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(Compute Shader) Garbled mess of pixels #1825
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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. |
I got 10GB of VRAM |
Avalon.Code.mp4It also happens in Avalon Code at 1x compute shader resolution. |
1xChibiRoboParkPatrol.mp4It's also broken at 1x and 2x on Chibi Robo Park Patrol. 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 |
I doubled the tile cache size in 5df83c9 that seems to fix Chibi Robo which has a stupid amount of overdraw on the TV effect. |
I just git cloned the compute-shader-renderer branch, build it (so that should be d366c40 ?) |
Sorry i build an old branch. it is indeed fixed at 1x and 2x in chibi robo. but still broken at 6x+ |
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?
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