Skip to content

weird darkened bars on the left and right and brightness flickiring after newest update #145

Open

Description

@nomd346

you can see both issues in video

hookshot_bip9xFnx0w.-.Trim_2.mp4

Activity

  1. alawigame-tech commented on Nov 7, 2026

    @alawigame-tech

    Same issue as me am going to delete my post you have video

  2. NotRexed commented on Nov 7, 2026

    @NotRexed
    Owner

    Thanks for the video. Which release are you on, and which GPU? The newest builds stopped darkening the picture with an old exposure workaround, so the game's own brightness adaptation now shows, but it shouldn't flicker. A hookshot_log.txt would help, and so would knowing whether RX_VK_OOT_EXPOSURE=0.65 in hookshot_env.txt makes the flicker stop.

  3. nomd346 commented on Nov 7, 2026

    @nomd346
    Author

    On the brighter scenes release and a 4060 mobile 8gb

    I don't have the device with me right now sorry

  4. ItsKozmic commented on Nov 7, 2026

    @ItsKozmic

    I am experiencing this exact issue. 2080 Super 8g with a Ryzen 7 3700x and 32gb or ram

    hookshot_log.txt

  5. nomd346 commented on Nov 7, 2026

    @nomd346
    Author

    Thanks for the video. Which release are you on, and which GPU? The newest builds stopped darkening the picture with an old exposure workaround, so the game's own brightness adaptation now shows, but it shouldn't flicker. A hookshot_log.txt would help, and so would knowing whether RX_VK_OOT_EXPOSURE=0.65 in hookshot_env.txt makes the flicker stop.

    hookshot_log.txt

    and i dont have the hookshot_env.txt file i cant find it

  6. litechenacc commented on Nov 7, 2026

    @litechenacc

    Same card here (RX 9060 XT 16 GB, build of 2026-11-07 around 20:50), and I get both halves of this: the brightness pumping from your video, and at some sun angles the picture going fully white and staying white while the camera holds the angle — 37 consecutive captured frames at mean luma 245.9/255, with 895 draws per frame still replayed at 35 fps and 20.6 ms of GPU time, so nothing crashed and no draws were dropped.

    Details, the log covering the white stretch and a per-capture brightness table are in #36: #36 (comment)

    Correction to my first attempt at this post, so nobody follows a dead end: in my build hookshot_env.txt is not read yet. hookshot.exe contains no hookshot_env string at all and only knows hookshot_log.txt, language.txt and mouse_sens.txt; the loader is in host/hos_main.c upstream, so it arrived after this build. That is almost certainly also why @nomd346 cannot find the file. On a build without it the switches have to be set in the shell before launching hookshot.exe (a small .cmd that does set RX_VK_...=1 and then starts the exe is enough); on a newer build, creating the file by hand beside the exe is all it takes.

    One measurement that may be relevant to the flicker: with RX_VK_EXPOSURE_LOG=2 on, every present in the session that contained a white stretch logged the final pass's exposure (c3+0x38 of fragment stage 73320e720a317817) as exactly 1.0 — 2,621 samples between present 1325 and 6823, before, during and after the blow-out. So on this card the value the final pass receives is not moving while the picture does.

  7. xsm2 commented on Nov 7, 2026

    @xsm2

    Same issue with a 9070xt and a 5900x

  8. Jintenzo commented on Nov 7, 2026

    @Jintenzo

    I'm experiencing this on a 4070 Ti SUPER. Capping the fps to 30 seems to get rid of it
    (Epilepsy Warning)

    video.mp4

    hookshot_log.txt

  9. NotRexed commented on Nov 7, 2026

    @NotRexed
    Owner

    Thanks, and the 30 fps observation fits: EvilBoyce's fix for these flashes and the flicker (CPU reads of GPU results now wait for the GPU work that writes them) is in the next release, coming soon. Your log (RTX 4070 Ti SUPER) has no device lost.

