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The Legend of Zelda: Breath of the Wild - 01007EF00011E000
The Legend of Zelda: Breath of the Wild
Game Update Version : 1.6.0
Current on master
: 1.1.647
Graphics Backend : Vulkan & OpenGL
Game renders well with good performance on both backends. Crashes can occur at certain moments. Performance can dip in high stress areas. Korok forest, plateau etc.
Hardware Specs :
CPU: Ryzen 5 5600X
GPU: NVIDIA RTX 3070
RAM: 32GB
OS: Windows 11 21H2
Known issues:
-
macOS users must disable the ARM hypervisor at the moment. Leaving it enabled will crash the game on boot.
-
On AMD GPUs the grass shadows are broken.
-
The game can crash when fighting some enemies (Lynels usually) at various story points. The Lynel guarding the shock arrows seems to be common.
Screenshots
Estado actual in Last Master:
Al iniciar el GFX se rompe lo cual usted deberá esperar unos minutos en juego y volver a cargar la partida, el juego suele tener crash si hay enemigos cerca.
Updated
00:07:25.320 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x007190 (0x00000000000017E0).
00:07:25.320 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x007198 (0x000000000A201260).
00:07:25.327 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x007790 (0x0000000000000000).
00:07:25.329 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x007F10 (0x00000002ACD9E660).
00:07:25.329 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x007F18 (0x00000000AB685E26).
00:07:25.329 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x007F28 (0x00000002ACD9E6B8).
00:07:25.329 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x008518 (0x00000002ACD9EF40).
00:07:25.332 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x008DC8 (0x00000002ACD9F698).
00:07:25.332 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x008DD0 (0x0000000000000000).
00:07:25.335 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x0096D8 (0x00000002ACD9FE60).
00:07:25.335 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x0096E8 (0x00000002ACD849D8).
00:07:25.335 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x0096F0 (0x0000000000000000).
00:07:25.335 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x0096F8 (0xFFFFFFFF0000FFFF).
00:07:25.335 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x009708 (0x0000000000000001).
00:07:25.338 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00A3F8 (0x42DBA6C000000000).
00:07:25.338 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00A408 (0x44D642A03F800000).
00:07:25.338 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00A410 (0x0000000000000000).
00:07:25.338 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00A418 (0x0000000000000000).
00:07:25.339 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00AA58 (0x0000000000001800).
00:07:25.339 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00B070 (0x00000002ACE05C60).
00:07:25.340 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00BD90 (0x00000002ACDA2540).
00:07:25.343 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00C638 (0x00000002ACDA364C).
00:07:25.343 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00C648 (0x00000002ACDA36DC).
00:07:25.344 | GUI.RenderLoop Gpu Log: Shader translator: Invalid instruction at 0x00D618 (0x000000000A1DB788).
Hope to see more performance updates on this. Would be great to play on mac.
While running the game, the Camera Rune doesn't identify anything when pointing it, it shows an orange question mark. Otherwise, the game runs relatively well (19-30 fps), v1.0.6781 on a i5 10400, with some random crashes from time to time.
I was in the middle of a battle with a starter orc [I forgot the name but I'm new to the game sorry], anyway it crashed and I thought sharing the crash log might be helpful
The Legend of Zelda: Breath of the Wild
Game Update Version : 1.6.0
Current on master
: 1.0.6945
Playable overall, but with multiple issues:
- The game struggles to reach 30FPS, but doesn't hinder the playability too much, as the game's speed does not depend on the frame rate.
- Upon starting a new file, the Ancient Shaft item did not appear correctly in menus. This error did not occur when using the save file from my Switch.
- When teleporting, Link doesn't appear during the animation, only the blue effects. Link only appears again after the animation is complete. A similar effect appears to take place when enemies are defeated.
- I encountered a large vertex explosion at the Woodland Stable from the kid that grants the Octo Balloon side quest.
- The game crashed during gameplay a single time.
