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