  10. mii-kha-El commented on Nov 7, 2026

    @mii-kha-El

    hookshot_env.txt
    hookshot_log.txt

    hookshot_flashs_RX6800.mp4

    RX 6800 (16 GB), driver 32.0.21045.16010, Windows 11, build foliage-linux-updater.
    Same brightness flicker in Kokiri Forest. RX_VK_OOT_EXPOSURE=0.65 in hookshot_env.txt does not fix it (~5% dark frames in the attached video, vs ~7% without). RX_VK_NOOPT=1 made it worse (~10%, and lower fps). Also seeing rectangular black blocks over parts of the picture and characters briefly going dark during cutscenes. Log and video attached.

    EDIT : Capping at 30 fps with RivaTuner Statistics Server (log confirms a steady 30 fps) removes the flashes completely for me: 0 sudden dark frames in new test, against ~7% flashes/dark frames at 50-60 fps.

  11. NotRexed commented on Nov 8, 2026

    @NotRexed
    Owner

    #368 adds a GTX 1070 / RX 9060 XT report and an RTX 2080 Super tester who found that building from main (c2c8e86) removes most of the black flashes; #371 adds an RTX 5060 Ti (CachyOS) log and points to PR #415 (flashes 26 to 10 in a 60 s test on an RTX 3090).

  12. cosmus50 commented on Nov 8, 2026

    @cosmus50

    Same flickering here on Linux with NVIDIA. It flickers heavily and constantly, every time I play, even though it holds 60 fps (GPU time is about 4-5 ms a frame).

    • Version: release foliage-linux-updater (Linux AppImage)
    • GPU: NVIDIA GeForce RTX 3060, driver 615.78.08 (the PC also has the Ryzen 5700G's iGPU; the game picks the RTX 3060)
    • System: Ryzen 7 5700G, 32 GB, Arch Linux (kernel 7.2.14), Hyprland on Wayland
    • Settings: fullscreen on and Game speed set to Real time, everything else default; no hookshot_env.txt, nothing hooked into the game

    From the log: the swapchain is created in immediate present mode, the start says the last start did not finish the driver's part of the shaders: left out, and 105 shader programs fail (as in #388). Log attached.

    hookshot_log.txt

  13. peruw commented on Nov 8, 2026

    @peruw

    Adding a Windows / RTX 4060 report from the foliage-linux-updater build.

    I saw strong screen flicker with 2x frame generation enabled. Motion looked smooth and the counter was high, but the screen was flickering heavily. One captured gameplay frame showed 83 FPS with "game 41" underneath.

    Frame generation was then disabled. The saved gameplay log from Kokiri Forest contains samples around 36-39 FPS, but I wasn't at the PC during that check. I therefore cannot confirm that switching it off fixed the flicker, or that frame generation caused it. I haven't retested the proposed fix or a newer build.

    Hookshot settings and results

    • Game: Ocarina of Time, program ID 0400486024DEC000, update v131072, build e0f3ccfa.
    • Tools: the Windows foliage-linux-updater package. Built locally from a .nup with its bundled tools, Visual Studio Build Tools 2022 17.14.44 and Windows SDK 10.0.26100; 6 compile jobs. No source changes.
    • Gameplay settings for the FG-off sample: 75% resolution, Catmull-Rom, 20% sharpness, frame pacing on, game speed Real time, handheld profile off, 16:9.
    • Switches: RX_VK_PRECOMPILE=1, RX_VK_PIPE_SKIP=1.
    • Hookshot and its game files were on the D: SATA SSD.
    • The cold preparation log reported 14,179 shader programs, 21,609 new variants and 105 failures, taking 49.1 seconds. The program cache grew to about 4.08 GB.
    • With the cache warm, a later startup precompiled 759 programs, 915 graphics pipelines and 113 compute pipelines in 496 ms.
    • In the FG-off gameplay sample there were roughly 2,450 draws per frame, and the reported GPU time was around 16.4 ms.

