xenia/CodexInfo.md

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Im 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 its 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, Ill compile this into a concise checklist for clarity!

codex Agreed — were in good shape to retest now. Heres 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.