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Hookshot Guide
Troubleshooting

Hookshot Low FPS: Diagnose Stutter and Slowdowns

For a Hookshot low FPS test, choose a short route you can repeat from the same save. A hitch as new scenery appears, a sustained low frame rate and a slowdown introduced by an update leave different evidence. Record the scene and settings before changing either.

Set up a repeatable Hookshot low FPS test

Let initial shader preparation finish. Turn frame generation off, keep the cap and resolution fixed, then pass the same landmark twice at the same camera angle. Note whether the hitch disappears, repeats at the same position, or lasts everywhere. If it returns after restarting the game, record that separately from what happened during the second pass.

Map of Hyrule from Ocarina of Time showing the game locations used when describing a test route

Choose a specific landmark in Kokiri Forest or Hyrule Field and record your direction of travel. This reference map depicts the original game’s geography; use your own remake save for the comparison. Map by Jesmar, CC BY-SA 4.0. English labels rendered to WebP under the same license.

Isolate one cause of Hookshot low FPS

ResultNext testHow to interpret it
First pass hitches, second pass is smootherRepeat once more in the same sessionShader or pipeline preparation is a candidate.
Every pass is slowLower render resolution onlyAn improvement suggests rendering cost matters in this scene.
Slowdown starts after adding texture modsDisable that mod for one runCompare graphics memory pressure as well as visible FPS.
Only the newer release is slowUse identical saves and settings in separate installationsThe comparison is meaningful only if the workload matches.

Read the log from a Hookshot low FPS run

Keep a copy of hookshot_log.txt from the slow run before launching again. Look for GPU time, shader or pipeline waits and graphics-memory use relative to the driver allowance. A large allocation alone does not establish a bottleneck. Look for changes around the point where the slowdown begins and compare with the good run.

For a Hookshot low FPS report, include the release, driver, GPU, exact location, frame-generation state and whether the second pass improved. Include the two logs or short excerpts after checking them for private paths. The upstream performance checklist explains the relevant counters.

Work through a repeatable Hookshot low FPS case

Imagine that turning the camera toward the same group of trees is slow on both passes. Keep the save, camera direction, frame cap and upscaler fixed. Record the game frame rate with frame generation off. Lower only the internal render resolution and repeat the turn. If GPU time falls along with the stutter, investigate rendering cost. If it stays similar, look at shader waits and memory budgets before trying another quality preset.

A useful comparison record fits in four lines:

Record for each runWhy it matters
Release, GPU and driverIdentifies what actually changed between runs.
Starting save, landmark and camera movementMakes it possible for another player to repeat the workload.
Game FPS, frame cap and frame-generation stateSeparates game performance from displayed frames or a deliberate cap.
Log excerpt spanning the slowdownShows GPU time, waits and each heap's allowance during the event.

For a technical report, the maintainer documents an optional RX_VK_PASS_TIMING=1 diagnostic run. Keep the ordinary log for the frame-rate comparison; measuring individual passes adds overhead. Remove the option after collecting that extra log.

Frequently asked questions

The counter stays exactly at the same FPS in every scene. What should I check first?

Check the configured game frame cap and whether the counter includes generated frames. If you are measuring a cap, lowering image quality may leave the number unchanged even when the GPU has more headroom.

Why include a log when a screenshot already shows low FPS?

A screenshot records one displayed value. A short log interval can show whether the renderer waited for pipelines or exceeded a driver's memory allowance as the drop began. Pair it with the scene and camera movement.

Should I turn on frame generation to fix low native FPS?

It can improve displayed motion but makes the displayed rate unsuitable as your native baseline. Diagnose the original frames first, then compare your preferred graphics settings. If the scene freezes and the window closes, switch to black-screen troubleshooting.

Which logs help compare a Hookshot low FPS run with a good run?

Keep its log, release tag and a note of the exact scene. They give you a comparison if the same route slows down after a driver or game update.