Files
Valiantsin DzerakhandClaude Opus 5.5 710b7f5dd0 The device-lost report names the pass or dispatch the GPU was running
The replay marks the start and the end of every render pass and dispatch
(vk_exec.c vk_exec_pass_begin and vk_exec_pass_end, vk_exec_draw.c
op_dispatch and op_dispatch_ind), outside the pass so no pass is broken.
With VK_AMD_buffer_marker the GPU writes the last started and finished mark
into words 2 and 3 of the breadcrumb buffer; with
VK_NV_device_diagnostic_checkpoints the same points are checkpoints, read
with vkGetQueueCheckpointData2NV after the loss. A ring of 4096 records maps
a mark to its submission, index, target formats and size, draw count and the
input ids of the first and last draw's shaders. vk_device_fault_report logs
both marks with their records. The calls go through the recorder thread.

TOTK_PASS_CRUMBS (menu: GPU pass marks): unset, AMD buffer marks only; 1,
also NVIDIA checkpoints, whose extension is enabled only then; 0, none.
The design follows Savage Wind Recomp 3fae40c; the code is ours.

--probe-vkexec gets a pass marks part: pass, dispatch, pass in one
submission; the marks read back after the fence name the last pass and the
report text says so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:50:30 +03:00

110 lines
6.5 KiB
Markdown

# Tester guide: running TotK Recomp on your GPU
This guide is for testing the build on a GPU other than the developer's (AMD RX 9070). You build it from source with
your own copy of the game and your own console keys. Nothing from the game is in this repository, and nothing you build
from it may be shared.
## What you need
- Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA recommended: they build the default, faster version), about
60 GB free.
- A GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`, with a current driver.
- *Tears of the Kingdom* base game (1.0.0) and the 1.1.0, 1.2.1 or 1.4.3 update, dumped from your own Switch as NSP or XCI.
- `prod.keys` dumped from your own Switch. Never send it to anyone, and never paste it into a log or an issue.
## Build
1. Follow [building.md](building.md): the toolchain, then build steps 1-6 (Python environments, `config.local.toml`
with your own paths, extraction, the shader translator, lifting and linking, shader preparation). The result is
`build\<ver>\totk.exe`, with `<ver>` the game version you built (`v143` or `v121`).
2. Check the build without the game: `build\<ver>\totk.exe --selftest` must print a pass.
3. To run the build on another of your machines, package a portable folder ([building.md](building.md), "Portable
folder"). The folder holds game code: for your own machines only.
4. The installer ([installer.md](installer.md)) is the other route to a machine without the toolchain: it builds the
game there from your own files. No installer release is published yet.
## Run and collect the log
Every run writes its log to `logs\totk.log` next to `totk.exe`; the four runs before it are kept as `totk.1.log` to
`totk.4.log`, and Open log folder in the settings menu's Advanced tab (F1) shows them. Copy the log before you start the
game again. A file stops at 64 MiB. Started with `2> file`, the game writes its log to that file instead.
From `cmd.exe` in the repository root, with the validation layer on:
```bat
set TOTK_VK_VALIDATION=1
build\<ver>\totk.exe
```
`TOTK_VK_VALIDATION=1` turns on the Vulkan validation layer (it comes with the Vulkan SDK). It makes the game slower;
do one run with it and one without (`set TOTK_VK_VALIDATION=`).
If the game stops with a lost device (the log says `device lost` or `VK_ERROR_DEVICE_LOST`), the lines starting with
`vk: pass marks` name the render pass or dispatch the GPU was running. AMD GPUs write them by default. On an NVIDIA GPU,
`set TOTK_PASS_CRUMBS=1` (or GPU pass marks: On in the Advanced tab) before the run that reproduces the crash.
The game keeps running behind other windows (`assume_focus = 0` in `totk.ini` pauses it instead). Shaders the preparation did not cover compile on first use, so
the first minutes of play can stutter.
Play into the open field (load a save, walk around for a minute, fight something if you can), then close the window.
## Choosing the GPU
A laptop with an iGPU and a discrete GPU, or two cards, lists every GPU at the top of the log (`vk: gpu 0: ...`).
- `set TOTK_GPU_NAME=Radeon` picks the first usable GPU whose name contains that text (case does not matter).
- `set TOTK_GPU_INDEX=1` picks GPU 1 from that list.
The line `vk: using gpu N: <name>` says which one ran.
## Mods
Mods and cheats made for the emulators go into `mods/` next to `totk.exe`, one folder per mod. [mods.md](mods.md) covers
installing them, their order, code patches, what does not work and what to check when something looks wrong;
[cheats.md](cheats.md) covers cheat files. The log names every mod at the start (`mods: <name>: ...`); when you
report a problem with mods, list them with their download links.
## What to send back
1. `logs\totk.log` from each run. It contains no keys and no game files. The lines that matter most start with
`vk caps:` (GPU, driver, features and the fallbacks taken), `vk: gpu`, `validation` and `gfx_shader:`.
2. GPU model, driver version, CPU, RAM, and whether it is a laptop. Copy system info in the settings menu's Advanced
tab (F1) puts these and your changed settings on the clipboard. Say which game update you ran.
3. What you saw: how far it got (menu, loading, field), roughly how smooth it ran, and screenshots of anything wrong
(black or missing areas, flickering, wrong colours, missing grass). Win+Shift+S is fine.
4. If it crashed or hung: what you were doing. The log of that run ends with the crash report, so send it whole.
5. For a bug you can trigger again: a recording of your input (`set TOTK_INPUT_RECORD=input.txt`, see
[controls.md](controls.md), "Scripted input") and the save you started from.
## Steam Deck
Build or install on Linux ([installer.md](installer.md), "Linux release"), in Desktop Mode. The game then runs in either
mode; for Game Mode, add `totk` from the install folder to Steam as a non-Steam game.
The game recognises the Deck (LCD and OLED) and uses its device profile for every setting `totk.ini` does not set:
fullscreen, the screen's own 1280x800 (16:10: the camera and interface take that shape), the game's own 3D scale,
vsync and a 40 fps limit. These are starting points, not measurements. What helps most:
1. The performance overlay (F10, or both stick clicks L3 + R3) in full mode: the frame rate, mean and longest frame
time over a minute in Lookout Landing, in the Depths and in the Sky, with the settings named.
2. The same with `fps_limit` 30, 45 and 60 and `render_scale` 50, 67 and game, so the defaults can be picked from
measurements. Steam's own performance overlay (the ... button) adds power draw and temperatures.
3. LCD or OLED, SteamOS version (`uname -r` in Desktop Mode's terminal), and the game update.
4. Anything that looks stretched, squeezed or cut off, with a screenshot. At 16:10 the menus keep their 16:9
proportions in the middle of the taller screen, the HUD sits at the top and bottom edges, and full-screen
backgrounds reach them; pre-rendered cutscenes play stretched.
`device_profile = desktop` in `totk.ini` turns the profile off; `deck` turns it on elsewhere, to try the Deck's
settings on a PC.
## Switches for the developer's questions
Only set these when asked; each forces a fallback the build picks by itself on GPUs that need it.
| Variable | Effect |
|---|---|
| `TOTK_VK_NO_FLOAT64=1` | Translate shaders without 64-bit floats |
| `TOTK_VK_SSBO_ALIGN=64` | Treat storage buffers as needing 64-byte alignment |
| `TOTK_VK_SUBGROUP_PIN=0` | Do not pin shaders to 32 lanes; tell the translator the GPU's own subgroup size |
Each switch makes the first launch translate every shader again.