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[Tracking] AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software) #1006

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Description

@NotRexed

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

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

Activity

  1. marked graphical bugs amd #224 as a duplicate of this issue on Nov 9, 2026
  2. kafasam commented on Nov 9, 2026

    @kafasam
    Contributor

    Full hookshot_log.txt from v2.0.6 on an RX 6700 XT as requested in #1017: https://gist.github.com/kafasam/87d289c0f48d93eb5ed45a3431cf9ef8

    Context: 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.

  3. kafasam commented on Nov 9, 2026

    @kafasam
    Contributor

    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):

    vk: slow upload 27.2 ms: #9882 0x1140339000 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB
    vk: slow upload 25.9 ms: #9885 0x10e8b43e00 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB
    vk: slow upload 21.7 ms: #9888 0x10e8f3ee00 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB
    

    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=1 next to bypass the BC3 re-encode entirely — will report whether the slow uploads and the streaming freezes disappear.

  4. kafasam commented on Nov 9, 2026

    @kafasam
    Contributor

    RX 6700 XT follow-up on the RX_VK_ASTC_RGBA8=1 test 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):

    default (BC3) RX_VK_ASTC_RGBA8=1
    texture memory 2,774 MB 6,612 MB and climbing
    GPU time/frame 21–28 ms 86–90 ms (3–4×)
    real fps 19–26 10.6–11.2

    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.

  5. NotRexed commented on Nov 9, 2026

    @NotRexed
    OwnerAuthor

    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.bat in your game folder (next to hookshot.exe) with:

    @echo off
    set RX_VK_NO_INVARIANT=1
    hookshot.exe

    Then the same with set RX_VK_NO_NAN_GUARD=1 instead. Please include your GPU, driver version and hookshot_log.txt. Thanks!

  6. renanschu-png commented on Nov 9, 2026

    @renanschu-png

    crashing also on 6800xt, freezing and closing the app.

  7. lev92 commented on Nov 9, 2026

    @lev92
    Contributor

    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:

    vk: slow submit: 43129.3 ms: draw 43118.3 descriptors 125.0 texture lookups 128.2 uploads 52.8 pipelines 2.1 programs 38.9 commands 10.6
    vk: slow submit: 41337.7 ms: draw 41337.6 descriptors 7.9 texture lookups 5.7 uploads 4.2 programs 2.6 commands 1.9
    vk: slow submit: 13355.5 ms: draw 13355.0 ...
    vk: slow submit: 13109.0 ms: draw 13108.8
    vk: slow submit: 11512.7 ms: draw 11512.6
    vi: 3930 frames presented (5.0 fps over the last 48.0 s, interval 1)
    

    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:

    vk: texture 0x109538a600 1365x1365x1 x90 levels 11 NVN 0x8e -> vk 137 (ASTC decoded) (2206 textures, 5712 MB)
    vk: texture 0x1098c02c00 1365x1365x1 x90 levels 11 NVN 0x80 -> vk 137 (ASTC decoded) (2207 textures, 5930 MB)
    ...
    vk: VRAM: 10779 MB used of 13138 MB allowed (1886 MB of it free in the blocks); textures 6137 MB (budget 6144 MB), 2972 textures
    

    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:

    Run Result
    default 12.8 s stall in Castle Town, then 13.8 fps over 17 s
    RX_VK_NOOPT=1 stalls of 11–43 s (the list above), 38–41 fps between
    RX_VK_NOOPT=1 + RX_VK_VRAM_MB=8192 still stalls by the player's account; I have no numbers for this run

    So 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 draw with pipelines near zero, so it isn't the driver building pipelines (RX_VK_NOOPT is 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.

  8. 12 remaining items

  9. NotRexed commented on Nov 11, 2026

    @NotRexed
    OwnerAuthor

    More reports of this, collected here:

  10. marked Heavy visual glitches #2149 as a duplicate of this issue on Nov 11, 2026
  11. NotRexed commented on Nov 12, 2026

    @NotRexed
    OwnerAuthor

    More reports of this, collected here:

  12. NikoMuffin commented on Nov 12, 2026

    @NikoMuffin

    Same on XFX AMD Radeon 6700XT running Windows 10 LTSC 2021 IoT

  13. MidobiM-Code commented on Nov 12, 2026

    @MidobiM-Code

    is it fixed?

  14. mooki000 commented on Nov 12, 2026

    @mooki000
    Contributor

    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 51da0464 selects 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.

  15. NikoMuffin commented on Nov 12, 2026

    @NikoMuffin

    is it fixed?

    Wasn't as of last night

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