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Description
This issue collects every open report of Intel Arc / Core Ultra device lost, black screens and Linux ANV crashes, so there is one place to follow it. The individual reports were closed pointing here; their logs, screenshots and discussion stay in each linked issue.
Summary
On Intel Arc (A750, B580, Pro B50, B390) and Core Ultra iGPUs (Arc 130V / 140V, Meteor Lake):
- black screen after the intro or title;
- device lost when Navi appears or a save loads;
- very slow first-start preparation;
- on Linux, crashes inside the ANV driver.
Iris Xe and UHD 620 have no mesh shaders; see that tracker.
Affected GPUs and versions
- GPUs: Arc A750, B580, Pro B50 (Linux), B390 (Linux), Arc 130V / 140V (MSI Claw), Core Ultra 7 155H (Windows and Linux), OneXPlayer G3.
- Versions: v2.0.2-v2.0.5 and main.
Evidence from the logs
- Windows device lost: in compute 4b03b3040d7cf076 right after ab7699ee7f536755.
- Black screen after intro Intel gpu #498: B580, 4 of 5 runs, v2.0.2 and v2.0.4, driver 101.9175.
- Intel GPU Issues #17: Arc 140V and 130V, the same on v2.0.5.
RX_VK_FORCE_UPSCALE_STUB=1andRX_VK_NETWORK_KEEP=nonedon't change it.
- Intel GPU Issues #17 (A750): preparation runs at about 1 program a second (116,427 programs); crash at igvk64.dll+0x79ddf3.
- Intel Arc iGPU (Core Ultra 7 155H): device lost every time Navi leaves to find Link, then VRAM climbs to 48 GB and igvk64.dll crashes (v2.0.2) #741 (Core Ultra 155H): driver 101.9175 plus v2.0.3 got past the Navi scene; one device lost after 45 minutes in compute 435a0138b9013040.
- Intel Arc 140V (Lunar Lake): walls missing inside Link's house; earlier device-lost crashes fixed by foliage-linux-updater #374 (140V): walls missing in Link's house;
storage buffer NOT boundat c5+0x60 in 68642bb8 / 6b4dea60 / 739acd67 / d905f52b. - Linux ANV:
- Linux, Intel Arc B390 (Mesa ANV 26.2.5): segfault in libvulkan_intel.so on the first task/mesh draw after loading a save #748 (B390): SIGSEGV at libvulkan_intel.so+0x9d8763 while building pipeline b0b3b40244c71ec7 (the grass-shadow points mesh); the SPIR-V validates, so likely a driver bug.
- Black screen after initial cutscenes on Intel Core Ultra 7 155H Intel Arc iGPU. #366 (Meteor Lake): presents stop while a worker spins inside libvulkan_intel.so.
- Linux, Intel Arc iGPU (Meteor Lake), 32 GB: the first start's shader preparation is OOM-killed at ~28 GiB, every start (v2.0.3, v2.0.2) #775: preparation OOM-killed at about 28 GiB RSS.
- Linux 2.0.5 black screen #970 (Arc Pro B50): preparation never finishes.
Workarounds
- Use the latest Intel driver: 101.9175 got the 155H past the Navi scene (Intel Arc iGPU (Core Ultra 7 155H): device lost every time Navi leaves to find Link, then VRAM climbs to 48 GB and igvk64.dll crashes (v2.0.2) #741).
- Arc 140V: if it goes black after the title, waiting about 5 minutes was reported to help (Intel Arc Blackscreen after the Ocarina of Time title screen appears #637).
