Open Bjorn29512 opened 1 year ago
1.0.0 - 1.1.0
1.1.777
OpenGL and Vulkan
can't be bothered to write what i said again just look at the top post
NVIDIA:
AMD:
No response
From Piplup's screenshots volume indicator seems to wrong
Game Update Version: 1.1.0
Emulator Build Version: 1.1.777 + Peri buffer mirrors
Graphics Backend: Vulkan
Hardware Specs: CPU: M1 RAM: 16 GB
Game State:
30 FPS most of the time (with mod), with some slight stuttering. Same UI issues as other platforms (Fixed in later updates). Works with Hypervisor enabled.
Game Update Version: 1.1.0
Emulator Build Version: 1.1.781
Graphics Backend: Vulkan
Hardware Specs: CPU: RYZEN 5 5600x RAM: 16 GB GPU: AMD RX 570 4GB
Game State: Runs fine with 30FPS after PTC gets builded but as soon i try to enter the dephs, my game crashes when i'm dropping down the hole. If i turn texture recompression ON, after a few tries (descending throw the hole), i managed to get there with major stuttreings and vram capped. If i reopen the game, lag disappears but after some exploration, it starts to lag alot (with recompression on) or randomly crashes (with it turned on). It seems like it happens only with AMD GPU + Vulkan. I'm attaching my log of me trying to get to the dephs and it imediately crashes
Game Update Version: 1.1.0
Emulator Build Version: 1.1.777
Graphics Backend: Vulkan
Hardware Specs: CPU: AMD Ryzen 7 5800X3D GPU: AMD Radeon RX 6700 XT RAM: 32GB
Game State:
Screenshot of above issue:
Game Update Version: 1.1.0
Emulator Build Version: 1.1.781
Graphics Backend: Vulkan
Hardware Specs: CPU: RYZEN 5 5600x RAM: 16 GB GPU: NVIDIA RX 570 4GB
Game State: Runs fine with 30FPS after PTC gets builded but as soon i try to enter the dephs, my game crashes when i'm dropping down the hole. If i turn texture recompression ON, after a few tries (descending throw the hole), i managed to get there with major stuttreings and vram capped. If i reopen the game, lag disappears but after some exploration, it starts to lag alot (with recompression on) or randomly crashes (with it turned on). It seems like it happens only with AMD GPU + Vulkan. I'm attaching my log of me trying to get to the dephs and it imediately crashes
This issue, I avoided by not running the game at 30fps. Letting it run normally without any FPS boost will let you go into the Depths as intended.
The Legend of Zelda: Tears of the Kingdom
Game Update Version: 1.1.0
Emulator Build Version: 1.1.777
Graphics Backend: Vulkan
Hardware Specs: CPU: AMD Ryzen 7 5800X3D GPU: AMD Radeon RX 6700 XT RAM: 32GB
Game State:
- Relatively playable with no hiccups other than shader compile stutters.
- AMD issues above as listed with "white squares on rocks" and "misplaced shadows".
- Depths area available after tutorial has a glaring issue of the following: --- When below -700Y on the map, you begin to take Gloom Damage even when not touching gloom patches. This makes certain areas of the game nearly unplayable without extra steps taken that ruin the experience. This only happens when you touch map geometry and does not happen when standing on minecarts/zonai devices, or under a Lightroot. --- When below 000Y, the game will begin to stutter and lag as though it were loading the Depths area. It's likely that it is, since anything below -001Y is considered Depths.
Screenshot of above issue:
Issue has been narrowed down by the community as caused by “AMD on Windows” rather than “AMD as a whole”.
Gloom textures in Depths render incorrectly as shown below Game Version 1.1.0
Ryzen 7 3700X RTX 4070 Driver 531.79 16 GB RAM Windows 10 22H2
Ryujinx 1.1.786
Switch
Gloom textures in Depths render incorrectly as shown below Game Version 1.1.0
Ryzen 7 3700X RTX 4070 Driver 531.79 16 GB RAM Windows 10 22H2
Ryujinx 1.1.786
Switch
Pls provide a save file so that it can be reproduced.
