_EXPOSURE_LOG=1: 3 of 6 black; plain: 3 of 6 black (interleaved).
  • RX_VK_RB_REFRESH_EACH=1: black at the 1st start. RX_VK_NO_RB_REFRESH=1: black at the 2nd start.
  • Frame rate cap, frame generation, folder name/path, window focus, controller connected or not, VRAM free before the
    start, lock screen/screensaver (none), the capture method.

Workaround in use: a script starts the game, waits for in_play through the control bridge, takes the bridge's shot,
and if the picture is black, quits and starts again (usually 1-2 starts).

Where in the game

Loading a save (Continue), from the first frames of play; any area (Temple of Time, Zora's Domain, Hyrule Field, Kakariko).

How often

Sometimes

Graphics card and driver version

NVIDIA GeForce GTX 1060 6GB, NVIDIA 582.28 (Vulkan)

CPU, RAM and operating system

Intel Core i7-8700 (12 threads), 32 GB, Windows 11 Pro (build 26300)

Changes from the defaults

Docked, windowed 1600x900, Output 2560x1440, Render resolution 75% with the game's own upscaler, Anisotropic filtering
16x, Frame generation off, Threaded rendering Auto, frame rate cap 60. Also black with 50/58/67%, FSR 3.1, Threaded
rendering Off and cap Uncapped. No longshot_env.txt, no overlays or injectors.

longshot_log.txt

The black start of nightly-189 (start 4 of 8); the lit starts' logs have the same lines, with no warning or error that only the black one has:

[hos host] longshot nightly-189-aa95d35f (source 719431ac)
[hos host] vk: device 0: NVIDIA GeForce GTX 1060 6GB, Vulkan 1.4, driver 0x91870000, type 2, id 10de:1c03
[hos host] vk: device 1: Intel(R) UHD Graphics 630, Vulkan 1.2, driver 0x1925c0, type 1, id 8086:3e92
[hos host] vk: float atomic add on storage buffers: native (VK_EXT_shader_atomic_float), NVIDIA's driver
[hos host] vk: vendor fixes for NVIDIA (582.28): out-of-bounds texel fetches 0 0, NaN tests by bits 0, gather offset 0
[hos host] vk: colour outputs NaN-guarded
[hos host] vk: 5474 MB of VRAM allowed: all large ASTC textures kept as BC3
[hos host] vk: present: 2560x1440, format 37 (its image's 37); the Insert menu's HDR 0, HDR10 swapchain no: SDR
[hos host] control: state boot -> intro at frame 2 (1.0 draws a frame)
[hos host] vk: texture budget: 3518 MB (driver allows 5313 MB, the card has 6031 MB, RAM 32571 MB)
[hos host] control: state intro -> menu at frame 4416 (21.8 draws a frame)
[hos host] control: state menu -> loading at frame 6254 (5.9 draws a frame)
[hos host] control: state loading -> play at frame 6635 (567.0 draws a frame)
[hos host] control: state play -> menu at frame 6635 (79.0 draws a frame)
[hos host] control: state menu -> play at frame 6637 (188.0 draws a frame)

The full logs of a black and a lit 189 start are available on request (about 160 KB each).

Screenshots or video

None: the black start's window is black apart from the FPS counter.

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 or saves.

Measured by an AI agent (Claude Code) on the reporter's PC.

