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feat: smoother play, HDR10, a frame rate cap, Discord status, the Debug tab, sharper shadows - #1485

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game-v2012
Nov 10, 2026
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Tested together in the v2.0.12 candidate builds (verify215-219: flash checks, smoothness walks, an 8 GB card simulated).

  • Stutter: a frame's uploads have a budget (40 ms): new ASTC textures a draw samples past it come a frame or more later
    (RX_VK_UPLOAD_BUDGET_MS); descriptors are rebuilt when a texture is destroyed (RX_VK_DESC_REUSE_DGEN=0: off).
  • VRAM: on a card of 8 GB or less the textures' budget is 45% of what the driver allows, not 70% (the 3060 Ti/3070
    slowdowns); RX_VK_TEST_ALLOWED_MB= simulates a smaller card.
  • Shadows: depth-compare samplers filter linearly (percentage-closer): shadow edges no longer in stair steps
    (RX_VK_SHADOW_PCF=0: off). Nearest samplers named in the log; RX_VK_FORCE_LINEAR=1 (issue 1117's A/B).
  • Translator: Ampere LDSM between subgroup barriers (MEMBAR's subgroup scope); EDEN_NX2_GM_SPLIT/GM_PORT_PROGS.
  • HDR10 out (Insert menu: HDR Off / On / Native, paper white, peak brightness), applied at once.
  • A Frame rate cap row (60, 90, 120, 144, 165, 240; HOS_FPS_MAX), read at the start.
  • Discord status: "Playing Hookshot" with the time played through a local Discord client (Gameplay > Discord status).
  • The Debug tab: the OoT debug tools (Add opt-in Ocarina of Time developer debug tools #785) turned on from the menu (HOS_OOT_CHEATS=1 as before).
  • Diagnostics: the frame trace (RX_VK_FRAME_TRACE=1), slow uploads, self-sampling draws, slow program preparation and
    staging arena creation in the log; RX_VK_ASYNC_IMPORT=1 (opt-in) and RX_VK_PASS_BARRIER=game (off) to try.

🤖 Generated with Claude Code

…ug tab, sharper shadows

Tested together in the v2.0.12 candidate builds (verify215-219: flash checks, smoothness walks, an 8 GB card simulated).
- Stutter: a frame's uploads have a budget (40 ms): new ASTC textures a draw samples past it come a frame or more later
  (RX_VK_UPLOAD_BUDGET_MS); descriptors are rebuilt when a texture is destroyed (RX_VK_DESC_REUSE_DGEN=0: off).
- VRAM: on a card of 8 GB or less the textures' budget is 45% of what the driver allows, not 70% (the 3060 Ti/3070
  slowdowns); RX_VK_TEST_ALLOWED_MB=<n> simulates a smaller card.
- Shadows: depth-compare samplers filter linearly (percentage-closer): shadow edges no longer in stair steps
  (RX_VK_SHADOW_PCF=0: off). Nearest samplers named in the log; RX_VK_FORCE_LINEAR=1 (issue 1117's A/B).
- Translator: Ampere LDSM between subgroup barriers (MEMBAR's subgroup scope); EDEN_NX2_GM_SPLIT/GM_PORT_PROGS.
- HDR10 out (Insert menu: HDR Off / On / Native, paper white, peak brightness), applied at once.
- A Frame rate cap row (60, 90, 120, 144, 165, 240; HOS_FPS_MAX), read at the start.
- Discord status: "Playing Hookshot" with the time played through a local Discord client (Gameplay > Discord status).
- The Debug tab: the OoT debug tools (#785) turned on from the menu (HOS_OOT_CHEATS=1 as before).
- Diagnostics: the frame trace (RX_VK_FRAME_TRACE=1), slow uploads, self-sampling draws, slow program preparation and
  staging arena creation in the log; RX_VK_ASYNC_IMPORT=1 (opt-in) and RX_VK_PASS_BARRIER=game (off) to try.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@NotRexed
NotRexed merged commit 927e4e9 into main Nov 10, 2026
4 of 8 checks passed
@NotRexed
NotRexed deleted the game-v2012 branch November 10, 2026 04:45
KrysGG added a commit to KrysGG/Hookshot that referenced this pull request Nov 10, 2026
…st, version 12

prompt_face (main) and wide_menus (this PR) both came last in MkwVkHost: main's first, then
ours, and the API version goes to 12. The present's path runs for the HDR picture or the menu
sides; the RX_VK_SHOT_FX shot keeps main's headless menu on top.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
KrysGG added a commit to KrysGG/Hookshot that referenced this pull request Nov 10, 2026
NotRexed#1485 gave the OoT debug tools (NotRexed#785) a tab of their own, DEBUG, with the free
camera turned on from the menu. So no Cheats/Mods tab: the Screen filter and
Filter strength rows join the Debug tab, the free camera row goes (main's
Debug tools has it), and the HUD hiding stays, following the free camera.
The menu's width and tab code are main's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
msxdan added a commit to msxdan/Hookshot that referenced this pull request Nov 10, 2026
…ispatch

A compute program's pipeline was always built on a worker, and the dispatch that started it waited up to 50 ms for it.
On a first visit the workers are busy with graphics pipelines, so each compute program new to the run held its frame
for 50 ms and was left out after it: frames of 105-130 ms with two of them, though the driver had the pipeline in its
cache from the precompile (since NotRexed#1485 the precompile makes only the compute programs dispatched in earlier runs, so
every area new to the player has them). The driver is asked first with
VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT (pipelineCreationCacheControl): it answers at once either
way; one it has is made there and the dispatch runs in its frame, one it would have to compile goes to a worker as
before. RX_VK_COMPUTE_ASK=0: always to a worker.

Measured on v2.0.11-408 with the two commits before this one and RX_VK_GPL=1 (RTX 5070, Linux, shaders prepared, no
pipelines, loading into Kokiri Forest and 32 s of walking, one run a side, RX_VK_FRAME_TRACE): slow submits with 10 ms
or more of "dispatch" 32 -> 7; in the walk, time lost in frames over 25 ms 1387 -> 504 ms and frames over 50 ms 13 -> 2;
in the load 4936 -> 2895 ms, the longest frame 1546 -> 595 ms.
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