Not OP but here's my gloom save:
Not OP but here's my gloom save:
Wasn't able to reproduce the gloom issue on a subsequent boot btw, so issue may be moot unless others are able to reproduce issue.
The gloom issue has been constantly present for me on OpenGL, idk about Vulkan.
Game Update Version: 1.1.0
Emulator Build Version: 1.1.786
Graphics Backend: OpenGL
Hardware Specs: Ryzen 5 3600, RTX 2070 Super, 32GB RAM, Driver 531.68, Windows 11 22624 (Will update drivers and see if there's any change.)
Game Update Version: 1.1.0 Emulator Build Version: 1.1.781 Graphics Backend: Vulkan Hardware Specs: CPU: RYZEN 5 5600x RAM: 16 GB GPU: NVIDIA RX 570 4GB Game State: Runs fine with 30FPS after PTC gets builded but as soon i try to enter the dephs, my game crashes when i'm dropping down the hole. If i turn texture recompression ON, after a few tries (descending throw the hole), i managed to get there with major stuttreings and vram capped. If i reopen the game, lag disappears but after some exploration, it starts to lag alot (with recompression on) or randomly crashes (with it turned on). It seems like it happens only with AMD GPU + Vulkan. I'm attaching my log of me trying to get to the dephs and it imediately crashes Ryujinx_1.1.781_2023-05-11_14-57-52.log
This issue, I avoided by not running the game at 30fps. Letting it run normally without any FPS boost will let you go into the Depths as intended.
I let the game run as intended but still can't get to the dephs without texture recompression and a few tries of it crashing instantly. My vram just gets full and game crashes. And then, after i successfuly get there, i still get the low fps / crash / stutter issue if i explore for about 20 to 30 min. Maybe a windows AMD driver issue related to how the textures are being allocated to the vram
The gloom issue has been constantly present for me on OpenGL, idk about Vulkan.
Game Update Version: 1.1.0
Emulator Build Version: 1.1.786
Graphics Backend: OpenGL
Hardware Specs: Ryzen 5 3600, RTX 2070 Super, 32GB RAM, Driver 531.68, Windows 11 22624 (Will update drivers and see if there's any change.)
Still present on the latest Nvidia drivers (531.79) sadly.
The gloom issue has been constantly present for me on OpenGL, idk about Vulkan. Game Update Version: 1.1.0 Emulator Build Version: 1.1.786 Graphics Backend: OpenGL Hardware Specs: Ryzen 5 3600, RTX 2070 Super, 32GB RAM, Driver 531.68, Windows 11 22624 (Will update drivers and see if there's any change.)
Still present on the latest Nvidia drivers (531.79) sadly.
i would like to 2nd this issue in open gl but not vulkan
Game Update Version: 1.0 Emulator Build Version: 1.1.788 Graphics Backend: OpenGL Hardware Specs: i5-12600K , RTX 4080 64.0 GB RAM Windows 11 Home 22624.1690
Gloom visually doesn't have a problem but it doesn't work as intended in Vulkan, you get gloomed in places that apparently doesn't have gloom and don't get any that does.
And the patches that gives gloom but is not visible seems like moving because you can't get gloom at the same point in place half a minute later.
Edit: Addition to that Death Mountain Depths are full gloom I couldn't progress unless I switched to OpenGL.
Game Update Version: 1.1.0
Emulator Build Version: 1.1.788
Graphics Backend: Vulkan
Hardware Specs: AMD Ryzen 5 3600, AMD Radeon RX570, 16GB RAM, Windows 10
https://github.com/Ryujinx/Ryujinx-Games-List/assets/133287759/c7b26b41-729b-497f-8c5c-ba27a421b02d
Gloom visually doesn't have a problem but it doesn't work as intended in Vulkan, you get gloomed in places that apparently doesn't have gloom and don't get any that does.
And the patches that gives gloom but is not visible seems like moving because you can't get gloom at the same point in place half a minute later.