01:56:08.476 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0xFFFFFFFFFFFFFFFF, size=0x0000000000000004
at Ryujinx.Cpu.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size)
at Ryujinx.Cpu.MemoryManagerHostMapped.GetSpan(UInt64 va, Int32 size, Boolean tracked)
at Ryujinx.Graphics.Gpu.Memory.MemoryManager.ReadImpl(UInt64 va, Span`1 data, Boolean tracked)
at Ryujinx.Graphics.Gpu.Memory.MemoryManager.Read[T](UInt64 va)
at Ryujinx.Graphics.Shader.Translation.ShaderHeader..ctor(IGpuAccessor gpuAccessor, UInt64 address)
at Ryujinx.Graphics.Shader.Translation.Translator.DecodeShader(UInt64 address, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts, ShaderConfig& config)
at Ryujinx.Graphics.Shader.Translation.Translator.CreateContext(UInt64 address, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
at Ryujinx.Graphics.Gpu.Shader.ShaderCache.GetGraphicsShader(GpuState state, ShaderAddresses addresses)
at Ryujinx.Graphics.Gpu.Engine.Methods.UpdateShaderState(GpuState state)
at Ryujinx.Graphics.Gpu.Engine.Methods.UpdateState(GpuState state, Int32 firstIndex, Int32 indexCount)
at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 firstIndex, Int32 indexCount)
at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 argument)
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(MethodParams meth)
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(ReadOnlySpan`1 commandBuffer)
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls()
at Ryujinx.Ui.RendererWidgetBase.Render()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Hardware Specs :
CPU: AMD Ryzen 5 2600
GPU: NVIDIA GTX 1660 SUPER
RAM: 16GB
Screenshots :
Log file :
The Legend of Zelda: Breath of the Wild
Game Update Version : 1.6.0
Current on master : 1.0.6957 Barely playable even on high end hardware.
Specs CPU: R5 5600X GPU: RTX 3070 Founders RAM: 32GB 3600Mhz DDR4 OS: Windows 10.0.19042 Build 19042
-
Vsync issue where the game artificially locks itself to 20fps, the static 30fps mod is needed to overcome this as of this build.
-
Game struggles to reach 30fps even with Vsync off. On my hardware I'm regularly capping out at barely above 30fps at around 37-38fps once area has stabilised (more on this later). On weaker hardware this could be a serious threat to even achieving native framerate.
best performance seen at coastlines
-
Teleport bug as reported many a time where link is not rendered correctly
-
Various graphical bugs. Random items when picked up will have garbled textures. Don't have screenshots as I'm unable to recreate them. Ancient gears and springs were the main two I saw when first collecting.
-
STUTTER Shader stutter aside the game in its current state is unstable in framerate. Even the same area from the same save file with all shaders cached etc will stutter completely randomly. This is the main issue for me that pushes it into the "unplayable" category. Something is wrong with this game currently and I have a feeling the stutters and performance let-downs are linked.
Some detail to the above post.
5 ish min video here (static 30fps mod enabled) showcasing some of the random stutters, teleport weirdness etc. https://www.youtube.com/watch?v=miB9xo29s0E
Something I forgot to add is that crashes are quite frequent at least on my system and this master version. See a log here. This crash log is consistent each time the game crashes. Ryujinx_1.0.6966_2021-07-14_13-04-53.log
Graphic Bug when using the Bike which requires the DLC of the game
Can be temporary fixed by teleporting (see Vide Below) https://cdn.discordapp.com/attachments/814263228926132274/927660442829082744/2022-01-03_21-26-21_Trim.mp4
crashed when killing one of those red goblin people right after talking to the hooded guy at the start of the game:
$ ./Ryujinx
00:00:00.004 |I| Configuration LogValueChange: EnableFileLog set to: True
00:00:00.135 |I| Configuration LogValueChange: BackendThreading set to: On
00:00:00.138 |I| Configuration LogValueChange: ResScale set to: 2
00:00:00.147 |I| Configuration LogValueChange: ResScaleCustom set to: 1
