Unknown W. Brackets

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Thanks. I see a lot of scheduling differences and frames are not in sync between the two, which could be the cause.... hm. -[Unknown]

So it seems this is io delay related, or possibly async io related. -[Unknown]

It's possible the stutter may be improved now, but probably not the crash. I see it's logging: 47:55:894 idle0 D[G3D]: GPUCommon.cpp:710 Can't execute a list yet, still busy for 57145...

The texture looks a bit broken. It's almost like swizzling isn't being applied correctly. Was it working in v1.13.1? Could you try exporting a GE frame dump? These help a...

The text is drawn separately on top of the background, so the issue here is the background only. It's drawn at 7/49. It should correctly look like this indeed: ![Rendering...

This seems to be a depal issue. Introduced in one of these commits from a quick bisect (#15789): 4e3c2581404fceb65b2f15096b267ae2f0db005d 81c36578ca78f0b68e5b5e829573a1e316053caa 92a3d4534021f7f12881b4b3e46dbc1af12ef700 b5597d10134d9c084b7450136a703036187cf032 45def772eeb3ed908ebb9cd478504db8ffd80461 de10c1fddd18ed09a89c5883dc9b87509f2da4f4 87b128ecaf1e98b156613544d39e69957036aa5a 9a5893ce6ef79fcf8185d07198c9da60f7b0c6f9 ded8ba8806b7818457ad7b705046136d6fb2fc2b The source framebuffer...

Just to confirm, a PSP does render this frame dump properly: ![#15755_ULUS10495_metal_slug_face](https://user-images.githubusercontent.com/191233/193393706-ea64380e-50a9-477b-bbde-42e9db733fa6.png) Vulkan gets it right too, but only at 1x. I explain here why it's problematic to handle these...

To me, that just looks slightly off-color, I wonder if it's a slightly different bitdepth and dither/etc. solves it on actual hardware. Does that happen in the software renderer? -[Unknown]

I believe #16241 fixes all the software renderer issues noted here. Looking more closely at Vulkan, you're right that it's rendering this wrong - even with anisotropic set to off....