Game Update Version: 1.1.0
Emulator Build Version: 1.1.788
Graphics Backend: Vulkan
2023-05-12.03-01-00.mp4
This is not the case for me on Nvidia+Vulkan, the gloom patches are both correct visually and effect-wise. Are you on AMD?
Gloom visually doesn't have a problem but it doesn't work as intended in Vulkan, you get gloomed in places that apparently doesn't have gloom and don't get any that does. And the patches that gives gloom but is not visible seems like moving because you can't get gloom at the same point in place half a minute later. Game Update Version: 1.1.0 Emulator Build Version: 1.1.788 Graphics Backend: Vulkan 2023-05-12.03-01-00.mp4
This is not the case for me on Nvidia+Vulkan, the gloom patches are both correct visually and effect-wise. Are you on AMD?
Yup full AMD, just edited to add specs sorry about that
我使用此類配置,有些圖形錯誤以及隨機崩潰,不清楚是什麼原因? NOTE: 因為是通過openssh遠程控制測試而來的,機器在別的城市,故沒有截圖和日誌,但和上面的已有的截圖差不多,情況也很嚴重(amd驅動的優化問題?)
Game Update Version: 1.1.0
Emulator Build Version: 1.1.788
Graphics Backend: Vulkan
Hardware Specs: Loongson LSA 5000 Loongarch ISA; SAPPHIRE RADEON RX 7900XTX; 32G DDR4; GENTOO LINUX
Bug on link's hair
Game version: 1.1.0
Emulator build version: 1.1.791
Graphics backend: Vulkan
OS: Mac OS
GPU: APPLE M2
Bug on link's hair
This has already been reported, see my comment with full list of Mac issues.
Just as a quick note on the locked 20fps issue, Ryujinx by default overrides the behavior of GpuContext.GetTimestamp()
to always report to the guest a shorter duration than actually passed, to try and prevent game logic from thinking that rendering was too slow. I messed around with this function and other similar time functions to try and change the game's behavior but it never really did anything, so I'm assuming that the game is using some other mechanism to get performance feedback.
I am sure that Exzap and the Cemu devs figured out this problem long ago with the Wii U, so it might be worth asking around and maybe looking at their performance counter / GPU timestamp code.
Game version: 1.1.0
Emulator build version: 1.1.792
Graphics backend: Vulkan
OS: Linux, kernel 6.2.0
GPU: 6800XT
CPU: Ryzen 7 7700X
Same issues as OP, game is hard freezing most often on loading, sometimes during travel to different areas, then segfaulting at roughly 16GB of RAM usage for me. No logs are being saved.
EDIT: This is the only information given in dmesg
GPU.MainThread[44831]: segfault at 57f ip 000055b9d2e465c4 sp 00007e4cab7fd3d0 error 6 in Ryujinx[55b9d2cb4000+760000] likely on CPU 1 (core 1, socket 0)
The Legend of Zelda: Tears of the Kingdom
1.1.0
1.1.792
Vulkan
CPU: AMD 7700X
GPU: ASROCK PG RX 7900XTX
RAM: 32GB 6000MHz C32
OS: Windows 10
1) The water at Great Sky Island, and possibly other locations glitches constantly
https://github.com/Ryujinx/Ryujinx-Games-List/assets/133259145/042795f5-1b80-43cb-8890-3de935de4aa6
2) There are black artifacts on textures.
https://github.com/Ryujinx/Ryujinx-Games-List/assets/133259145/233c44f6-3107-4d55-a08e-1c1be93b689d
Ryujinx_1.1.792_2023-05-11_23-00-57.log
Save
Crashes after the intro.