00:00:00.148 |I| Configuration LogValueChange: MaxAnisotropy set to: -1
00:00:00.151 |I| Configuration LogValueChange: AspectRatio set to: Fixed16x10
00:00:00.172 |N| Application PrintSystemInfo: Ryujinx Version: 1.1.104
00:00:00.200 |N| Application Print: Operating System: Linux 5.15.32_1 #1 SMP Mon Mar 28 15:46:09 UTC 2022 (X64)
00:00:00.200 |N| Application Print: CPU: AMD Ryzen 5 2600 Six-Core Processor ; 12 logical
00:00:00.202 |N| Application Print: RAM: Total 32121 MB ; Available 8826 MB
00:00:00.206 |N| Application PrintSystemInfo: Logs Enabled: Error, Guest
00:00:00.207 |N| Application PrintSystemInfo: Launch Mode: UserProfile
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
00:00:00.381 |N| Application LoadApplication: Using Firmware Version: 14.0.0
00:00:01.798 |N| GUI.RenderLoop Gpu PrintGpuInformation: NVIDIA Corporation NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 (4.6.0 NVIDIA 510.60.02)
'c != NULL' failed at ../pipewire-jack/src/pipewire-jack.c:3377 jack_client_close()
00:09:54.756 |G| HLE.OsThread.16 ServiceLm Log: Guest Log:
Log level: Info
Time: 594s
Line: 18
Filename: 'D:/home/Cafe/U-King/trunk/Game/Lib/sead/engine/library/modules/src/basis/nin/seadRawPrintNin.cpp'
Function: 'PrintStringImpl'
Module: ''
Thread: 'MainThread'
ProgramName: 'U-King'
Message: '0000002e'
00:39:47.107 |E| HLE.GuestThread.22 Application : Unhandled exception caught: System.InvalidOperationException: Decoded a single empty exit block. Entry point = 0x1600001705.
at ARMeilleure.Decoders.Decoder.Decode(IMemoryManager memory, UInt64 address, ExecutionMode mode, Boolean highCq, DecoderMode dMode) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Decoders\Decoder.cs:line 149
at ARMeilleure.Translation.Translator.Translate(UInt64 address, ExecutionMode mode, Boolean highCq, Boolean singleStep) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 258
at ARMeilleure.Translation.Translator.GetOrTranslate(UInt64 address, ExecutionMode mode) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 227
at ARMeilleure.Instructions.NativeInterface.GetFunctionAddress(UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Instructions\NativeInterface.cs:line 240
Unhandled exception. System.InvalidOperationException: Decoded a single empty exit block. Entry point = 0x1600001705.
at ARMeilleure.Decoders.Decoder.Decode(IMemoryManager memory, UInt64 address, ExecutionMode mode, Boolean highCq, DecoderMode dMode) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Decoders\Decoder.cs:line 149
at ARMeilleure.Translation.Translator.Translate(UInt64 address, ExecutionMode mode, Boolean highCq, Boolean singleStep) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 258
at ARMeilleure.Translation.Translator.GetOrTranslate(UInt64 address, ExecutionMode mode) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 227
at ARMeilleure.Instructions.NativeInterface.GetFunctionAddress(UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Instructions\NativeInterface.cs:line 240
[2] 15219 IOT instruction ./Ryujinx
Game Update Version : 1.6.0
Current on master
: 1.1.248
Graphics Backend : Vulkan & OpenGL
Game renders and performs reasonably well on both backends with some minor graphical issues. Game will randomly crash with a GPU memory related error after an inconsistent amount of time.
Hardware Specs :
CPU: Ryzen 5 5600X
GPU: NVIDIA RTX 3070
RAM: 32GB
OS: Windows 11 21H2
Known issues:
- https://github.com/Ryujinx/Ryujinx/issues/3213
- https://github.com/Ryujinx/Ryujinx/issues/2314
- Terrain textures will drastically chain colours after using the master cycle rune. These effects can happen instantly or after some delay, warping to a new location or restarting will fix this.
Screenshots
Updated
Updated.
The game plays wonderfully and doesn't crash anymore randomly since the 1.1.295 version of Ryujinx.
Unfortunately, I am encountering a semi-consistent crash that seems to only occur when you're fighting the Lynel when doing the quest for the Shock Arrows near Zora's Domain. The crash seems to happen after a few minutes when staying in the area.
