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33 lines
1.4 KiB
Markdown
33 lines
1.4 KiB
Markdown
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I’m thinking about how to toggle sRGB gamma. I should mention the cvar
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--gamma_render_target_as_srgb=true if scenes appear too dark. Also, the
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--readback_resolve=false option is important to bring up, as it’s false by
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default. It might be a good idea to suggest capturing logs to confirm shader
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selection and check for any failed memory region messages.
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Alright, I’ll compile this into a concise checklist for clarity!
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codex
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Agreed — we’re in good shape to retest now. Here’s a quick checklist:
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- Build:
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- ./xb build --config=Release
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- D3D12 run (Windows):
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- xenia_canary.exe --gpu=d3d12 --log_resolves=true --d3d12_edram_rov=false
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<path-to-415608B2.xex>
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- Then retry with --d3d12_edram_rov=true for comparison.
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- Vulkan run:
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- xenia_canary.exe --gpu=vulkan --log_resolves=true <path-to-415608B2.xex>
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- What to watch:
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- No “Failed to obtain the resolve destination memory region” errors.
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- Resolve logs show shader names and dispatch group sizes; gameplay no
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longer white/blank; models/textures persist.
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- Lighting improves from BC5/BC4 SNORM mapping (normals look correct).
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- VRAM usage plateaus rather than steadily growing.
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- If still dark/muted:
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- Try --gamma_render_target_as_srgb=true to test gamma targets as sRGB.
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- Optional:
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- Add --trace_gpu to confirm resolve passes output valid color each
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dispatch.
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If you want, I can gate logs by title ID or add brief rate-limiting after you
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validate.
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