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Description
This issue collects every open report of AMD-specific rendering problems, so there is one place to follow it. The individual reports were closed pointing here; their logs, screenshots and discussion stay in each linked issue.
Summary
AMD-specific picture problems on Windows:
- Link or buildings drawn as flat white silhouettes;
- black-outlined squares or blocky textures;
- dark grid lines on Hyrule Field's terrain;
- no anti-aliasing or a softer picture, because the game's image networks can't run fast on AMD;
- white geysers;
- glowing tunic trims.
Affected GPUs and versions
- GPUs: RX 6700 / 6700 XT / 6750 XT, RX 7900 XTX, RX 9060 XT / 9070 XT, Radeon 860M / 890M.
- Versions: early builds to v2.0.5.
Evidence from the logs
- graphical bugs amd #224 (10 people):
- black-outlined squares, white sky, missing meshes, fog;
- on the 890M, Link drawn as a flat white silhouette (rejected computes 0775215f / 72ba090c / f10782f9 on 171x96);
- 2-minute freezes while compute pipelines compile.
- Missing and inaccurate textures, blurry/pixelated text and map (AMD, log attached) #57: blocky squares from the ASTC-to-BC3 re-encode on AMD;
RX_VK_ASTC_RGBA8=1works around it. - v2.0.5's terrain re-encode (vk: BC3 levels that halve evenly on AMD (the terrain grid in Hyrule Field) #705): caused the rainbow ground and 70-140 ms GPU time. v2.0.6 turned it off; the release notes say
RX_VK_UNEVEN_BC=0turns it on for testing, and the thin grid lines on Hyrule Field may come back on AMD until it is redone. - v2.0.6 also includes PR BC3 re-encode of ASTC arrays: one layer a run (Hyrule Field grid lines) #956: the BC3 re-encode of ASTC arrays now does one layer a run, which removed the dark tile outlines on Hyrule Field's terrain at a distance on an RX 6600.
RX_VK_BC_LAYERS=<n>restores multi-layer runs. - AMD RX 9070 XT: OoT's networks fall back to software matrices (no 16x8x16 cooperative matrix), ~56 ms GPU per frame #52 / Vulkan Compute Shader Translation Failure #628: the TAAU / upscale networks run in software on RDNA3/4 (no 16x8x16 cooperative matrix), so they are left out on non-NVIDIA GPUs: a stretched picture and no AA. The proposal is 16x16x16 through shared memory. FSR 4 is an open PR (Add opt-in FSR 4 Native AA on Windows Vulkan #577).
- AMD feedback (RX 6750 XT) and a couple of suggestions #305: bright tunic trims, shimmering.
- [AMD] Dodongo's Cavern shader issues #769: Dodongo's Cavern geysers drawn fully white.
- New feedback in the last version on the specs: Ryzen 5 5600X & AMD Radeon 6700XT #596: castle and town drawn as white silhouettes at first.
Workarounds
- Blocky squares:
RX_VK_ASTC_RGBA8=1(uses more VRAM).
Reports merged here (9 issues, about 25 people)
| Issue | Title | People | GPU | Version | Key detail |
|---|---|---|---|---|---|
| #224 | graphical bugs amd | 10 | RX 6700/6700 XT, Radeon 890M, RX 9070 XT | v2.0.2 | AMD tracker: black outlined squares, white sky, missing meshes, fog. 890M: v2.0.2 fixed device lost (bounded CAS); left: Link drawn flat white silhouette (rejected compu… |
| #305 | AMD feedback (RX 6750 XT) and a couple of suggestions | 4 | RX 6750 XT | v2.0.2 | AMD feedback: bright/glowing tunic trims, shimmering, no AA (requests: >100% res, SMAA/FXAA). v2.0.2: "Preparing shaders" hangs at 99% on AMD from graphics pipeline 5fa5… |
| #52 | AMD RX 9070 XT: OoT's networks fall back to software matrices (no 16x… | 2 | RX 9070 XT, RX 7900 XTX (RADV) | important+ | Networks run in software on RDNA3/4 (no 16x8x16 coopmat); proposal: 16x16x16 via shared memory; networks now left out on non-NVIDIA (stretched picture, no AA) |
| #57 | Missing and inaccurate textures, blurry/pixelated text and map (AMD,… | 2 | RX 7900 XTX | early | Blocky squares = ASTC->BC3 re-encode on AMD; workaround RX_VK_ASTC_RGBA8=1; #45 (closed dup) reporter says squares still there; texture corruption fix in faster-fps |