This was my log when encountering the crash:
00:00:00.055 |I| Configuration LogValueChange: ResScaleCustom set to: 1
00:00:00.055 |I| Configuration LogValueChange: MaxAnisotropy set to: 16
00:00:00.055 |I| Configuration LogValueChange: AspectRatio set to: Fixed16x9
00:00:00.056 |I| Configuration LogValueChange: BackendThreading set to: Auto
00:00:00.057 |I| Configuration LogValueChange: GraphicsBackend set to: Vulkan
00:00:00.058 |I| Configuration LogValueChange: PreferredGpu set to: 0x10DE_0x2182
00:00:00.072 |N| Application PrintSystemInfo: Ryujinx Version: 1.1.298
00:00:00.077 |N| Application Print: Operating System: Microsoft Windows 10.0.22000 (X64)
00:00:00.077 |N| Application Print: CPU: AMD Ryzen 5 5600X 6-Core Processor ; 12 logical
00:00:00.077 |N| Application Print: RAM: Total 32689 MB ; Available 24182 MB
00:00:00.080 |N| Application PrintSystemInfo: Logs Enabled: Error
00:00:00.080 |N| Application PrintSystemInfo: Launch Mode: Custom Path D:\Ryujinx Data
00:00:00.264 |N| Application LoadApplication: Using Firmware Version: 13.2.0
00:00:02.249 |N| GUI.RenderLoop Gpu PrintGpuInformation: NVIDIA Corporation NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 (4.6.0 NVIDIA 516.94)
00:05:05.712 |E| HLE.GuestThread.37 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x00000021CE8D4000.
00:05:05.875 |E| HLE.GuestThread.37 Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region.
at Ryujinx.Memory.Tracking.MemoryTracking.VirtualMemoryEvent(UInt64 address, UInt64 size, Boolean write, Boolean precise) in D:\a\Ryujinx\Ryujinx\Ryujinx.Memory\Tracking\MemoryTracking.cs:line 251
at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 124
at Ryujinx.Cpu.Jit.JitCpuContext.Execute(IExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\JitCpuContext.cs:line 32
at Ryujinx.HLE.HOS.ArmProcessContext`1.Execute(IExecutionContext context, UInt64 codeAddress) in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\ArmProcessContext.cs:line 40
at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1265
And here is my save file as an attachment:
1.1.299 breaks vulkan on linux for me. Menu works, crashes during loading of a savegame
System:
0:00:00.422 |N| Application PrintSystemInfo: Ryujinx Version: 1.1.299
00:00:00.433 |N| Application Print: Operating System: Linux 6.0.0-1-MANJARO #1 SMP PREEMPT_DYNAMIC Mon Oct 3 21:42:15 CEST 2022 (X64)
00:00:00.433 |N| Application Print: CPU: AMD Ryzen 7 5800X3D 8-Core Processor ; 16 logical
00:00:00.434 |N| Application Print: RAM: Total 32019 MB ; Available 27688 MB
00:00:00.436 |N| Application PrintSystemInfo: Logs Enabled: Error
00:00:00.437 |N| Application PrintSystemInfo: Launch Mode: UserProfile
00:00:00.432 |N| Application LoadApplication: Using Firmware Version: 11.0.0
00:00:02.711 |N| GUI.RenderLoop Gpu PrintGpuInformation: AMD AMD RADV NAVI10 (Vulkan v1.3.211, Driver v22.1.7)
Last lines of log
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = 0x85bd19000000f072, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = 0x40b0940000000489, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass 0x85bd19000000f072[] and pipeline state object w/ VkRenderPass 0x40b0940000000489[]: First dstAccessMask is VK_ACCESS_SHADER_READ_BIT|VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT, but second dstAccessMask is VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = 0x85bd19000000f072, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = 0x40b0940000000489, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass 0x85bd19000000f072[] and pipeline state object w/ VkRenderPass 0x40b0940000000489[]: First srcAccessMask is VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT|VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT, but second srcAccessMask is VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = 0x85bd19000000f072, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = 0x40b0940000000489, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass 0x85bd19000000f072[] and pipeline state object w/ VkRenderPass 0x40b0940000000489[]: First dstAccessMask is VK_ACCESS_SHADER_READ_BIT|VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT, but second dstAccessMask is VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = 0x85bd19000000f072, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = 0x40b0940000000489, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass 0x85bd19000000f072[] and pipeline state object w/ VkRenderPass 0x40b0940000000489[]: First srcAccessMask is VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT|VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT, but second srcAccessMask is VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = 0x85bd19000000f072, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = 0x40b0940000000489, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass 0x85bd19000000f072[] and pipeline state object w/ VkRenderPass 0x40b0940000000489[]: First dstAccessMask is VK_ACCESS_SHADER_READ_BIT|VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT, but second dstAccessMask is VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = 0x85bd19000000f072, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = 0x40b0940000000489, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass 0x85bd19000000f072[] and pipeline state object w/ VkRenderPass 0x40b0940000000489[]: First srcAccessMask is VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT|VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT, but second srcAccessMask is VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdDrawIndexed-renderPass-02684 ] Object 0: handle = 0x85bd19000000f072, type = VK_OBJECT_TYPE_RENDER_PASS; Object 1: handle = 0x40b0940000000489, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0x8cb637c2 | vkCmdDrawIndexed: RenderPasses incompatible between active render pass w/ VkRenderPass 0x85bd19000000f072[] and pipeline state object w/ VkRenderPass 0x40b0940000000489[]: First dstAccessMask is VK_ACCESS_SHADER_READ_BIT|VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT, but second dstAccessMask is VK_ACCESS_MEMORY_READ_BIT|VK_ACCESS_MEMORY_WRITE_BIT. The Vulkan spec states: The current render pass must be compatible with the renderPass member of the VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-renderPass-02684)
00:00:24.964 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdBindVertexBuffers2-pOffsets-03357 ] Object 0: handle = 0x2cfba2000000001c, type = VK_OBJECT_TYPE_BUFFER; | MessageID = 0x206e8786 | vkCmdBindVertexBuffers2EXT offset (0x10) is beyond the end of the buffer. The Vulkan spec states: All elements of pOffsets must be less than the size of the corresponding element in pBuffers (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdBindVertexBuffers2-pOffsets-03357)
00:00:24.965 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-vkCmdBindVertexBuffers2-pOffsets-03357 ] Object 0: handle = 0x2cfba2000000001c, type = VK_OBJECT_TYPE_BUFFER; | MessageID = 0x206e8786 | vkCmdBindVertexBuffers2EXT offset (0x10) is beyond the end of the buffer. The Vulkan spec states: All elements of pOffsets must be less than the size of the corresponding element in pBuffers (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdBindVertexBuffers2-pOffsets-03357)
00:00:24.966 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-VkSamplerCreateInfo-customBorderColors-04085 ] Object 0: handle = 0x7dfa247d64b0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x5e78a93b | vkCreateSampler(): A custom border color was specified without enabling the custom border color feature The Vulkan spec states: If the customBorderColors feature is not enabled, borderColor must not be VK_BORDER_COLOR_FLOAT_CUSTOM_EXT or VK_BORDER_COLOR_INT_CUSTOM_EXT (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkSamplerCreateInfo-customBorderColors-04085)
00:00:24.966 |E| GUI.RenderLoop Gpu DebugReport: Validation Error: [ VUID-VkSamplerCustomBorderColorCreateInfoEXT-format-04014 ] Object 0: handle = 0x7dfa247d64b0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xaa7bd161 | vkCreateSampler(): A custom border color was specified as VK_FORMAT_UNDEFINED without the customBorderColorWithoutFormat feature being enabled The Vulkan spec states: If the customBorderColorWithoutFormat feature is not enabled then format must not be VK_FORMAT_UNDEFINED (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkSamplerCustomBorderColorCreateInfoEXT-format-04014)
Hi everyone,
Ever since I visited the Akkala region (top right corner) the game colors have been glitching, even in zones that were perfectly fine before, teleporting is not fixing it. I've tested with Vulkan and OpenGL. I'm playing on Windows 11.
Here's a video: https://drive.google.com/file/d/1O-StboUHUAhfSryI0WEPMKuTkr_yqvcr/view?usp=sharing
EDIT: I endured the strobing color glitch and made it to Goron city and the glitch disappeared 🤷 EDIT: Actually, the culprit is the stamina overfill. As long as the overfill gauge is displayed, the colors are crazy.
Got another crash while playing through the game, this one seems to be graphics related?
Got the rainbow cycling... Gpu is winning, wink wink nudge nudge. That about covers it on the net7.
Edit - after reading anothers post. Its the stammy gauge being overfilled on mine as well.
