DWG NO. HS-2011-05 // HARDWARE & PROGRESSION MATRIX
100% PLAYABLE TO CREDITS // v2.0.11MANDATORY: VULKAN 1.3 + VK_EXT_MESH_SHADER

Hookshot System Requirements, Mesh Shaders & Steam Deck Matrix

Because the Nintendo Switch 2 remake of The Legend of Zelda: Ocarina of Time submits world and actor geometry through NVN2 meshlet pipelines, Hookshot v2.0.11 requires a Vulkan 1.3 GPU with hardware VK_EXT_mesh_shader support. Use this verified hardware and progression matrix to check compatibility across NVIDIA GeForce RTX 20/30/40/50 and GTX 16-series, AMD Radeon RX 6000/7000/9000 (RDNA 2/3/4), Intel Arc A/B-series, and Steam Deck LCD/OLED (Mesa RADV), compare VRAM tier gauges from 4 GB Low to 10+ GB Max, and inspect region-by-region playability from Kokiri Forest to Ganon's Castle.

+ FIG 5.0 // GPU & VRAM MATRIXSCALE 1:1 · REV v2.0.11 +
Hookshot v2.0.11 GPU compatibility diagram showing VK_EXT_mesh_shader support across NVIDIA RTX/GTX 16, AMD RDNA 2/3/4, Intel Arc, Steam Deck RADV, and 4 GB to 10+ GB VRAM tiers.
FIG 5.0 — Hookshot v2.0.11 GPU Architecture Support Matrix, Hardware VK_EXT_mesh_shader Gate & VRAM Pool Allocation
GROUPED COMPATIBILITY LEDGER // 10 VERIFIED RECORDS

Complete GPU, OS, Handheld & Region Compatibility Matrix (v2.0.11)

Filter all 10 compatibility records by category (GPU Architecture, Handheld / APU, Operating System, Game Progression). Each entry displays its driver requirement, status tier stamp, hatched VRAM gauge (4 GB / 6 GB / 8 GB / 10+ GB), verified v2.0.11 configuration, and cross-referenced platform relations.

Target Hardware / RegionCategoryMinimum Requirement & DriverStatus TierVRAM Budget & GaugeVerified v2.0.11 Config & Relations
NVIDIA GeForce RTX 20/30/40/50 & GTX 1650-1660 TiFull hardware VK_EXT_mesh_shader support across Turing, Ampere, Ada Lovelace, and Blackwell GPUs with native DLSS Super Resolution.
GPU ArchitectureVulkan 1.3 + VK_EXT_mesh_shader (Driver 550+)Supported (60-120 FPS)
4 GB Low / 6 GB Med / 8 GB High / 10+ GB Max
Native mesh shaders + DLSS / TAA (no env flags needed) [v2.0.11]
AMD Radeon RX 6000 / RX 7000 / RX 9000 (RDNA 2/3/4)Supports Vulkan 1.3 and hardware mesh shaders; use RX_VK_ASTC_RGBA8=1 if blocky ASTC foliage or HUD corruption appears on Adrenalin or older RADV drivers.
GPU ArchitectureVulkan 1.3 + VK_EXT_mesh_shader (Adrenalin 24.9+ / Mesa 24.2+)Supported (Workaround Available)
6 GB Med / 8 GB High / 10+ GB Max
Set RX_VK_ASTC_RGBA8=1 for ASTC decode (#57 / #1006) [v2.0.11]
Intel Arc A-Series (Alchemist) & B-Series (Battlemage)Supports hardware VK_EXT_mesh_shader and Intel XeSS 1.3 upscaling on discrete Arc GPUs with 6 GB to 16 GB VRAM.
GPU ArchitectureVulkan 1.3 + VK_EXT_mesh_shader (Intel Driver 32.0.101+ / ANV)Supported (60 FPS)
6 GB Med (Arc A380) / 8-16 GB High-Max (A750/A770/B580)
Native mesh shaders + XeSS 1.3 or FSR 3.1 [v2.0.11]
Steam Deck LCD & OLED (AMD Van Gogh / Sephiroth RDNA 2 APU)Runs via the Linux x86_64 AppImage on SteamOS 3.6+ at 1280x800 (30-45 FPS); requires RX_VK_MESH_NOCULL=2c56dc1006942f74 to avoid the Inside the Deku Tree RADV hang.
Handheld / APUSteamOS 3.6+ (Mesa RADV 24.2+) + 16 GB shared LPDDR5Playable with Launch Flag
Low / Medium Preset (1.5-2.5 GB texture pool)
RX_VK_MESH_NOCULL=2c56dc1006942f74 %command% (#817) [v2.0.11]
NVIDIA GTX 10-Series (Pascal), AMD RX 5000 (RDNA 1) & PolarisUnsupported for 3D rendering because the Switch 2 Ocarina of Time remake engine relies on NVN2 meshlets that require hardware VK_EXT_mesh_shader.
GPU ArchitectureLacks hardware VK_EXT_mesh_shader extensionUnsupported (Hardware Limit)
N/A (fails Vulkan device initialization)
RX_GPU_BACKEND=null runs headless CI/logic tests only [v2.0.11]
Windows 10 (21H2+) & Windows 11 x64Primary desktop platform distributed as Hookshot-v2.0.11-Windows-x64.zip (29.7 MB) containing HookshotBuilder.exe and all upscaler runtime DLLs.
Operating System64-bit Windows 10 21H2+ or Windows 11, 8 GB+ RAMSupported (Tier 1)
4 GB minimum / 8 GB recommended
HookshotBuilder.exe -> Hookshot.exe + assets/ [v2.0.11]
Linux x86_64 Desktop (glibc 2.35+ / AppImage)Self-contained Hookshot-v2.0.11-Linux-x86_64.AppImage (35.1 MB) tested on Ubuntu 22.04+, Fedora 40+, Arch Linux, and SteamOS 3.6+.
Operating Systemglibc 2.35+, FUSE2/FUSE3, Vulkan 1.3 ICDSupported (Tier 1)
4 GB minimum / 8 GB recommended
chmod +x Hookshot-v2.0.11-Linux-x86_64.AppImage [v2.0.11]
Child Timeline: Kokiri Forest, Deku Tree, Dodongo's Cavern & Jabu-JabuFully completable from new game creation through all three Spiritual Stones; Steam Deck/RADV users need RX_VK_MESH_NOCULL=2c56dc1006942f74 inside the Deku Tree.
Game ProgressionHookshot v2.0.0+ (v2.0.11 recommended)100% Playable
2.1 GB - 3.2 GB at 1080p Medium
Gohma, King Dodongo & Barinade boss fights verified [v2.0.11]
Overworld Hubs: Hyrule Field, Market, Kakariko, Zora's Domain & Gerudo ValleyFull day/night cycle, dynamic cascade shadows, Opus 48 kHz environmental audio, and 60/120 FPS actor interpolation across all overworld regions.
Game ProgressionHookshot v2.0.5+ (actor & cutscene sync fixes)100% Playable
2.8 GB - 4.4 GB (largest streaming pool in Hyrule Field)
Use Low/Med preset on 4 GB GPUs to prevent #1161 overflow [v2.0.11]
Adult Timeline: Forest, Fire, Water, Shadow, Spirit Temples & Ganon's CastleEnd-to-end playable through all five Sage Medallions, Ganon's Tower, final Ganondorf/Ganon boss encounters, and ending credits roll.
Game ProgressionHookshot v2.0.9+ (Water Temple reflection & Dark Link fix)100% Playable to Credits
2.6 GB - 4.2 GB across temple reflection passes
v2.0.9+ fixes Dark Link reflection room and Fire Temple heat haze [v2.0.11]
KPI-CMP-01 // HARDWARE GATE
VK_EXT_mesh_shader
Mandatory Vulkan 1.3 Extension
Supported on Turing+, RDNA 2+, Intel Arc, and Steam Deck APU
KPI-CMP-02 // VRAM ENVELOPE
4 GB – 10+ GB
Four Tuned Memory Tiers
1.5 GB pool (Low) up to 5.0 GB pool + 4096px shadows (Max)
KPI-CMP-03 // STEAM DECK RADV
30–45 FPS
1280x800 SteamOS 3.6+ Target
Requires RX_VK_MESH_NOCULL=2c56dc1006942f74 for Deku Tree (#817)
KPI-CMP-04 // STORY COMPLETION
100% Playable
New Game to Ending Credits
All Child Dungeons, Overworld Hubs, Adult Temples & Ganon verified
VRAM TIER GAUGE REFERENCE // 4 GB TO 10+ GB

Physical VRAM Budgets & Insert/F1 Graphics Preset Mapping

Match your GPU's physical video memory (or shared APU LPDDR5 allocation) to the four official Hookshot presets to prevent VK_ERROR_DEVICE_LOST (#1161) during Hyrule Field transitions.

TIER 1 // 4 GB VRAM
Low Preset
1.5 GB ASTC Pool · 1024px Shadows
GTX 1650, RTX 3050 4GB, Steam Deck APU (shared LPDDR5)
TIER 2 // 6 GB VRAM
Medium Preset (Default)
2.5 GB ASTC Pool · 2048px Shadows
GTX 1660 Ti, RTX 2060, RTX 3060 Laptop, Intel Arc A380
TIER 3 // 8 GB VRAM
High Preset
3.5 GB ASTC Pool · 2048px Shadows + 1440p
RTX 3070/4060 Ti, RX 6600 XT/7600, Intel Arc A750
TIER 4 // 10+ GB VRAM
Max Preset
5.0 GB ASTC Pool · 4096px Cascades + 4K
RTX 3080/4070+/5080, RX 6800+/7800 XT+/9070, Arc A770/B580
TECHNICAL SPECIFICATION // MESH SHADERS & STEAM DECK RADV

Why Hookshot Requires Hardware VK_EXT_mesh_shader Support

The Nintendo Switch 2 remake of Ocarina of Time was built natively around NVIDIA Ampere SM86 task and mesh shader pipelines (Nin_Ounce_NVN2) rather than traditional fixed-function vertex/index buffers. Every world chunk in Hyrule Field, Kokiri Forest, and the Adult Temples dispatches task shaders that perform frustum and occlusion culling on GPU meshlets before emitting primitives. Hookshot's gpu/vk/eden/ recompiler translates those SM86 task and mesh programs directly into Vulkan 1.3 SPIR-V modules targeting VK_EXT_mesh_shader.

Because emulating meshlet culling on legacy vertex pipelines would require a full CPU-driven geometry readback pass, GPUs without hardware VK_EXT_mesh_shader—including NVIDIA GTX 10-series (Pascal), AMD Radeon RX 5000 (RDNA 1), AMD RX 400/500 (Polaris), and Intel UHD/Iris Xe integrated graphics—cannot initialize the 3D Vulkan device. Supported architectures start with NVIDIA Turing (GTX 1650+ and RTX 20/30/40/50), AMD RDNA 2/3/4 (RX 6000/7000/9000 and Steam Deck APU), and Intel Arc Alchemist/Battlemage.

Steam Deck (SteamOS 3.6+ RADV) & AMD Radeon Driver Tuning

On Steam Deck LCD (Van Gogh) and Steam Deck OLED (Sephiroth), Hookshot v2.0.11 runs at 30 to 45 FPS at 1280x800 (16:10) using the Low or Medium preset with built-in AMD FSR 3.1 set to Quality or Balanced. Because Mesa RADV's subgroup meshlet culling can hang on shader hash 2c56dc1006942f74 when entering Inside the Deku Tree (#817), Steam Deck users should set their Steam Launch Options to RX_VK_MESH_NOCULL=2c56dc1006942f74 %command%.

On desktop AMD Radeon RX 6000 and RX 7000 GPUs, certain Windows Adrenalin and Linux drivers miscompile the compute ASTC-to-BC7 texture transcoder, producing colorful 4x4 blocks on foliage and HUD icons (#57 / #1006). Exporting RX_VK_ASTC_RGBA8=1 switches Hookshot to lossless software RGBA8 decompression and eliminates all block artifacts.

TECHNICAL FAQ // HARDWARE & PROGRESSION

System Requirements & Compatibility FAQ

Can I run Hookshot on an NVIDIA GTX 1060 / 1070 / 1080 Ti or AMD RX 5700 XT?

No. Neither NVIDIA Pascal (GTX 10-series) nor AMD RDNA 1 (RX 5000-series) exposes the hardware VK_EXT_mesh_shader Vulkan extension required by Hookshot's NVN2 meshlet pipeline.

Does NVIDIA GTX 1650 / 1660 Super / 1660 Ti support Hookshot?

Yes. NVIDIA GTX 16-series cards use the Turing architecture, which includes hardware VK_EXT_mesh_shader support on Driver 550+. Use the Low (4 GB) or Medium (6 GB) preset alongside AMD FSR 3.1.

Is the entire Ocarina of Time campaign completable in Hookshot v2.0.11?

Yes. All Child dungeons (Deku Tree, Dodongo's Cavern, Jabu-Jabu's Belly), all Overworld hubs, all five Adult Temples (Forest, Fire, Water, Shadow, Spirit), Ganon's Castle, and the final boss/credits sequence are 100% playable.

FIRST-PARTY COMPATIBILITY EVIDENCE

Official Hardware, Shader & Driver Verification Sources