You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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)
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.)
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.
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.
@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.
(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.)
Activity
zerothecat4564 commentedon Nov 1, 2026
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.)
Fayberr commentedon Nov 1, 2026
What is wrong in the last Screenshot at the Stable?
zerothecat4564 commentedon Nov 1, 2026
The rendering of the button prompts (they are stretched vertically from top to bottom, so to speak)
Revivedx commentedon Nov 1, 2026
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.
Revivedx commentedon Nov 1, 2026
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 withSAVAGEWIND_VK_PROF=2would show what limits the frame rate under the 30 fps cap.Revivedx commentedon Nov 2, 2026
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, trySAVAGEWIND_NO_DEPTH_TWIN=1(your log shows the shadow format path that this controls) and tell us whether it changes. Please also run once withSAVAGEWIND_VK_PROF=2and a log, so we can see what limits the frame rate under the 30 fps cap.zerothecat4564 commentedon Nov 2, 2026
@Revivedx I’ve sent the log using the
SAVAGEWIND_VK_PROF=2variable 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.)
Bug-fixing day (2026-11-02): Linux recorder thread, Intel iGPU, AMD W…