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That's some intense visual artifacts you have there. We are going to have to defer this issue until we've found someone from our testers that have an intel GPU and can help with development if necessary.
2. That's some intense visual artifacts you have there. We are going to have to defer this issue until we've found someone from our testers that have an intel GPU and can help with development if necessary.
I have a Intel i9 14900k with a RTX4070 I get graphic glitches, nothing like this but, trees and other content flicker on and off in #79, it's a but worse than past builds, I would have to install and test past builds to be 100%...
That's some intense visual artifacts you have there. We are going to have to defer this issue until we've found someone from our testers that have an intel GPU and can help with development if necessary.
Here is a vid (the dw its not a crash I pressed alt+f4)
edit: github is giving me an error whilst uploading the video so I am gonna send the youtube link.
3. > 2. That's some intense visual artifacts you have there. We are going to have to defer this issue until we've found someone from our testers that have an intel GPU and can help with development if necessary.
I have a Intel i9 14900k with a RTX4070 I get graphic glitches, nothing like this but, trees and other content flicker on and off in [#79](https://github.com/Djihads80/Eglantine/pull/79), it's a but worse than past builds, I would have to install and test past builds to be 100%...
@DavidinCT I used to have issues like this but now it runs perfectly, I recommend you use the following settings: Vulkan, 1x resolution, GPU Mode: Fast, asynchronous shaders on, ASTC recompression: BC3, VRAM usage conservative, reactive flushing off, VSync FIFO Relaxed
@kraibse I was able to manually generate a log using the cli verison and cmd (this is the exact point that the visuals load and the 1 segment that contains the error) (I seperated it with spaces so its easyer to see) Edit: (I removed ">" because it made some stuff dissapear)
[ 123.235951] Kernel.SVC <Warning core\hle\kernel\svc\svc_info.cpp:93:GetInfo: (STUBBED) Switch 2 InfoType 31 (remote memory size), returning 0
[ 123.236172] Kernel.SVC <Warning core\hle\kernel\svc\svc_info.cpp:97:GetInfo: (STUBBED) Switch 2 InfoType 32 (remote memory used), returning 0
[ 123.496182] Render.Vulkan <Info video_core\renderer_vulkan\vk_pipeline_cache.cpp:1006:ReportRuntimePipeline: Graphics pipeline built on the GPU thread in 7.6 ms
[ 123.496380] Render.Vulkan <Info video_core\renderer_vulkan\vk_pipeline_cache.cpp:1010:ReportRuntimePipeline: Runtime pipelines in the last 10 s: 2 built, 5255.2 ms on the GPU thread
I have an Intel Arc B580 DGPU and get this exact issue on both of the emulators that are being widely used right now. I don't have time tonight but sometime within the next few days I'll try generating some logs and troubleshooting further on both Windows 11 + Linux Mint.
5. > 3. > 2. That's some intense visual artifacts you have there. We are going to have to defer this issue until we've found someone from our testers that have an intel GPU and can help with development if necessary.
> > I have a Intel i9 14900k with a RTX4070 I get graphic glitches, nothing like this but, trees and other content flicker on and off in [#79](https://github.com/Djihads80/Eglantine/pull/79), it's a but worse than past builds, I would have to install and test past builds to be 100%... >
[@DavidinCT](https://github.com/DavidinCT) I used to have issues like this but now it runs perfectly, I recommend you use the following settings: Vulkan, 1x resolution, GPU Mode: Fast, asynchronous shaders on, ASTC recompression: BC3, VRAM usage conservative, reactive flushing off, VSync FIFO Relaxed
I used this over the weekend, and it did make a difference but, getting lower FPS now. This should be fixed for this game in the emulator itself.
9. > 5. > 3. > 2. That's some intense visual artifacts you have there. We are going to have to defer this issue until we've found someone from our testers that have an intel GPU and can help with development if necessary.
> > > I have a Intel i9 14900k with a RTX4070 I get graphic glitches, nothing like this but, trees and other content flicker on and off in [#79](https://github.com/Djihads80/Eglantine/pull/79), it's a but worse than past builds, I would have to install and test past builds to be 100%... >
> > [@DavidinCT](https://github.com/DavidinCT) I used to have issues like this but now it runs perfectly, I recommend you use the following settings: Vulkan, 1x resolution, GPU Mode: Fast, asynchronous shaders on, ASTC recompression: BC3, VRAM usage conservative, reactive flushing off, VSync FIFO Relaxed >
I used this over the weekend, and it did make a difference but, getting lower FPS now. This should be fixed for this game in the emulator itself.
Apologies I cannot see the before photo and it mentions black sections was it something like this?
Also how would I go about implementing this fix into my current build?
those lines are alot worse in some GPUs and it makes it so bright sometimes that the game is unplayable (you are unable to see what is infront of you in bright areas)
if you want I can send a video
Activity
kraibse commentedon Oct 31, 2026
That's some intense visual artifacts you have there. We are going to have to defer this issue until we've found someone from our testers that have an intel GPU and can help with development if necessary.
DavidinCT commentedon Oct 31, 2026
I have a Intel i9 14900k with a RTX4070 I get graphic glitches, nothing like this but, trees and other content flicker on and off in #79, it's a but worse than past builds, I would have to install and test past builds to be 100%...
burning-berk commentedon Oct 31, 2026
Here is a vid (the dw its not a crash I pressed alt+f4)
edit: github is giving me an error whilst uploading the video so I am gonna send the youtube link.
here https://youtu.be/zkq0Uiv7CxY
snowstormxd commentedon Oct 31, 2026
@DavidinCT I used to have issues like this but now it runs perfectly, I recommend you use the following settings: Vulkan, 1x resolution, GPU Mode: Fast, asynchronous shaders on, ASTC recompression: BC3, VRAM usage conservative, reactive flushing off, VSync FIFO Relaxed
burning-berk commentedon Oct 31, 2026
@kraibse I was able to manually generate a log using the cli verison and cmd (this is the exact point that the visuals load and the 1 segment that contains the error) (I seperated it with spaces so its easyer to see) Edit: (I removed ">" because it made some stuff dissapear)
[ 123.235951] Kernel.SVC <Warning core\hle\kernel\svc\svc_info.cpp:93:GetInfo: (STUBBED) Switch 2 InfoType 31 (remote memory size), returning 0
[ 123.236172] Kernel.SVC <Warning core\hle\kernel\svc\svc_info.cpp:97:GetInfo: (STUBBED) Switch 2 InfoType 32 (remote memory used), returning 0
[ 123.496182] Render.Vulkan <Info video_core\renderer_vulkan\vk_pipeline_cache.cpp:1006:ReportRuntimePipeline: Graphics pipeline built on the GPU thread in 7.6 ms
[ 123.496380] Render.Vulkan <Info video_core\renderer_vulkan\vk_pipeline_cache.cpp:1010:ReportRuntimePipeline: Runtime pipelines in the last 10 s: 2 built, 5255.2 ms on the GPU thread
[ 123.973909] HW.Memory <Error .\core/device_memory_manager.inc:519:operator (): Unmapped Device ReadBlock @ 0x00000159f81000 (start address = 0x00000159f7e000, size = 16384)
[ 123.974130] HW.Memory <Error .\core/device_memory_manager.inc:519:operator (): Unmapped Device ReadBlock @ 0x00000159f83000 (start address = 0x00000159f83000, size = 4096)
[ 124.113060] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
[ 124.220852] HW.GPU <Error video_core\shader_cache.cpp:107:RefreshStages: Rejected program 0x114c474d00 is bound to stage 1: header 000c0481 00000000 00000000 00000000 ff000000, slot 00000011 00000000 00000000 00000013 00000000 00000011 4c474d00 00000007 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
[ 124.221297] HW.GPU video_core\shader_cache.cpp:125:RefreshStages: Native graphics shader rejected: Native shader at 0x114c474d00, instruction 0x0: unsupported native opcode [op 923 ff007923 00000000 00007800 000e2800]
[ 124.221414] HW.GPU <Warning video_core\renderer_vulkan\vk_rasterizer.cpp:271:operator (): Draw skipped (no pipeline): vs=0x114c474d00 ps=0x114c474b00 rt0=0x8101e02000 192x90
[ 125.795571] HW.GPU <Info video_core\texture_cache\image_info.cpp:129:ImageInfo: 3D TIC 56f6b20058d24908 0007010000600021 801f001fe900001f 0000000003000000: 32x32x32 block_depth 4 levels 1
[ 129.371503] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093040 value 0x5 at its release (now 0x4)
[ 129.990651] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
[ 129.995187] Service <Info .\core/hle/service/nx2_gsv.h:1071:PresentClientBuffer: nx2:vi2 229 present #1800 token=0x84b3e728 slot=1329808896 image=3
[ 129.995379] Service <Info .\core/hle/service/nx2_gsv.h:1208:WaitForFrame: nx2:vi2 present #1800 fence (1, 8939) now 8939, waited 0 us
[ 129.995482] Service <Info .\core/hle/service/nx2_gsv.h:1123:PresentClientBuffer: nx2:vi2 last 600 presents: frame 107534 us (max 38386572, 30 over 100 ms), blocked on the GPU fence 303 us (max 110028), composite 17 us, vblank pacing 4104 us
