melonDS
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(Compute Shader) Garbled mess of pixels
I can't find an issue for this problem specifically. So I am making this. i'm not sure what to call it either. it happens in all games with enough 3D stuff going on and the rendering high enough, sometimes as low a 3x (Phantasy Star 0).
Is this a driver issue? Am i doing something wrong? Is my build broken?
It's probably a tile buffer overflow
Sorry i'm still not sure, Did I do something wrong while building the branch? or is this a driver issue? Or is this known behavior that happens for everyone?
no it is a bug
you should make sure melonDS is running on your dedicated gpu if applicable, this happened to me when i built the compute shader branch and that fixed it (to a point, like dont try to render something at like 10x if you have no VRAM)
My CPU is a KF model, so there is no iGPU, its running on a rtx3080 and it happened at 3x in Phantasy Star 0.
like dont try to render something at like 10x if you have no VRAM)
I got 10GB of VRAM
https://github.com/melonDS-emu/melonDS/assets/124319511/98c23e00-a9d8-44e8-a2c6-04b9b9ded4da
It also happens in Avalon Code at 1x compute shader resolution. Or at any resolution really, also 2x and 3x. etc
https://github.com/melonDS-emu/melonDS/assets/124319511/49ea5403-5099-495b-8d7e-47e9db878c16
It's also broken at 1x and 2x on Chibi Robo Park Patrol. Curiously enough, it fixes itself at 3x and 4x. then broken again at 5x+
Not sure which built of the compute shader renderer im using, i cant compile it on my PC. I am using the one that was uploaded to the discord a while ago.
Anyone know if this is fixed on a more recent build?
nop , probably will be fixed on the full release seeing as how there hasnt been a public update to the branch in half a year