Darío

Results 349 comments of Darío

> That code was written from scratch for the PR I linked above, by @Sam-Belliveau and me. Let's see if we can find a way you could safely re-use it....

> For the game to look as it was meant to in 2000, but on 2024 displays, gamma should be adjusted to ~2.2 and the color space from NTSC-J to...

> Games could output in linear space on the N64? I don't understand :D (sorry I don't know this stuff). How could they then display correctly, and most importantly, without...

Have any of you confirmed if it happens without MSAA? I'm leaning very heavily towards this being a driver bug, so the expected workaround will likely be defaulting to Vulkan...

Apparently the same bug happens in RyujiNX in RDNA3: ![image](https://github.com/Zelda64Recomp/Zelda64Recomp/assets/538504/5e5c4a98-780d-49c2-92f5-9d18ff4f347b) Seems we'll need a workaround for this family of GPUs.

> Just confirming that this issue happens regardless of MSAA setting. Initially tested this with MSAA off and have now tried with 2x and 4x. Only difference with the issue...

I'll be pushing a workaround for GPUs detected as "AMD Radeon 7". I'll post the PR for that here in a bit. Anyone with the `hpfb_option` should change it back...

Get an artifact from this PR to test what I mentioned above: https://github.com/Zelda64Recomp/Zelda64Recomp/pull/314

Thanks for the confirmation!

Has anyone been able to verify if the issue still persists on the latest driver? You'll likely need to force the configuration to "D3D12" for it to override the auto-switching.