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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Reference
MagicBeanDev/Longshot#841
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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 theluminance/exposure passes. From there the values are NaN or maxed and the picture is black:
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):
RX_VK_RECORDER_OWN=1+RX_VK_RECORDER_IDLE=wait,RX_VK_PRESENT_THREAD=1: black too.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.start, lock screen/screensaver (none), the capture method.
Workaround in use: a script starts the game, waits for
in_playthrough the control bridge, takes the bridge'sshot,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:
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
Measured by an AI agent (Claude Code) on the reporter's PC.
Possibly related, for context: