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1.4 KiB
1.4 KiB
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 <path-to-415608B2.xex>
- Then retry with --d3d12_edram_rov=true for comparison.
- Vulkan run:
- xenia_canary.exe --gpu=vulkan --log_resolves=true <path-to-415608B2.xex>
- 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.