Open MaxWrites opened 3 months ago
I did also have this issue. It seems to be persistent throughout the game because I had this issue on chapter 4 and 7 as wel.
a fix would really be appreciated
I did also have this issue. It seems to be persistent throughout the game because I had this issue on chapter 4 and 7 as wel.
a fix would really be appreciated
Agreed, As Far As My Knowledge Goes, This Issue Is One Of The Most Persistent Issues In Citra's History, It Has Been There Since 2018 With No Fix, But I'm Sure The Main Reason For That Is That No One Bothered To Look into it Yet, I'm sure It Can Turn Out To Be Such a Simple Fix, Hope This Gets Worked On Soon.
Does this happen with the Hardware Shaders feature disabled? Any save file that you can provide?
Does this happen with the Hardware Shaders feature disabled? Any save file that you can provide?
It Does Happen With Hardware Shaders Disabled.
Is there an existing issue for this?
Affected Build(s)
518f723 and earlier
Description of Issue
Grind rails in Kid Icarus Uprising are invisible in both OpenGL and Vulkan rendering modes. This makes some sections of the game unplayable without external guidance.
Expected Behavior
A grindrail should appear as a trail that Pit can ride on to his destination. It should be obvious when Pit has multiple rails to jump between, or when a rail will lead into a death zone.
Reproduction Steps
Play an on foot stage with rails, for example Chapter 13. The rail will not be visible but can be rode if approached as normal. In Chapter 13, shooting a floating switch will change the path of the rail, but this is only indicated by the color of the switch as the path of the rail cannot be seen.
Log File
citra_log.txt
System Configuration
CPU: Ryzen 7 5800X GPU/Driver: Nvidia RTX 3060 Ti RAM: 64 GB DDR4 OS: Windows 10 64 bit