Reports merged here (14 issues, about 32 people)
| Issue | Title | People | GPU | Version | Key detail |
|---|---|---|---|---|---|
| #17 | Intel GPU Issues | 9 | Arc B580, Arc 140V, Arc 130V, Arc A750, Arc B390, Iris Xe | v2.0.5 | Intel tracker; v2.0.5: Arc 140V and 130V device lost in 4b03b3040d7cf076 after ab7699ee7f536755 (same as B580); A750 preparation ~1 program/s (116,427 programs, ~30 h) a… |
| #460 | Blackscreen after intro on Intel Arc iGPU | 3 | Arc 140V (MSI Claw), Arc Pro B50 (Linux) | device-lost-fix | Black after the logo: Intel compiling big compute shaders on the present thread (58 s each); background compute in ultrawide: |
| #496 | Intel Arc A750 Black Screen | 3 | Arc A750, Arc B580 | low-vram | Black after logo -> PC freeze on ultrawide; low-vram builds Intel compute one at a time; B580 on low-vram black, GPU 0% (log) |
| #498 | Black screen after intro Intel gpu | 3 | Arc B580 | v2.0.4 | Intel Arc B580: black after first cutscene / loading save into Kokiri: device lost in compute 4b03b3040d7cf076 right after ab7699ee7f536755 (4 of 5 runs, v2.0.2 and v2.0… |
| #366 | Black screen after initial cutscenes on Intel Core Ultra 7 155H Intel… | 2 | Core Ultra 7 155H Arc iGPU (Linux ANV) | v2.0.3 | Black after the opening on Meteor Lake Linux: v2.0.3/v2.0.2 presents stop; Presentation Thread waits in draw jobs_wait while one mkw_vk worker (build_graphics) and the s… |
| #367 | Freeze on Intel Arc B580 + Linux | 2 | Arc B580 (Fedora), RX 580 (Win) | foliage-linux-updater | Arc B580 Linux: green flashes, black/crash after the first cutscene (log); RX 580 black with sound (no mesh shaders); collaborator said Arc unsupported at the time |
| #374 | Intel Arc 140V (Lunar Lake): walls missing inside Link's house; earli… | 2 | Arc 140V | v2.0.2 | Lunar Lake: walls/floor missing in Link's house (unbound SSBO c5+0x60 in 68642bb8/6b4dea60/739acd67/d905f52b); v2.0.2 heavy stutter + crash log |
| #637 | Intel Arc Blackscreen after the Ocarina of Time title screen appears | 2 | Arc 140V (MSI Claw) | honest-eta | Black with audio after the title on Arc 140V (4 logs); "wait ~5 min" (govt-boot-licker); same as #460 |
| #631 | Intel ARC - Lighting, assets and massive stutters | 1 | Intel Arc (OneXPlayer G3) | ? | Minute-long hitches when assets load; lighting/assets broken on Arc |
| #655 | Intel GPUs crash | 1 | Intel UHD 620, Arc | no-visual-studio | Freeze after the intro logo on Intel; UHD 620 has no mesh shaders (#454); Arc freeze = compute-on-present-thread fixed in ultrawide (#460) |
| #741 | Intel Arc iGPU (Core Ultra 7 155H): device lost every time Navi leave… | 1 | Core Ultra 7 155H Arc iGPU | v2.0.3 | v2.0.2: device lost when Navi leaves (4b03b304 after ab7699ee), VRAM to 48 GB, igvk64.dll heap corruption. v2.0.3 + driver 9175: Navi scene plays, VRAM 6-9 GB, NOT-bound… |
| #748 | Linux, Intel Arc B390 (Mesa ANV 26.2.5): segfault in libvulkan_intel.… | 1 | Arc B390 (Mesa ANV) | main b82bd36 | Original first-mesh-draw crash gone on main b82bd36; new SIGSEGV libvulkan_intel.so+0x9d8763 building pipeline b0b3b40244c71ec7 (grass-shadow points mesh, OutputPoints/P… |
| #775 | Linux, Intel Arc iGPU (Meteor Lake), 32 GB: the first start's shader… | 1 | Core Ultra 7 155H Arc iGPU (Linux, Mesa 25.3.6) | v2.0.3 | First start's shader preparation OOM-killed at ~28 GiB RSS every start (v2.0.2 and v2.0.3), even with 8 CPUs; precompile builds every kept compute program; asks for per-… |
| #970 | Linux 2.0.5 black screen | 1 | Arc Pro B50 (Mesa 26.2.5) | v2.0.5 | Linux: preparation never finishes, different each run (3 logs) |
Adding a report
Please update to v2.0.6 first (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher). Please add: GPU, driver (or Mesa) version, OS, and hookshot_log.txt.
All tracking issues
- [Tracking] Garbled / rainbow textures that get worse over play time (VRAM over budget, mostly 4-8 GB cards) #993 Garbled / rainbow textures that get worse over play time (VRAM over budget, mostly 4-8 GB cards)
- [Tracking] Floating trees, missing mountains and vanishing near vegetation #994 Floating trees, missing mountains and vanishing near vegetation
- [Tracking] Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter #995 Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter
- [Tracking] AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes) #996 AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes)
- [Tracking] AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot #997 AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot
- [Tracking] Black screen with audio after the intro / at the Deku Tree cutscene #998 Black screen with audio after the intro / at the Deku Tree cutscene
- [Tracking] Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes #999 Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes
- [Tracking] Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures #1000 Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures
- [Tracking] GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports #1001 GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports
- [Tracking] Invisible or missing objects, walls and effects #1002 Invisible or missing objects, walls and effects
- [Tracking] Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml) #1003 Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml)
- [Tracking] Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces #1004 Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces
- [Tracking] Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing #1005 Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing
- [Tracking] AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software) #1006 AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software)
- Feature requests (collected) #1007 Feature requests (collected)
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bmiculka commentedon Nov 9, 2026
Man, do you sleep?! Thank for the updates and tracking all this.
v2.0.7 update
Took 2 tries to get the game loaded. First try is hookshot_log.1.txt. 2nd try (hookshot_log.txt) loaded the startup graphics and then the intro - all going at 60 fps. After the intro finished I thought the game had crashed, but left it running. I opened github to update this thread but after a LONG wait (5+ minutes), I heard the Deku tree talking! Popped the game back up - I hear audio, and see the subtitles, but no graphics on screen. I let it run through Deku and Navi talking but n0 graphics update - FPS reported at this point 20-30.