| #596 | New feedback in the last version on the specs: Ryzen 5 5600X & AMD Ra… | 2 | RX 6700 XT | v2.0.2 | RX 6700 XT: Link over-bright in cutscene, texture flicker in Kokiri, stuck on last 2 shaders at restart, AMD driver crash (black no-signal, reboot) in Kokiri on 26.10.1;… |
| #628 | Vulkan Compute Shader Translation Failure | 2 | Radeon 860M (Win + RADV) | honest-eta | Networks left out on RDNA3.5 iGPU (no AA at 100%, #52); Windows: fails to load after the owl; Linux: 21.5 fps CPU/submit-bound (#528) |
| #197 | Game now launches on RX 9070 XT with the latest build, but textures/c… | 1 | RX 9070 XT | pre-foliage | Wrong colours (#224), stutter, VRAM; crash entering Deku Tree (read guest 0x8) |
| #769 | [AMD] Dodongo's Cavern shader issues | 1 | RX 9060 XT | v2.0.3 | Dodongo's Cavern geysers render full white (AMD) |
| #1017 | RX 6700 XT: 10-11 shader programs fail to translate from the title sc… | 1 | RX 6700 XT (driver 32.0.21045.16010) | v2.0.5 | 10 programs fail to translate from the title screen, 11 in Hyrule Field (frame-stat counter only, no names in the log); asks for a flag that names them |
Adding a report
Please update to v2.0.6 first (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher). Please add: GPU, driver version, screenshot, version, and hookshot_log.txt.
All tracking issues
- [Tracking] VRAM and RAM fill up over play time: fps fades, textures degrade or turn rainbow, a restart fixes it (mostly 4-8 GB cards) #993 Garbled / rainbow textures that get worse over play time (VRAM over budget, mostly 4-8 GB cards)
- [Tracking] Floating trees, missing mountains and vanishing near vegetation #994 Floating trees, missing mountains and vanishing near vegetation
- [Tracking] Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter #995 Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter
- [Tracking] AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes) #996 AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes)
- [Tracking] AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot #997 AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot
- [Tracking] Black screen with audio after the intro / at the Deku Tree cutscene #998 Black screen with audio after the intro / at the Deku Tree cutscene
- [Tracking] Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes #999 Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes
- [Tracking] Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures #1000 Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures
- [Tracking] GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports #1001 GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports
- [Tracking] Invisible or missing objects, walls and effects #1002 Invisible or missing objects, walls and effects
- [Tracking] Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml) #1003 Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml)
- [Tracking] Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces #1004 Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces
- [Tracking] Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing #1005 Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing
- [Tracking] AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software) #1006 AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software)
- Feature requests (collected) #1007 Feature requests (collected)
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kafasam commentedon Nov 9, 2026
Full
hookshot_log.txtfrom v2.0.6 on an RX 6700 XT as requested in #1017: https://gist.github.com/kafasam/87d289c0f48d93eb5ed45a3431cf9ef8Context: 10 programs failed at the title, 11 in Hyrule Field; the same session ran 4K output (HOS_OUTPUT_RES=2) + Resolution 75% + FG2, with visible symptoms of textures not loading / arriving late on area re-entry (Kokiri after Hyrule Field hung a long while before textures filled in), ~22 fps real in Hyrule Field, failed-programs count unchanged from v2.0.5. Happy to run any instrumented build or capture frames.
kafasam commentedon Nov 9, 2026
Follow-up from the same RX 6700 XT (v2.0.6, 4K output / Resolution 75% / FG2): two log patterns that look like the texture side of this tracker.