00:57:30.284 |E| GPU.MainThread Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x00000016045DD100, size=0x0000000000003B30
at Ryujinx.Cpu.Jit.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size) in /build/source/Ryujinx.Cpu/Jit/MemoryManagerHostMapped.cs:line 139
at Ryujinx.Graphics.Gpu.Engine.Compute.ComputeClass.SendSignalingPcasB(Int32 argument) in /build/source/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs:line 95
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(UInt64 gpuVa, Int32 offset, Int32 argument, Int32 subChannel, Boolean isLastCall) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 213
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(UInt64 baseGpuVa, ReadOnlySpan`1 commandBuffer) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 82
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs:line 207
at Ryujinx.Ui.RendererWidgetBase.<Render>b__78_0() in /build/source/Ryujinx/Ui/RendererWidgetBase.cs:line 430
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.<>c__DisplayClass51_0.<RunLoop>b__0() in /build/source/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs:line 107
Unhandled exception. Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x00000016045DD100, size=0x0000000000003B30
at Ryujinx.Cpu.Jit.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size) in /build/source/Ryujinx.Cpu/Jit/MemoryManagerHostMapped.cs:line 139
at Ryujinx.Graphics.Gpu.Engine.Compute.ComputeClass.SendSignalingPcasB(Int32 argument) in /build/source/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs:line 95
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(UInt64 gpuVa, Int32 offset, Int32 argument, Int32 subChannel, Boolean isLastCall) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 213
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(UInt64 baseGpuVa, ReadOnlySpan`1 commandBuffer) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 82
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs:line 207
at Ryujinx.Ui.RendererWidgetBase.<Render>b__78_0() in /build/source/Ryujinx/Ui/RendererWidgetBase.cs:line 430
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.<>c__DisplayClass51_0.<RunLoop>b__0() in /build/source/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs:line 107
Aborted (core dumped)
Ryujinx_1.1.733_2023-05-11_20-58-34.log
▗▄▄▄ ▗▄▄▄▄ ▄▄▄▖ lizelive@reese
▜███▙ ▜███▙ ▟███▛ --------------
▜███▙ ▜███▙▟███▛ OS: NixOS 23.05.20230404.9572a3b (Stoat) x86_64
▜███▙ ▜██████▛ Host: Alienware 0TYR0X
▟█████████████████▙ ▜████▛ ▟▙ Kernel: 6.1.22
▟███████████████████▙ ▜███▙ ▟██▙ Uptime: 2 days, 13 hours, 57 mins
▄▄▄▄▖ ▜███▙ ▟███▛ Packages: 1547 (nix-system), 164 (nix-user)
▟███▛ ▜██▛ ▟███▛ Shell: bash 5.1.16
▟███▛ ▜▛ ▟███▛ Resolution: 1920x1080, 1920x1080, 3840x2160
▟███████████▛ ▟██████████▙ DE: GNOME 43.3
▜██████████▛ ▟███████████▛ WM: Mutter
▟███▛ ▟▙ ▟███▛ WM Theme: Adwaita
▟███▛ ▟██▙ ▟███▛ Theme: Adwaita [GTK2/3]
▟███▛ ▜███▙ ▝▀▀▀▀ Icons: Adwaita [GTK2/3]
▜██▛ ▜███▙ ▜██████████████████▛ Terminal: kgx
▜▛ ▟████▙ ▜████████████████▛ CPU: AMD Ryzen 9 5900X (24) @ 3.700GHz
▟██████▙ ▜███▙ GPU: NVIDIA GeForce RTX 3080
▟███▛▜███▙ ▜███▙ Memory: 7927MiB / 128753MiB
▟███▛ ▜███▙ ▜███▙
▝▀▀▀ ▀▀▀▀▘ ▀▀▀▘
Crashes after the intro.