This is the result of taking a photo with camera rune on macOS (MoltenVK):
Hey, I'm surprised you got a picture with MoltenVK! My hats off to you.
i'm on mac M1 Max Monterey and can't seem to get past the beginning beige screen after the initial flare and zelda's muffled voice. it just seems to freeze/hang. i'm using 1.6.0 update. any setting i should be aware of? BTW other games seem to run fine like Persona 5 Royal.
i'm on mac M1 Max Monterey and can't seem to get past the beginning beige screen after the initial flare and zelda's muffled voice. it just seems to freeze/hang. i'm using 1.6.0 update. any setting i should be aware of? BTW other games seem to run fine like Persona 5 Royal.
BoTW is not stable under the Hypervisor at the moment. You can untick the 'use hypervisor' setting and use the ARM64 JIT but performance will be heavily reduced.
i'm on mac M1 Max Monterey and can't seem to get past the beginning beige screen after the initial flare and zelda's muffled voice. it just seems to freeze/hang. i'm using 1.6.0 update. any setting i should be aware of? BTW other games seem to run fine like Persona 5 Royal.
BoTW is not stable under the Hypervisor at the moment. You can untick the 'use hypervisor' setting and use the ARM64 JIT but performance will be heavily reduced.
I am on M1 pro. Tried JIT but the fps stays at 20, barely playable. But previous post on x64 seems to reach 30fps. Is it because m1 pro is too weak or ARM64 JIT can be improved
##Bug Report
What's the issue you encountered?
On AMD GPUs the grass shadows are broken.
How can the issue be reproduced?
Start the game with an AMD GPU, most noticeable during day/sunlight.
Log file
Ryujinx_1.1.415_2022-12-04_00-01-35.log
Environment?
-
Ryujinx version: 1.1.415
-
Game version: 1.6.0
-
System Specs:
- OS: Windows 11
- CPU: Ryzen 5 3600
- GPU: AMD RX5700XT
- RAM: 16 GB
-
Applied Mods : 30 fps mod
Additional context?
AMD only
The game plays wonderfully and doesn't crash anymore randomly since the 1.1.295 version of Ryujinx.
Unfortunately, I am encountering a semi-consistent crash that seems to only occur when you're fighting the Lynel when doing the quest for the Shock Arrows near Zora's Domain. The crash seems to happen after a few minutes when staying in the area.
This was my log when encountering the crash:
00:00:00.055 |I| Configuration LogValueChange: ResScaleCustom set to: 1 00:00:00.055 |I| Configuration LogValueChange: MaxAnisotropy set to: 16 00:00:00.055 |I| Configuration LogValueChange: AspectRatio set to: Fixed16x9 00:00:00.056 |I| Configuration LogValueChange: BackendThreading set to: Auto 00:00:00.057 |I| Configuration LogValueChange: GraphicsBackend set to: Vulkan 00:00:00.058 |I| Configuration LogValueChange: PreferredGpu set to: 0x10DE_0x2182 00:00:00.072 |N| Application PrintSystemInfo: Ryujinx Version: 1.1.298 00:00:00.077 |N| Application Print: Operating System: Microsoft Windows 10.0.22000 (X64) 00:00:00.077 |N| Application Print: CPU: AMD Ryzen 5 5600X 6-Core Processor ; 12 logical 00:00:00.077 |N| Application Print: RAM: Total 32689 MB ; Available 24182 MB 00:00:00.080 |N| Application PrintSystemInfo: Logs Enabled: Error 00:00:00.080 |N| Application PrintSystemInfo: Launch Mode: Custom Path D:\Ryujinx Data 00:00:00.264 |N| Application LoadApplication: Using Firmware Version: 13.2.0 00:00:02.249 |N| GUI.RenderLoop Gpu PrintGpuInformation: NVIDIA Corporation NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 (4.6.0 NVIDIA 516.94) 00:05:05.712 |E| HLE.GuestThread.37 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x00000021CE8D4000. 00:05:05.875 |E| HLE.GuestThread.37 Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region. at Ryujinx.Memory.Tracking.MemoryTracking.VirtualMemoryEvent(UInt64 address, UInt64 size, Boolean write, Boolean precise) in D:\a\Ryujinx\Ryujinx\Ryujinx.Memory\Tracking\MemoryTracking.cs:line 251 at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 124 at Ryujinx.Cpu.Jit.JitCpuContext.Execute(IExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\JitCpuContext.cs:line 32 at Ryujinx.HLE.HOS.ArmProcessContext`1.Execute(IExecutionContext context, UInt64 codeAddress) in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\ArmProcessContext.cs:line 40 at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1265
And here is my save file as an attachment:
Precisely same issue, got through it somehow violently saving every few seconds of progress, took me around 20-30 tries. It helped NOT going up the hill.
