Dusk Pulsating Bloom at Unlocked Framerate — Fix (#825)

Dusk's bloom effect visibly pulses when Unlock Framerate is on. Lock the framerate or disable bloom until #825 is patched. Status, cause and exact toggles.

Published 2026-05-14 ·Updated 2026-05-14

Status as of 2026-05-13: Open on the Dusklight tracker. Label: Interpolation.

Symptom

With Settings → Video → Rendering → Unlock Framerate enabled, the in-game bloom post-process visibly pulses — light blooms strobe in intensity each frame instead of staying steady. Most noticeable in bright outdoor areas (Hyrule Field, Ordon, Lake Hylia) and during fire effects.

Cause (per project label)

The bloom buffer doesn’t interpolate cleanly with Dusklight’s render-interpolation pipeline at framerates above 30 FPS. The game logic runs at 30 Hz; the renderer interpolates to fill in extra frames; the bloom step appears to read from a buffer that updates at a different cadence, producing the pulse.

This is not a logic-timing bug — the gameplay itself is unaffected. It’s purely a post-process artifact.

Workarounds

Pick one:

Lock the framerate

Settings → Video → Rendering → Unlock Framerate → OFF

Game runs at native 30 FPS. Bloom stops pulsing. You lose the high-FPS smoothness Dusklight is known for.

Disable bloom

Settings → Video → Post-Processing → Bloom → OFF

Game still runs at 60+ FPS interpolated. Bloom effect is gone, which changes the look (especially Hyrule Field daytime) but eliminates the strobe.

There’s no third workaround. Lower internal resolution and graphics backend don’t affect the pulse.

Last updated 2026-05-14. Watch #825 for fix progress.