Repository navigation
Hookshot v2.0.12
Hookshot v2.0.12
The biggest update yet: about 110 pull requests from 40+ contributors, tested together.
Smoother play
- Fewer hitches when new areas load. A frame's texture uploads have a time budget: when an area load sends a burst of
new textures, the rest come in over the next frames instead of one long freeze (RX_VK_UPLOAD_BUDGET_MS). - Render targets are reused from a pool instead of being made and destroyed every time the game's temporary targets
change size (#1416, #1436), and they sit in memory blocks of their own. - 8 GB cards (RTX 3060 Ti, 3070, 4060 and others) keep more VRAM free: the texture budget is 45% of what the driver
allows instead of 70%, so the game no longer spills into system RAM and drops to 14-25 fps after a few minutes. - The pipeline notes are opened before play, not at the first new pipeline in play (#1417); stage libraries the driver
has not compiled yet are built by a worker instead of in the draw (#1429). - Multi-waits only wake for the objects they watch (#1353); the synchronous replay runs on the reserved core (#1158).
Looks
- Sharper shadows: shadow edges are filtered (percentage-closer) instead of showing stair steps.
- Floating trees fixed (#1334), BC render targets drawn through raw views and OoT's noise volume pass no longer
left out (#1338), the Deku Tree's web lighting on NVIDIA (#1442), 40 vertex programs drawn again (#1437), FXAA on
cards without the upscaler network (#1115).
New options (Insert menu)
- Button prompts (Controls page): Auto, Switch, Xbox, PlayStation 4, PlayStation 5 or Steam Deck icons everywhere the
game draws a button, following your own bindings (#1321). A ButtonPrompts mod's own files still win. - AMD FSR 3.1 upscaling and frame generation (#1386), beside NVIDIA DLSS / DLAA / Reflex (#841, builds with the
NVIDIA DLSS tick). Measured on an RTX 4060 Ti at 2560x1440: the game's own upscaler 52-53 fps, DLSS 48-49 fps, DLAA
41-43 fps, with no more stutters than without them. - HDR10 output (Off, On, Native) with paper white and peak brightness.
- Frame rate cap (60, 90, 120, 144, 165, 240; past 60 the game keeps real time). Frame generation Auto (#1121).
- 5120x1440 (32:9) output (#1290); Monitor's shape for 4:3, 16:10 and 5:4 screens (#1224).
- Motion controls with gyro aiming, sensitivity, inverts and deadzone (#1114, #1237, #1302); HD rumble on
Switch Pro Controllers and Joy-Cons (#1213); a Stick dead zone row (#1298); Audio output Auto / Stereo / 5.1. - Discord status: "Playing Hookshot" and the time played (Gameplay > Discord status, on by default).
- Restart and Quit rows (#1266, #1255); a Debug tab for the OoT debug tools (#785).
- Native mouse camera now only turns the active camera: slingshot aiming and shops work (#1462, #1356).
Builder
- Shaders are prepared at the end of the build (a tick, on by default) instead of behind a black window at the first
start (#1026). - Updates are quicker: the compiled objects of the last build stay, so an update compiles only what changed.
- Needs 45 GB of free space, not 60. Many robustness fixes for damaged dumps, interrupted unpacks, read-only folders
and full disks (#1308, #1393, #1395, #1391, #1412, #1397, #1363).
Linux
- UTF-8 text and the right font in the Insert menu (#1389, #1371, #1405); the OoT debug tools (#1292); Wayland mouse
capture (#1251); several update-safety fixes (#1327, #1343).
Security
- Two rounds of hardening of what files, downloads and guest memory hand to host code (#1398, #1422), https-only
downloads in the updaters (#1470).
Tested before release
On an RTX 4060 Ti at 2560x1440 (docked), walking Kokiri Forest, Hyrule Field and Kakariko:
- 52 fps median, 2.6% of frames over twice the median (v2.0.11's build of the same walk: 48 fps, 4.0%).
- A simulated 8 GB card stays inside its VRAM (6.7 of 7.3 GB, textures held to 3.3 GB) at 44 fps, 1.7% stutters.
- Upscalers: the game's own 52-53 fps, DLSS 48-49, DLAA 41-43, AMD FSR 3.1 51 (fewer stutters: 1.8%).
- Shadow filtering and the frame rate cap cost nothing measurable.
- No one-frame flashes and no crashes in 5,000-6,000 recorded frames for every setting checked.
Thanks to everyone who contributed, tested and reported bugs.