I found another instance of this in Kah Mael Shrine / Drop and Rise on Tingel Island, which is pretty easily reproducable by arrowing down the box in the upper right and using it the intended way. I usually get the crash when a magnesis object drops on something moveable, which is quite rare but this shrine is like its own micro-dimension of this crash.
For tracking purposes Bug: bike nuke
As soon as I load up the game and move around the screen goes white except for the map and icons. I can open the menu and see it fine. Also sometime the colors go green, yellow then white.
BOTW 1.60
Ryujinx 1.1.468
Mods - Cheats
00:06:08.720 |I| Hid Configure: Configured Controller ProController to Player1 00:06:08.720 |I| GUI.WindowThread Hid SetupNpad: Connected Controller ProController to Player1 00:06:08.860 |S| HLE.OsThread.16 ServiceHid Start: Stubbed. ControllerApplet ReturnResult 1 0 00:06:08.869 |S| HLE.OsThread.16 ServiceAm SetIdleTimeDetectionExtension: Stubbed. {idleTimeDetectionExtension: 0} 00:06:08.870 |S| HLE.OsThread.9 ServiceHid StartSixAxisSensor: Stubbed. {appletResourceUserId: 1 ; sixAxisSensorHandle: 131075} 00:06:08.879 |S| HLE.OsThread.9 ServiceHid SetGyroscopeZeroDriftMode: Stubbed. {appletResourceUserId: 1 ; sixAxisSensorHandle: 131075 ; _gyroscopeZeroDriftMode: Tight} 00:06:15.311 |I| .NET ThreadPool Worker Ptc Save: Saved Profiling Info (size: 304161 bytes, profiled functions: 88069). 00:06:16.933 |I| HLE.OsThread.16 ServicePrepo ProcessReport: PlayReport log: UserId: 00000000000000010000000000000000 Room: option Report: { "BalloonTextOnOff": 1, "AutoSaveOnOff": 1, "CameraUpDownReverse": 0, "CameraRLReverse": 0, "TextRubyOnOff": 1, "JumpButtonChange": 0, "StickSensitivity": 2, "GyroOnOff": 1, "MiniMapDirection": 0, "AmiiboItemOnOff": 1, "MainScreenOnOff": 0, "DisplaySpecialMode": 0, "TextWindowChange": 1, "DockInOnOff": 1, "ControllerType": 1, "AttachExtGrip": 0, "CtrlModeHandheldFree": 0, "CtrlModeHandheldExt": 0, "CtrlModeHandheldFullKey": 1483, "CtrlModeHandheldHandheld": 0, "CtrlModeConsoleFree": 0, "CtrlModeConsoleExt": 0, "CtrlModeConsoleFull": 36665, "PlayTimeHandheld": 1483, "PlayTimeConsole": 36670, "PlayTimeAll": 38153, "RomVer": 160, "AoCVer": 0, "RegionLanguage": 16, "AudioMono": 0, "AudioStereo": 0, "Audio5_1ch": 24885, "AudioOther": 0 }
00:06:26.192 |W| HLE.OsThread.10 ServiceNv Wait: GPU processing thread is too slow, waiting on CPU... 00:06:31.145 |W| HLE.OsThread.10 ServiceNv Wait: GPU processing thread is too slow, waiting on CPU... 00:06:45.310 |I| .NET ThreadPool Worker Ptc Save: Saved Profiling Info (size: 304158 bytes, profiled functions: 88069). 00:07:15.310 |I| .NET ThreadPool Worker Ptc Save: Saved Profiling Info (size: 304270 bytes, profiled functions: 88101).
Also get this error when i try to load it up.
