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Ah - unfortunately, that didn't capture anything. It's probably fine to make the GE debugger dump using any backend. But something failed if it creates a 2KB file - this...
Hmm, it seems to heavily use minz/maxz and viewport z params. Maybe something isn't dirtying properly, or else there's somewhere we're handling these depth params wrong. Most of the drawing...
Right, so that points to depth clamping - #10454. But the question is, why. The PSP definitely clamps depth, but maybe we need to do it in the fragment shader...
How does this look with recent changes now? -[Unknown]
I assume this is caused by #11399, and doesn't fall into the simple case 9859827 handles. See here for a possible workaround (might break other games, I think I ran...
The line at least seems to appear on the PSP as well, so I think that's a game bug:  I've got something else going on with Vulkan, but the...
I don't reproduce any hud problems. Can you confirm this is with vertex cache disabled? My previous Vulkan issue is gone now, I think it was a culling bug. Software...
And for sure vertex cache is disabled? That's entirely with default settings on the Mali-G52? -[Unknown]
Does this happen in both Vulkan and OpenGL? Does it also happen on a PC? My guess is this is related to dual src alpha, but not sure. I think...
Sorry, this is the one I meant to suggest a GE debugger dump on. Commented on the wrong issue like a dope. But yeah, could be the depth buffer... I...