00:57:30.284 |E| GPU.MainThread Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x00000016045DD100, size=0x0000000000003B30 at Ryujinx.Cpu.Jit.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size) in /build/source/Ryujinx.Cpu/Jit/MemoryManagerHostMapped.cs:line 139 at Ryujinx.Graphics.Gpu.Engine.Compute.ComputeClass.SendSignalingPcasB(Int32 argument) in /build/source/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs:line 95 at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(UInt64 gpuVa, Int32 offset, Int32 argument, Int32 subChannel, Boolean isLastCall) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 213 at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(UInt64 baseGpuVa, ReadOnlySpan`1 commandBuffer) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 82 at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs:line 207 at Ryujinx.Ui.RendererWidgetBase.<Render>b__78_0() in /build/source/Ryujinx/Ui/RendererWidgetBase.cs:line 430 at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.<>c__DisplayClass51_0.<RunLoop>b__0() in /build/source/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs:line 107 Unhandled exception. Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x00000016045DD100, size=0x0000000000003B30 at Ryujinx.Cpu.Jit.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size) in /build/source/Ryujinx.Cpu/Jit/MemoryManagerHostMapped.cs:line 139 at Ryujinx.Graphics.Gpu.Engine.Compute.ComputeClass.SendSignalingPcasB(Int32 argument) in /build/source/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs:line 95 at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(UInt64 gpuVa, Int32 offset, Int32 argument, Int32 subChannel, Boolean isLastCall) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 213 at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(UInt64 baseGpuVa, ReadOnlySpan`1 commandBuffer) in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs:line 82 at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in /build/source/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs:line 207 at Ryujinx.Ui.RendererWidgetBase.<Render>b__78_0() in /build/source/Ryujinx/Ui/RendererWidgetBase.cs:line 430 at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.<>c__DisplayClass51_0.<RunLoop>b__0() in /build/source/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs:line 107 Aborted (core dumped)
Ryujinx_1.1.733_2023-05-11_20-58-34.log
▗▄▄▄ ▗▄▄▄▄ ▄▄▄▖ lizelive@reese ▜███▙ ▜███▙ ▟███▛ -------------- ▜███▙ ▜███▙▟███▛ OS: NixOS 23.05.20230404.9572a3b (Stoat) x86_64 ▜███▙ ▜██████▛ Host: Alienware 0TYR0X ▟█████████████████▙ ▜████▛ ▟▙ Kernel: 6.1.22 ▟███████████████████▙ ▜███▙ ▟██▙ Uptime: 2 days, 13 hours, 57 mins ▄▄▄▄▖ ▜███▙ ▟███▛ Packages: 1547 (nix-system), 164 (nix-user) ▟███▛ ▜██▛ ▟███▛ Shell: bash 5.1.16 ▟███▛ ▜▛ ▟███▛ Resolution: 1920x1080, 1920x1080, 3840x2160 ▟███████████▛ ▟██████████▙ DE: GNOME 43.3 ▜██████████▛ ▟███████████▛ WM: Mutter ▟███▛ ▟▙ ▟███▛ WM Theme: Adwaita ▟███▛ ▟██▙ ▟███▛ Theme: Adwaita [GTK2/3] ▟███▛ ▜███▙ ▝▀▀▀▀ Icons: Adwaita [GTK2/3] ▜██▛ ▜███▙ ▜██████████████████▛ Terminal: kgx ▜▛ ▟████▙ ▜████████████████▛ CPU: AMD Ryzen 9 5900X (24) @ 3.700GHz ▟██████▙ ▜███▙ GPU: NVIDIA GeForce RTX 3080 ▟███▛▜███▙ ▜███▙ Memory: 7927MiB / 128753MiB ▟███▛ ▜███▙ ▜███▙ ▝▀▀▀ ▀▀▀▀▘ ▀▀▀▘
Please post the full log, snippets do not really help us.
@OldManKain
is their another log i need? I can run again and capture stdout/err
@OldManKain
is their another log i need? I can run again and capture stdout/err
This is good.
@OldManKain should i build from a branch and try again?
@OldManKain should i build from a branch and try again?
Just use Master so we can troubleshoot things.
@OldManKain yay save with consistent crash!
save.zip
using 1.1.792
(master as of now)
Ryujinx_1.1.792_2023-05-11_22-37-04.log
Ryujinx_1.1.792_2023-05-11_22-33-33.log
I assume you prob want some debug stuff turned on becuse that log doesn't look super useful to me.
going to run with trace one sec.
@OldManKain here is trace Ryujinx_1.1.792_2023-05-11_22-39-30.log
ends in segfault (core dump) but unsure what policy is about sharing coredumps
happens in both Vulcan and OpenGL
Further information on the "Invisible Gloom" incidents. Narrowed down further from "AMD on Windows" to "AMD Vulkan on Windows". OpenGL with AMD does not have this issue, however it's OpenGL so it runs like trash otherwise. Also, coords slightly narrowed down to be between -642 and -700 when Invisible Gloom begins to take effect.