1. Slow ASTC(BC3) uploads stalling frames during play — streaming a new texture costs 21–27 ms each on the upload thread, e.g. in Hyrule Field (and stacking on area re-entry, which we see as multi-second hangs while textures fill in):
2. The import pool never releases:
imports: 81 live (2208 MB), 63 retired still imported (1840 MB), 0 retired given back (0 MB)— 1243 live textures and climbing across a session. Retired memory is never returned, so the game keeps importing/re-uploading rather than reusing.Given the failed compute programs on AMD are also texture-side (our counts in #1017), we're testing
RX_VK_ASTC_RGBA8=1next to bypass the BC3 re-encode entirely — will report whether the slow uploads and the streaming freezes disappear.kafasam commentedon Nov 9, 2026
RX 6700 XT follow-up on the
RX_VK_ASTC_RGBA8=1test we said we'd run: it bypasses the BC3 re-encode but is not viable at this game's texture volume on a 12 GB card.Live numbers from Hyrule Field/Lon Lon Ranch, same session shape as the earlier reports (4K output, Resolution 75%, FG2):
So the 16–27 ms ASTC(BC3) slow uploads stand as the least-bad path here; the streaming stalls and area-entry hangs remain (reproduced at Lon Lon Ranch on v2.0.6 with the default path). The failed-compute-programs connection in this tracker remains our best explanation for why the re-encode is slow on AMD while the same content streams fine elsewhere — everything still points at the texture-side compute kernels.
NotRexed commentedon Nov 9, 2026
AMD testers: green diagonal stripes on v2.0.6+ (RX 7600 report on Discord)
v2.0.6 turned on two AMD-only shader changes. If you see bright green diagonal stripes on trees, terrain or characters, please try each of these and reply with what changed (one at a time, same spot):
Make a file
test.batin your game folder (next tohookshot.exe) with:Then the same with
set RX_VK_NO_NAN_GUARD=1instead. Please include your GPU, driver version andhookshot_log.txt. Thanks!renanschu-png commentedon Nov 9, 2026
crashing also on 6800xt, freezing and closing the app.
lev92 commentedon Nov 9, 2026
RDNA2 report for the stall side of this tracker, v2.0.7 (source 9b541c9c), Windows 11, RX 6900 XT 16 GB (AMD proprietary 2.0.353 / Adrenalin 26.10.1), i7-9700K, 32 GB. Saves moved over from another build; Hyrule Field, then Castle Town and back out.
Picture: no green blobs or block squares on this card. Between stalls 38–41 fps (
vi: ... fps over the last 5.0 s). Terrain holes where the sky shows through the hills in Hyrule Field, which is #994. The image networks are left out as expected (not translated: a network left out on this card).Stalls: single submits of many seconds, nearly all of it in
draw:79 slow submits in that session. Leaving a house, breaking pots and opening the menu each brought one on. The lines right before the 43 s one were the terrain material arrays being decoded and re-encoded, with the texture budget at its cap:
So the textures sat at the 6 GB cap from
vk_texture.cpp(min(allowed * 0.7, 6 GB), the comment about 16 GB cards in #105/#106), with ~2.3 GB of the driver's allowance still unused. My guess was eviction and re-decode churn of those 90-layer arrays, so I tried:RX_VK_NOOPT=1RX_VK_NOOPT=1+RX_VK_VRAM_MB=8192So raising the budget didn't remove them, and I'm reporting this as data rather than a cause. What stands out is that the time is booked under
drawwithpipelinesnear zero, so it isn't the driver building pipelines (RX_VK_NOOPTis set). The build is gone from this PC now, so I can't capture more, but the numbers may help whoever looks at the AMD stalls.12 remaining items
NotRexed commentedon Nov 11, 2026
More reports of this, collected here:
NotRexed commentedon Nov 12, 2026
More reports of this, collected here:
NikoMuffin commentedon Nov 12, 2026
Same on XFX AMD Radeon 6700XT running Windows 10 LTSC 2021 IoT
MidobiM-Code commentedon Nov 12, 2026
is it fixed?
mooki000 commentedon Nov 12, 2026
Tracker upkeep note (merged pull requests and code checked against main
51da0464; no new test run was made for it).The older summary's ‘no anti-aliasing’ description is now too broad: main includes #1115's FXAA stand-in, #1552's guarded RGB9E5 gameplay fallback and #2166's fixed-resolution FSR path, alongside several subgroup and cloth fixes. Full native matrix-network support is still not present for every AMD device: main
51da0464selects 16×8×16 f16 hardware and otherwise retains network admission limits and stand-ins. #1975 owns staged-matrix support, with separate BC-attachment and RADV-shuffle work in #2001 and #1893. Please mark the completed subcases but keep this tracker open; a ‘network left out’ message alone does not diagnose a texture-decoding failure.NikoMuffin commentedon Nov 12, 2026
Wasn't as of last night