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Several strange graphical errors #342

Closed as duplicate
Closed as duplicate

Description

@zerothecat4564

Before you start

Savage Wind version

0.4.0-alpha.4 (latest)

Game version

1.9.0

Your PC

CachyOS x86_64, Intel(R) Core(TM) i5-1035G1 (8) @ 3.60 GHz, Intel Iris Plus Graphics G1 (Ice Lake) @ 1.05 GHz [Integrated]

Where in the game

Various places

What happened, and how to make it happen again

Okay, all of this happened in the same session: global shadows have a sort of grid pattern; the floor turns into garbled, pixelated mess (I believe this has already been reported); the rain doesn't quite work properly (I don't have proof of this one); and everything else shown in the video occurs (button prompts don't render correctly; text breaks when trying to pick up a weapon with a full inventory; the floor disappears; the analog stick doesn't work in the resolution selection menu—only the D-pad does). On top of that, the frame rate isn't entirely consistent at 720p (Obviously not while recording)

https://youtu.be/FjbwEqTBxo4

Image Image Image Image

Settings

30 fps, 720p & 540p fullscreen, upscaler off

savagewind.log

savagewind.log

Before sending

  • This report contains no game files, keys, firmware, generated game code, save files or links to copies of the game.

Activity

  1. zerothecat4564 commented on Nov 1, 2026

    @zerothecat4564
    Author

    One last thing: when certain enemies—such as Guardians—are defeated, their explosion and various particle effects are missing. (I will attach proof when I can.)

  2. Fayberr commented on Nov 1, 2026

    @Fayberr
    Contributor

    What is wrong in the last Screenshot at the Stable?

  3. zerothecat4564 commented on Nov 1, 2026

    @zerothecat4564
    Author

    The rendering of the button prompts (they are stretched vertically from top to bottom, so to speak)

  4. Revivedx commented on Nov 1, 2026

    @Revivedx
    Owner

    Hello, please refer to #332

    We are aware that Savage Wind doesn't work correctly in older hardware/iGPUs, we want to consolidate all cases under one big thread.

  5. Revivedx commented on Nov 1, 2026

    @Revivedx
    Owner

    Thanks for the video and the log. The shadow grid, the speckles on the grass and the prompts are all things we can see are wrong on Intel iGPUs, and they did not exist in 0.3.1, so we will fix them. If you have time, please try Alpha 4.1 five times in the same place with one of these set each time and tell us which one removes the grid (set the variable in a terminal and start the AppImage from it): SAVAGEWIND_VK_LEAN_USAGE=0, SAVAGEWIND_VK_FULL_PASS_BARRIER=1, SAVAGEWIND_NO_DEPTH_TWIN=1, SAVAGEWIND_GPU_OVERLAP=0, SAVAGEWIND_VK_NO_FEEDBACK_LOOP=1. Also, a log from a run with SAVAGEWIND_VK_PROF=2 would show what limits the frame rate under the 30 fps cap.

  6. Revivedx commented on Nov 2, 2026

    @Revivedx
    Owner

    Update for @zerothecat4564: the sky, text and button problems that other Intel iGPU reports had (#352, #399) go away with SAVAGEWIND_VK_NO_FEEDBACK_LOOP=1, and the next build turns the loops off by default on Intel integrated GPUs. Your shadow grid is not confirmed to be the same thing, because we have no result from you with that variable. When the next build is out, please check the shadows again. If the grid is still there, try SAVAGEWIND_NO_DEPTH_TWIN=1 (your log shows the shadow format path that this controls) and tell us whether it changes. Please also run once with SAVAGEWIND_VK_PROF=2 and a log, so we can see what limits the frame rate under the 30 fps cap.

  7. zerothecat4564 commented on Nov 2, 2026

    @zerothecat4564
    Author

    @Revivedx I’ve sent the log using the SAVAGEWIND_VK_PROF=2 variable to issue #332 , since this one is now closed; the other variable didn’t seem to make any difference.

    #332 (comment)

    (If my test script isn't correct, I can try it again—I didn't see any changes at all when I tried it the first time. Besides, someone else has just reported the same error I’m seeing in that very same thread.)

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