Updated, pls don't completely delete the issues now marked as fixed in the primary report, its for users to see and realize that they might have outdated builds etc if they continue to experience those issues (looking at you metro).
Game Update Version 1.1.0
Emulator Build Version 1.1.792
Hardware Specs CPU: AMD Ryzen 5 5600X GPU: NVIDIA GTX 1070 8GB RAM: 32GB
once the shaders are inserted, Vulkan crashes immediately, while OpenGL when it reaches about 4200 loaded shaders, by purging and having them generated at the moment the problems disappear (but with an obviously low framerate)
Game Update Version: 1.1.0
Emulator Build Version: 1.1.792
Graphics Backend: OpenGL and Vulkan
Hardware Specs: CPU: Ryzen 5600x GPU: GTX 1080 RAM: 16 GB OS: Windows 10
Update 1.1.0 causes strange artifacts around the floating islands, resulting in weird black marks in the sky. Here's a comparison between 1.0.0 and 1.1.0
Game Update Version: 1.1.0
Emulator Build Version: 1.1.792
Graphics Backend: OpenGL and Vulkan
Hardware Specs: CPU: Ryzen 5600x GPU: GTX 1080 RAM: 16 GB OS: Windows 10
Update 1.1.0 causes strange artifacts around the floating islands, resulting in weird black marks in the sky. Here's a comparison between 1.0.0 and 1.1.0
Second this issue, seems to be caused by resolution scaling above default.
Game Update Version: 1.1.0 Emulator Build Version: 1.1.792
Graphics Backend: OpenGL
Hardware Specs: CPU: Ryzen 5 3600 GPU: RTX 2070 Super RAM: 32 GB OS: Windows 11
Game Update Version: 1.1.0 Emulator Build Version: 1.1.792
Graphics Backend: OpenGL
Hardware Specs: CPU: Ryzen 5 3600 GPU: R9 380 RAM: 16 GB OS: Latest Arch Linux kernel
Issue with fused weapons and internal screenshots. Also happens when i take screenshots with F8, it is just a black screen.
- AMD issues above as listed with "white squares on rocks"
I tested it on some older Hardware of mine. Also happens on a GTX 970 Nvidia so this might not only be an AMD issue. If we're speaking about these squares on the cave entry early on.
GTX 970 Nvidia
This issue should be resolved in Ryujinx 1.1.784, does the issue persist after updating to the latest version?
Game Update Version: 1.1.0
Emulator Build Version: 1.1.0-macos1
Graphics Backend: Vulkan
Hardware Specs: CPU: M1 Pro RAM: 16 GB
Game State: Abysms are pretty much unplayable: missing textures of the ground and walls and invisible walls appearing:
Game Update Version: 1.1.0
Emulator Build Version: 1.1.792
Graphics Backend: OpenGL
Hardware Specs: CPU: Ryzen 5600x GPU: GTX 1080 RAM: 16 GB OS: Windows 10
I came across strange texture corruption on the entrance to this cave. It was corrupted like this from the time I saw it, for about 30 seconds before it started flashing, and fixed itself. I tried reproducing it by clearing shader cache, but it just rendered correctly. Nothing output to console or log either. Not much of a help, I know, but at least it looks cool.
https://github.com/Ryujinx/Ryujinx-Games-List/assets/20585337/0b705dfb-d7bd-4da0-9df7-5d34aaebb135
https://github.com/Ryujinx/Ryujinx-Games-List/assets/20585337/0b705dfb-d7bd-4da0-9df7-5d34aaebb135
Could you upload a save file at the location?