### Longshot version nightly-189-aa95d35f (source 719431ac); also seen on nightly-170 and nightly-171-b80a68f1 ### Channel Nightly ### What kind of problem Crash, freeze or black screen ### What happened Some starts (a quarter to a half) show a black picture for the whole session. The game's picture and HUD are black and only Longshot's own FPS counter is drawn. The game itself runs normally: fps, sound, input, teleports and the control bridge's status all work. The other starts, with the same settings and files, are fine for the whole session. It never recovers within that session. Map changes (teleport), switching the Insert menu's Render resolution or upscaler live, and the debug Set time all leave it black. Closing and starting again gives a picture or black again at random. Rate: 24 of ~45 starts on nightly-170/171 (2026-11-14/15); 2 of 8 fresh starts on nightly-189, plus 1 lit start from the launcher. Each start was checked in the real window (PrintWindow), not only the bridge's shot. This is at 75% Render resolution, so it is not the black screen at 100% on GTX 10 cards (#506, #515, #576, #718). **Frame dump of a black session** (`RX_VK_DUMP_FILE`, nightly-171, Zora's Domain, 75%). The scene is fine up to the luminance/exposure passes. From there the values are NaN or maxed and the picture is black: ``` 710 pass c0 prog ab3681946f93594a #1648 B10G11R11 1920x1080: mean 0.017 0.117 0.367, max 0.48 0.73 0.86 (ok) 712 dispatch 60x45x1 prog 26fe0c70ab9fc547 (stores global) t0 #1648 -> W1 #1638 B10G11R11 480x270: NaN 2, mean 0.02 0.056 0.60, max 560 2304 3.277e+04 (bad) reach: sb8 0x10001194600+0xfd200 (ssbo0 = c0+0x110 written), sb9/ub10 0x7fff4bda00+0x10 713 dispatch 1x1x1 prog 685adb41edc19de7 t0 #1638, t1 #652 -> W2 #1649 RGBA8 1920x1080 reach: ssbo0 = c0+0x130 -> 0x7fff4bda00 (16 bytes), ssbo1 = c0+0x1c0 -> 0x10001194600 714 dispatch 120x68x1 prog 6637ac1d052d22d4 t0 #1648, t1 #1649 -> W2 #570 B10G11R11 1920x1080: NaN 29, mean 274 1408 1.6, max 2.07e+04 6.4e+04 (bad) 715/719 passes into #2 B10G11R11 2560x1440: mean 0 0 0 720 window texture RGBA8: mean 0 0 0 ``` 712's input is clean but its output is not. 713 reads the 16 bytes at 0x7fff4bda00 that 712 also reads (sb9/ub10). So it looks like the exposure state the game keeps between frames goes bad once, at the start of play, and stays bad. The sum buffer that 712 writes (sb8 0x10001194600) is at the same address as the 240x135 B10G11R11 texture #1640 that pass 710 samples (t1 #1640 at 10001194600). Possibly related: the exposure's sums are float adds to storage buffers (#816, #618 on Intel iGPUs); on this NVIDIA card they are the native atomic, and here the result is NaN rather than too bright. **Ruled out** (A/B, real-window check on each start): - Threaded rendering Off: still ~50% black. `RX_VK_RECORDER_OWN=1` + `RX_VK_RECORDER_IDLE=wait`, `RX_VK_PRESENT_THREAD=1`: black too. - The game folder's cache: with the files play wrote moved aside, still black. - `RX_VK_EXPOSURE_LOG=1`: 3 of 6 black; plain: 3 of 6 black (interleaved). - `RX_VK_RB_REFRESH_EACH=1`: black at the 1st start. `RX_VK_NO_RB_REFRESH=1`: black at the 2nd start. - Frame rate cap, frame generation, folder name/path, window focus, controller connected or not, VRAM free before the start, lock screen/screensaver (none), the capture method. Workaround in use: a script starts the game, waits for `in_play` through the control bridge, takes the bridge's `shot`, and if the picture is black, quits and starts again (usually 1-2 starts). ### Where in the game Loading a save (Continue), from the first frames of play; any area (Temple of Time, Zora's Domain, Hyrule Field, Kakariko). ### How often Sometimes ### Graphics card and driver version NVIDIA GeForce GTX 1060 6GB, NVIDIA 582.28 (Vulkan) ### CPU, RAM and operating system Intel Core i7-8700 (12 threads), 32 GB, Windows 11 Pro (build 26300) ### Changes from the defaults Docked, windowed 1600x900, Output 2560x1440, Render resolution 75% with the game's own upscaler, Anisotropic filtering 16x, Frame generation off, Threaded rendering Auto, frame rate cap 60. Also black with 50/58/67%, FSR 3.1, Threaded rendering Off and cap Uncapped. No `longshot_env.txt`, no overlays or injectors. ### longshot_log.txt The black start of nightly-189 (start 4 of 8); the lit starts' logs have the same lines, with no warning or error that only the black one has: ``` [hos host] longshot nightly-189-aa95d35f (source 719431ac) [hos host] vk: device 0: NVIDIA GeForce GTX 1060 6GB, Vulkan 1.4, driver 0x91870000, type 2, id 10de:1c03 [hos host] vk: device 1: Intel(R) UHD Graphics 630, Vulkan 1.2, driver 0x1925c0, type 1, id 8086:3e92 [hos host] vk: float atomic add on storage buffers: native (VK_EXT_shader_atomic_float), NVIDIA's driver [hos host] vk: vendor fixes for NVIDIA (582.28): out-of-bounds texel fetches 0 0, NaN tests by bits 0, gather offset 0 [hos host] vk: colour outputs NaN-guarded [hos host] vk: 5474 MB of VRAM allowed: all large ASTC textures kept as BC3 [hos host] vk: present: 2560x1440, format 37 (its image's 37); the Insert menu's HDR 0, HDR10 swapchain no: SDR [hos host] control: state boot -> intro at frame 2 (1.0 draws a frame) [hos host] vk: texture budget: 3518 MB (driver allows 5313 MB, the card has 6031 MB, RAM 32571 MB) [hos host] control: state intro -> menu at frame 4416 (21.8 draws a frame) [hos host] control: state menu -> loading at frame 6254 (5.9 draws a frame) [hos host] control: state loading -> play at frame 6635 (567.0 draws a frame) [hos host] control: state play -> menu at frame 6635 (79.0 draws a frame) [hos host] control: state menu -> play at frame 6637 (188.0 draws a frame) ``` The full logs of a black and a lit 189 start are available on request (about 160 KB each). ### Screenshots or video None: the black start's window is black apart from the FPS counter. ### 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 or saves. *Measured by an AI agent (Claude Code) on the reporter's PC.*
Collaborator

Possibly related, for context:

  • #618 Game: Arc B390 (Panther Lake iGPU, Windows): Kokiri Forest is washed out by a bright haze; an Arc B580 at the same spot is not — Related exposure/storage-buffer investigation, but different GPU and symptom.
Possibly related, for context: - #618 Game: Arc B390 (Panther Lake iGPU, Windows): Kokiri Forest is washed out by a bright haze; an Arc B580 at the same spot is not — Related exposure/storage-buffer investigation, but different GPU and symptom.
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MagicBeanDev/Longshot#841
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