[ 130.046229] HW.GPU <Info .\video_core/texture_cache/texture_cache.h:272:TickFrame: Texture cache: device memory 4147 MiB (expected 6313 MiB, critical 7337 MiB), 2383 images 9007 MiB
[ 130.046577] Render.Vulkan <Info video_core\vulkan_common\vulkan_memory_allocator.cpp:516:LogMemoryStatistics: VMA heap 0: usage 4530 MiB of budget 8361 MiB, VMA blocks 4256 MiB
[ 130.046673] HW.GPU <Info .\video_core/texture_cache/texture_cache.h:296:TickFrame: Texture cache last 600 frames: created 2151 images, deleted 213 (collector 60, 0 costly, 57 downloaded), 0 async decodes, ASTC 924 opaque / 492 alpha
[ 130.046772] HW.GPU <Info .\video_core/texture_cache/texture_cache.h:298:TickFrame: Texture cache last 600 frames: 2150 uploads from guest memory, 1023 MiB (largest 95 MiB, 3 by layer)
[ 130.047745] HW.GPU <Info .\video_core/buffer_cache/buffer_cache.h:115:TickFrame: Buffer cache: 685 buffers 223 MiB; largest (33947648, 4065525760), (17104896, 6176047104), (13697024, 33682554880), (13434880, 33718206464), (11862016, 33657782272), (10747904, 6201409536)
[ 130.973218] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093040 value 0x5 at its release (now 0x4)
[ 131.614367] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
[ 131.722621] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
[ 134.052697] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
[ 134.612519] Render.Vulkan <Info video_core\renderer_vulkan\vk_pipeline_cache.cpp:1006:ReportRuntimePipeline: Compute pipeline built on the GPU thread in 19.4 ms
[ 134.612715] Render.Vulkan <Info video_core\renderer_vulkan\vk_pipeline_cache.cpp:1010:ReportRuntimePipeline: Runtime pipelines in the last 10 s: 1 built, 19.4 ms on the GPU thread
[ 136.545950] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
[ 137.440027] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
[ 138.070682] HW.GPU <Info video_core\engines\puller.cpp:90:CanResumeAcquire: Channel 1 met semaphore 0x21f6093140 value 0x5 at its release (now 0x4)
crystalfreeze2k18-ctrl commentedon Nov 1, 2026
ah same device.. I hope you guys can fix those issues
Bryan1168 commentedon Nov 2, 2026
I have an Intel Arc B580 DGPU and get this exact issue on both of the emulators that are being widely used right now. I don't have time tonight but sometime within the next few days I'll try generating some logs and troubleshooting further on both Windows 11 + Linux Mint.
DavidinCT commentedon Nov 2, 2026
I used this over the weekend, and it did make a difference but, getting lower FPS now. This should be fixed for this game in the emulator itself.
LexiBigCheese commentedon Nov 2, 2026
defo not fixed on b580 here
burning-berk commentedon Nov 3, 2026
FPS is not the issue 😭.
ah- commentedon Nov 4, 2026
I had the same thing on Linux, and turns out this was just a flag that was set. Maybe try something similar to https://github.com/Djihads80/Eglantine/pull/469/changes and just do
supports_conditional_barriers = True.burning-berk commentedon Nov 4, 2026
Oh my god was it that simple‽‽
notyeodan-collab commentedon Nov 5, 2026
I am having the same issue on arc b580 ryzen 7 5600x burning_berk did you find the fix for windows 11?
burning-berk commentedon Nov 5, 2026
#541 here
notyeodan-collab commentedon Nov 5, 2026
Apologies I cannot see the before photo and it mentions black sections was it something like this?
Also how would I go about implementing this fix into my current build?
burning-berk commentedon Nov 6, 2026
those lines are alot worse in some GPUs and it makes it so bright sometimes that the game is unplayable (you are unable to see what is infront of you in bright areas)
if you want I can send a video
notyeodan-collab commentedon Nov 6, 2026
Please do much appreciated
burning-berk commentedon Nov 6, 2026
notyeodan-collab commentedon Nov 6, 2026
did you fix this or is it still ongoing as im still having the same problem but i am not on my steam, deck
burning-berk commentedon Nov 7, 2026
#541
notyeodan-collab commentedon Nov 7, 2026
I cannot find the file for the updated build/folder can you send it my way?
burning-berk commentedon Nov 8, 2026
https://github.com/burning-berk/fixforlineswin11/tree/nx2
notyeodan-collab commentedon Nov 8, 2026
Thank you I will try this later hopefully I can be rid of these glitches