    Selected log samples from the FG-off run:

    2640 presents, 36.6 fps; a frame: 2453 draws
    2760 presents, 37.3 fps; a frame: 2457 draws
    2880 presents, 36.3 fps; a frame: 2460 draws
    3000 presents, 39.2 fps; a frame: 2462 draws
    3120 presents, 37.8 fps; a frame: 2462 draws
    3240 presents, 37.7 fps; a frame: 2459 draws
    3360 presents, 38.2 fps; a frame: 2459 draws
    3480 presents, 37.5 fps; a frame: 2460 draws
    

    A separate warm-cache run at 100% resolution logged FPS in the 40s, reaching 47.8 in the saved samples. Camera position, cache state and presentation conditions were not held constant. This is not evidence that 100% is faster than 75%, and these samples aren't a controlled benchmark or 1% low measurement.

    Lichii comparison on this PC

    I also tried Lichii Frizti v3 (Clang 22.1.8; the repository is now named Fritchii). It used Vulkan on the RTX 4060, 1x resolution, GPU accuracy Fast, asynchronous shaders and presentation, Target 60 frame pacing, 100% speed, and the game's 30 FPS option disabled.

    Before the frame-generation experiment, I sometimes saw around 60 FPS, depending on the area. With FSR 3 2x enabled, the status bar showed "Game: 30 FPS" while the motion still looked quite fluid. I didn't independently measure the presented FPS, so I'm not reporting that as a broken frame-generation feature or a confirmed 30 FPS output cap. I asked to restore the previous profile, and frame generation is now off.

    The cache stayed in place; the subsequent startup recognized 23,093 pipelines. This comparison is subjective and wasn't made with the same camera and output mode as the Hookshot samples.

    Machine

    • CPU: AMD Ryzen 7 8700G, 8 cores / 16 threads.
    • Motherboard: BIOSTAR B650MT; AMI BIOS 5.32.
    • RAM: 40 GiB installed (32 GiB + 8 GiB), configured at 4800 MT/s. Windows reports 35.65 GiB usable. SMBIOS lists the 32 GiB module as "VELVET" with no manufacturer, and the 8 GiB module as Kingston KF552C40-8. Active memory timings were not collected.
    • Rendering GPU: desktop NVIDIA GeForce RTX 4060, 8 GB VRAM (8188 MiB reported). NVIDIA driver 621.01 / Windows driver 32.0.16.2101; Vulkan 1.4.357.
    • Integrated GPU: AMD Radeon 780M, enabled, driver 32.0.32015.7029. The emulator logs identify the RTX 4060 as the rendering device.
    • OS: Windows 11 Home Single Language 26H2, x64, build 26300.9818.
    • Storage: Kingston SA2000M81000G 1 TB NVMe SSD (C:) and WD Green 2.5-inch 1 TB SATA SSD (D:).
    • Page file: system managed, approximately 35.65 GiB allocated.
    • Controller: 8BitDo Receiver, mapped through SDL as a Pro Controller.
    • Display conditions changed during the session. Earlier Windows queries showed the NVIDIA display at 3840x2160 / 60 Hz; the latest query shows 1920x1080 / 179 Hz. The AMD-connected display is 1920x1080 / 60 Hz. These are not measurements at one fixed output mode.

    No game files, generated code, shader caches, keys or saves are attached. PSU, cooling details and CPU/GPU clock telemetry were not collected.

  14. hckrman101 commented on Nov 8, 2026

    @hckrman101
    Contributor

    #415 should fix most of the remaining one-frame flashes. I found them on Linux with an RTX 3090.

    The cause: some of the game's GPU work for a frame was replayed before the scene work and the CPU writes it waits for were ready, so it used the previous frame's data (haze or sun shafts popping in or out, environment brighter or darker for one frame). Forcing that work through also stalled the main thread.

    In a 60 s test standing still in Kokiri Forest, flashes went from 26 to 10 and fps from ~48 to ~60. Some flashes remain, so it's not a complete fix. If anyone here can build that branch, it would help to know whether it changes things on other GPUs, especially the NVIDIA-on-Linux reports above.

    I haven't tested frame generation, so I don't know whether #415 touches the 2x frame generation flicker.

  15. cosmus50 commented on Nov 8, 2026

    @cosmus50

    Commit e40306e fixed the flickering for me.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions