8BitDo Ultimate 2C Wireless Controller
Hall-effect sticks and L4/R4 bumpers with low-latency 2.4G dongle for 60 FPS Sync Attacks and Legion positioning.
Most crashes, black textures, or audio drift reports in Astral Chain Recomp trace back to an outdated pre-1.18.0 executable, an edited free_cores or non-16:9 output_res line in astralchain.ini, or GPU-specific Vulkan driver behavior on AMD RDNA 2 and 4-6 GB VRAM cards. Match your symptom against the upstream root-cause ledger below.

Cross-referenced against captainj-sparrow/astral-chain-pc-recomp commit history, astralchain.ini.example, and closed GitHub issues.
| Symptom | Root Cause | Verified Fix |
|---|---|---|
Crash right before ending credits roll (#112 / #113) | Unhandled guest state transition at the campaign finale prior to 1.18.0. | Update your installed folder to 1.18.0 using Update my installed game in Astral Chain-Setup. |
| Voices or SFX drift out of sync in cutscenes / movies | Early builds ran pre-rendered 30 FPS VP9 videos at 2x speed or fell behind after frame hitches. | Update to 1.13.0+ (1.18.0 recommended) and keep [frame rate] realtime = 1. |
| Black character models on AMD RX 400 - RX 6000 (RDNA 2 & older) | AMD's Vulkan driver applies alpha-to-coverage even when dynamic pipeline state disables it. | Set [performance] vk_dyn_a2c = 0 in astralchain.ini (auto-disabled on detected AMD RDNA2/older GPUs). |
| Startup hang or immediate Vulkan device lost on AMD Radeon | Multi-threaded command recording or VK_EXT_graphics_pipeline_library driver bugs on RDNA1/RDNA2. | Set vk_recorder = 0 and gpl = 0 under [performance]. |
Immediate crash or freeze at boot after tweaking INI (#212) | Setting free_cores = 1 removes the 3-core gate; guest job workers share lockless per-core state on core 0. | Always keep [performance] free_cores = 0. |
| Black / missing textures mid-mission on 4-6 GB VRAM GPUs | ASTC RGBA8 decompression plus high shadow scales exhaust device-local VRAM. | Update to 1.12.2+ (VRAM panic recovery) and set astc_bc = bc1, tex_mip_skip = 1024, tex_cache_mb = 512, and shadow_scale = 1. |
| File 02 footprint scan crash or random 4K combat crash | Vanilla 143 MiB GRAPHIC BUFFER heap and 310 MiB render-target pool overflowed above 1440p. | Resolved in 1.14.2+ (expands render targets to 1100 MiB at 4K and grows GRAPHIC BUFFER dynamically). |
output_res = 3440x1440 or 1280x800 drops to 1080p or loses GPU | Internal render targets must be exact 16:9 multiples of 32x18. | Set output_res = 2560x1440 (or 1280x720 on Deck), set window_size to your native panel, and leave aspect = wide. |
Chapter 10 Fusion (L3 + R3) opens the FPS counter instead | Releases before 1.5.0 bound the performance overlay to L3 + R3. | Update to 1.5.0+: overlay moved to F10 or holding L + R then pressing Minus + Plus. |
| Swapped A/B & X/Y buttons or keyboard character always sprinting | Switch-mode controllers reporting X-Input IDs; digital WASD sending full 32767 stick tilt. | Set pad_layout = xbox or nintendo in F1 -> Controls; hold Left Shift (walk_key = lshift, walk_scale = 0.51) to walk. |
astralchain.exe returns three standard exit codes defined in recomplauncher.json: 0 (clean exit), 70 (handled runtime stop, usually Vulkan VK_ERROR_DEVICE_LOST or exhausted VRAM/RAM), and 71 (unhandled exception). Inspect logs/astralchain.log inside your game folder before filing an upstream issue.
Certain bleeding-edge drivers (such as NVIDIA 615.78.08 on RTX 5080) crashed while compiling complex geometry/compute shaders during setup. prepare_shaders.py automatically retries up to 3 times, records any skipped variant in shader-prepare-skip.txt, and finishes installation cleanly. After updating your GPU driver, run astralchain.exe --warm-shaders.