Game Update Version: 1.1.0
Emulator Build Version: 1.1.792
Graphics Backend: OpenGL
Audio Backend: SDL2
Hardware Specs: CPU: Ryzen 5600x GPU: GTX 1080 RAM: 16 GB OS: Windows 10
There's an increasing audio delay over the course of long play sessions. I think it's tied to shader caching stutters, adding up more and more over a long play session. Pausing and resuming emulation fixes it temporarily, resetting the delay. The delay in the video is how it was from the emulator, not caused by video editing. I'm also not sure if this issue is only related to this game.
https://github.com/Ryujinx/Ryujinx-Games-List/assets/20585337/e89341b4-1082-4443-80a9-a0a443818ec9
I don't have footage, but I stupidly booted up prime95 to stress the cpu on purpose while looking into an unrelated crash issue. After my computer had a seizure for 30 seconds while I tried to stop the stress test, I came back to the game, and the audio delay was very large, more than a second. If somebody with more knowhow can purposefully stress the CPU during shader caching, you may be able to reliably reproduce this quickly.
Could you upload a save file at the location?
Sure, here you go. Hopefully it's right, I had to delete the contents of album and picturebook to get it below file size requirements. If it helps, I originally flew in from the south, over the cave entrance before landing in front of it. I'd been in the nearby south for a while.
Game Update Version: 1.1.0
Emulator Build Version: 1.1.792
Graphics Backend: Vulkan
Audio Backend: SDL2
Hardware Specs: CPU: Ryzen 7800x3d GPU: AMD Radeon RX 6700 XT RAM: 64 GB OS: Windows 11
Game State:
After I got the Autobuild ability, the first time I tried to use it ryujinx crashed. I don't have any mods or cheat installed
Screenshots
videos
https://github.com/Ryujinx/Ryujinx-Games-List/assets/42004790/da817e7a-220d-438b-a358-cc21ea735dd0
Log File
Game Update Version: 1.1.0
Emulator Build Version 1.1.792
Graphics Backend: Vulkan
Hardware Specs: CPU: i5-12600k GPU: RTX 3070 OC RAM: 64gb
Mods: 30 Fps Increased resolution in game Shadow resolution (The distance texture problems persist even without the mods)
Game State
Screenshot
https://github.com/Ryujinx/Ryujinx-Games-List/assets/133381629/31809066-2c37-4853-b909-6d91aeabf630
https://github.com/Ryujinx/Ryujinx-Games-List/assets/133381629/958669d7-863a-4d77-aa49-2d026b1a65cc
https://github.com/Ryujinx/Ryujinx-Games-List/assets/133381629/317f2b1b-cc7a-4fbe-954d-fe841d9970a8
@dylanarmstrong Intel GPUs can't run this game yet.
Game Update Version: 1.1.0
Emulator Build Version: 1.1.793
Graphics Backend: Vulkan
Hardware Specs: CPU: Intel i7-7700HQ 2.80GHz GPU: NVIDIA GeForce GTX 1050 Ti RAM: 16.0 GB OS: Windows 10
Game State: Graphics break whenever Link dives into the dephts. Once it happens it stays for the rest of the emulation.
Game Update Version: V1.1.0
Emulator Build Version 1.1.793 / FW: 16.0.2
Graphics Backend: Vulkan
Hardware Specs: CPU: i5-11600k GPU: RTX 3060Ti OC RAM: 16GB 3600MHz OS: Windows 11 (Latest update)
Mods: 30 FPS, Docked Mode 2X Resolution (1440p/2160p) FSR 50% - AA SMAA Low Shader Cache + Macro HLE are "ON"
Game State
Additional Info (not relevant):
Game Name
The Legend of Zelda: Tears of the Kingdom
Game Update Version
1.1.1
Emulator Build Version
1.1.804
Graphics Backend
Vulkan
Hardware Specs
Game State
Game boots and is completely playable from start to end with some minor visual and performance issues.
- Depths can experience big hitches when you start a save that loads directly into it.(probably resolved)- Significant Z fighting can occur when when looking at distant LOD at times.There are certain blocky texture artifacts/flickering in shrines and waterfalls, this is different from Z fighting mentioned above.
The game can very rarely or almost never in a complete play through crash with an invalid memory exception, likely some race condition. This is pretty insignificant as it only happened twice for me and probably never for some, i just love the perpetual ingame tag.
Screenshots
Log File
No response