I think the graphics pipe gets lost based on this line appearing after the intro finishes
~3409: [hos host] vk: graphics pipeline for 0e0016204515849a not made (-13)
Seem the GPU is trying to draw again during the Deku tree sequence but nada on screen.
hookshot_log.1.txt
hookshot_log.txt
Number9pixel commentedon Nov 9, 2026
The game did not open the first time. The second attempt took a few minutes.
Stuttering during the titling screen.
The cutscene the fps fluctuated below 60 fps but near the end it was constant at 60 fps. The cutscene ended and stuck on the black screen.
Hookshot: v2.0.7
[System]
CPU: Ryzen 5600X
GPU: ARC B580
RAM: 32 Gb
OS: Fedora 45
hookshot_log.txt
VictorNagibator commentedon Nov 9, 2026
The same problem. The first cutscene ends and it stucks on the black screen with sound.
Hookshot: v2.0.8
[System]
CPU: Ryzen 5600
GPU: Intel Arc B580
RAM: 16 GB
OS: Windows 11
hookshot_log.txt
NotRexed commentedon Nov 9, 2026
@VictorNagibator: thanks for the v2.0.8 log. v2.0.8's new write-back pass was on for every GPU, and it lost the device on newer NVIDIA drivers (#1161). v2.0.9 turns it off by default, so please update to v2.0.9 and say whether the black screen after the first cutscene is gone.
bmiculka commentedon Nov 9, 2026
v2.0.9 Update.
i5-13600
32GB system Ram
16 GB Arc Pro B50 - Mesa 26.2.5 - Mint 22.3
Thank for the shader and pipeline loading screen. That really helps.
Ultimately, I am getting the same results as v2.0.5 - Startup and Intro graphic display well @ 60 fps. After the main intro plays, screen black for 5 minutes and the Deku tree scene loads with black screen though audio playing and subtitles showing.
This took 4 attempts to start. First (no log) crashed the computer. Second (hookshot_log.2.txt) got through the shaders and started the pipelines before crashing. Third (hookshot_log.1.txt) tried more pipelines but never finished. 4th run (hookshot_log.txt), the game started but seemingly the pipelines never finished but as I said, the game started and then you see my update from above.
hookshot_log.1.txt
hookshot_log.2.txt
hookshot_log.txt
Update: I updated Mesa to 26.2.6, but no change. Pipelines don't finish, get to about 1380ish. Game will load but won't load the Deku tree scene after first intro.
VictorNagibator commentedon Nov 9, 2026
Update v2.0.9
I have the same result as v2.0.8: black screen with sound after first cutscene :(
hookshot_log.txt
Number9pixel commentedon Nov 9, 2026
[Problem]
Pipelines is not able to finish by ending the game brutally.
I was able to open once without completing the pipelines.
First cutscene ends and the game freezes after waiting about 10 minutes it comes back.
Second cutscene is untextured at 4~23 fps until it crashes again.
[Version]
Hookshot: v2.0.8
Hookshot: v2.0.9
[System]
CPU: Ryzen 5600X
GPU: ARC B580
RAM: 32 Gb
OS: Fedora 45
[Logs]
hookshot_log_v2.0.8.txt
hookshot_log_v2.0.9.txt
bmiculka commentedon Nov 9, 2026
v2.0.10 Update.
i5-13600
32GB system Ram
16 GB Arc Pro B50 - Mesa 26.2.6 - Mint 22.3
This did change some things.
Game went through startup and intro (60 fps). Then same black screen (with audio and subtitles, 15-25 fps reported) on Deku tree cinematic, but it actually loaded into it very quickly. No long delay before playing. And even proceeded to I guess Navi going to Link's house. But all black.
First run (hookshot_log.1.txt) it hangs at loading pipeline 1383 and crash. Seems there is something up at that point loading the pipelines. It keeps getting stuck there these past versions. Then the second run (hookshot_log.txt) proceeded as above.
hookshot_log.1.txt
hookshot_log.txt
VictorNagibator commentedon Nov 9, 2026
Update v2.0.11
The same result as v2.0.8, as v2.0.9 and as v2.0.10: black screen with sound after first cutscene :(
[System]
CPU: Ryzen 5600
GPU: Intel Arc B580
RAM: 16 GB
OS: Windows 11
hookshot_log.txt