Chasing a repeatable frame-time spike or mid-battle device loss? Add [diagnostics] to astralchain.ini with trace = gfx,perf and flight = 1 (flight_spike_ms = 50). The runtime writes ring-buffer snapshots only when a frame exceeds 50 ms or crashes, keeping disk overhead near zero.
Pre-selected below with the AMD Radeon RX 6000-9000 profile (vk_dyn_a2c = 0, vk_recorder = 0, gpl = 0) or switch to 4-6 GB VRAM Budget GPU (BC1) for low-memory stability.
# astralchain.ini - place next to astralchain.exe (or astralchain on Linux)
[frame rate]
fps = 60
realtime = 1
cloth_realtime = 1
highfps_fix = 1
[performance]
async_preempt = 1
free_cores = 0
timer_1ms = 1
astc_bc = auto
tex_mip_skip = 0
gpl = 1
vk_recorder = 1
vk_dyn_a2c = 1
[display]
device_profile = desktop
fullscreen = 1
window_size = 2560x1440
output_res = 2560x1440
aspect = wide
upscaling = dlss
upscaling_quality = quality
anti_aliasing = smaa
ao = gi
aniso = auto
shadow_scale = 2
draw_distance = 150
hdr = 0
[language]
operation_mode = docked
menu_lang = en
[input]
pad_layout = auto
prompts = auto
motion = 1
rumble = 1
rumble_strength = 130
rumble_triggers = 0
stick_deadzone = 8
# Place NVIDIA DLSS SDK nvngx_dlss.dll next to astralchain.exe:
copy nvngx_dlss.dll "Astral Chain
vngx_dlss.dll"
# Optional AC_* environment overrides (override astralchain.ini for one run):
AC_FPS=60 AC_UPSCALING=dlss AC_AO=gi ./astralchain
# Rebuild driver shader cache after a GPU driver update:
astralchain.exe --warm-shaders
# In-game shortcuts:
# F1: Settings menu | F10 (or L+R then -/+): Perf overlay | F11: Fullscreen | F12: No-HUD
Keep output_res on a 16:9 32n x 18n grid (1280x720, 1920x1080, 2560x1440, 3840x2160); aspect = wide expands the camera to 16:10, 21:9, or 32:9 without losing the Vulkan device.
Astral Chain Recomp uses SDL3 for low-latency gamepad input, rumble curves, gyro aiming, back paddles, and automatic Xbox or PlayStation prompt detection.
Hall-effect sticks and L4/R4 bumpers with low-latency 2.4G dongle for 60 FPS Sync Attacks and Legion positioning.
Drift-free Hall sticks, physically swappable ABXY faceplates (pad_layout = xbox or nintendo), and motion gyro via SDL3.
Symmetrical dual-stick layout with Switch/X-Input modes, motion aiming for Bow Legion, and rear paddles (`lpaddle1`/`rpaddle1`).
TMR electromagnetic sticks and 1000 Hz polling for tight 360-spin and Perfect Dodge input windows on Windows and Linux.
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Prompt glyphs, INI resets, 4-core audio tuning, and upstream bug reporting.
Astral Chain Recomp embeds a PlayStation glyph mod covering the base and US UI archives (prompts = auto or playstation). A handful of pre-baked tutorial graphics or non-US regional textures fall back to standard icons if no regional override exists in mods/.
Delete or rename astralchain.ini (for example to astralchain.ini.bak) and launch astralchain.exe once, or copy fresh commented defaults from our INI generator above. Your saves in profile/save/ are completely separate.
Ensure timer_1ms = 1 (Windows) or cpu_boost = auto (Linux) is active, keep async_preempt = 1, and drop shadow_scale = 1 plus draw_distance = 100 so render submission leaves headroom for the 48 kHz Opus mixer thread.
Open an issue on github.com/captainj-sparrow/astral-chain-pc-recomp/issues and attach logs/astralchain.log, your astralchain.ini, GPU model, driver version, and operating system.