00:00:13.422 |E| HLE.GuestThread.15 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x00000000000F4000. 00:00:13.461 |E| HLE.GuestThread.15 Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region. at Ryujinx.Memory.Tracking.MemoryTracking.VirtualMemoryEvent(UInt64 address, UInt64 size, Boolean write, Boolean precise) in D:\a\Ryujinx\Ryujinx\Ryujinx.Memory\Tracking\MemoryTracking.cs:line 271 at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 130 at Ryujinx.Cpu.Jit.JitCpuContext.Execute(IExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\JitCpuContext.cs:line 32 at Ryujinx.HLE.HOS.ArmProcessContext`1.Execute(IExecutionContext context, UInt64 codeAddress) in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\ArmProcessContext.cs:line 40 at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1265 at System.Threading.Thread.StartCallback()
The game plays wonderfully and doesn't crash anymore randomly since the 1.1.295 version of Ryujinx. Unfortunately, I am encountering a semi-consistent crash that seems to only occur when you're fighting the Lynel when doing the quest for the Shock Arrows near Zora's Domain. The crash seems to happen after a few minutes when staying in the area. This was my log when encountering the crash:
00:00:00.055 |I| Configuration LogValueChange: ResScaleCustom set to: 1 00:00:00.055 |I| Configuration LogValueChange: MaxAnisotropy set to: 16 00:00:00.055 |I| Configuration LogValueChange: AspectRatio set to: Fixed16x9 00:00:00.056 |I| Configuration LogValueChange: BackendThreading set to: Auto 00:00:00.057 |I| Configuration LogValueChange: GraphicsBackend set to: Vulkan 00:00:00.058 |I| Configuration LogValueChange: PreferredGpu set to: 0x10DE_0x2182 00:00:00.072 |N| Application PrintSystemInfo: Ryujinx Version: 1.1.298 00:00:00.077 |N| Application Print: Operating System: Microsoft Windows 10.0.22000 (X64) 00:00:00.077 |N| Application Print: CPU: AMD Ryzen 5 5600X 6-Core Processor ; 12 logical 00:00:00.077 |N| Application Print: RAM: Total 32689 MB ; Available 24182 MB 00:00:00.080 |N| Application PrintSystemInfo: Logs Enabled: Error 00:00:00.080 |N| Application PrintSystemInfo: Launch Mode: Custom Path D:\Ryujinx Data 00:00:00.264 |N| Application LoadApplication: Using Firmware Version: 13.2.0 00:00:02.249 |N| GUI.RenderLoop Gpu PrintGpuInformation: NVIDIA Corporation NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 (4.6.0 NVIDIA 516.94) 00:05:05.712 |E| HLE.GuestThread.37 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x00000021CE8D4000. 00:05:05.875 |E| HLE.GuestThread.37 Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region. at Ryujinx.Memory.Tracking.MemoryTracking.VirtualMemoryEvent(UInt64 address, UInt64 size, Boolean write, Boolean precise) in D:\a\Ryujinx\Ryujinx\Ryujinx.Memory\Tracking\MemoryTracking.cs:line 251 at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 124 at Ryujinx.Cpu.Jit.JitCpuContext.Execute(IExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\JitCpuContext.cs:line 32 at Ryujinx.HLE.HOS.ArmProcessContext`1.Execute(IExecutionContext context, UInt64 codeAddress) in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\ArmProcessContext.cs:line 40 at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1265
And here is my save file as an attachment: Crash Save.zip
Precisely same issue, got through it somehow violently saving every few seconds of progress, took me around 20-30 tries. It helped NOT going up the hill.
I found another instance of this in Kah Mael Shrine / Drop and Rise on Tingel Island, which is pretty easily reproducable by arrowing down the box in the upper right and using it the intended way. I usually get the crash when a magnesis object drops on something moveable, which is quite rare but this shrine is like its own micro-dimension of this crash.
There is two other shrines like this, the first one you can circumvent by paying close attention to dropping cubes or chests STRAIGHT onto the scales. No chance of that working in Yah Rin since you need to cross double-scales, you get quite far though if you drop them straight.
I also noticed I encounter the Lynel-version of this crash only in Rain and when one spots me. Hope it helps somehow, otherwise the game runs butter smooth on a GTX 1070 and an i7, and it's not like you can get stuck anyways (I just hope Hyrule castle has no scale puzzles)