Skip to content

Rendering errors in-game and in the menus. #352

Closed as duplicate
Closed as duplicate

Description

@aton27

Before you start

Savage Wind version

0.4.0-alpha.4 (latest)

Game version

1.9.0

Your PC

Windows 10 22H2 - Intel (R) UHD graphics 128mb (driver 32.0.101.7092) - 11th Gen Intel(R) Core(TM) i3-1115G4 @ 3.00GHz 3.00Ghz - 12gb RAM

Where in the game

various places, menus, cutscenes and etc...

What happened, and how to make it happen again

I tested version 0.3.1 and didn't encounter any graphical glitches or bugs, though the performance wasn't great. Following the release of version 4.0, there was a massive performance boost reaching up to 50 fps in Full HD but numerous graphical artifacts and glitches appeared in the menus, cutscenes, and during actual gameplay. The images show a comparison between version 0.3.1 and 0.4.0.

Settings

30FPS - 1280x720 - auto - disable upscaler

savagewind.log

savagewind.log

Image Image Image

Before sending

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

Activity

  1. Revivedx commented on Nov 1, 2026

    @Revivedx
    Owner

    Hello, thanks, please refer to #332
    We are aware Savage Wind doesn't work properly in older hardware and we want to consolidate all cases into one big thread.
    Thanks!

  2. Revivedx commented on Nov 1, 2026

    @Revivedx
    Owner

    Thanks, the 0.3.1 / 0.4.0 comparison is exactly what we needed. The sky slivers and the broken menu text look like a bug in the code Alpha 4 added for integrated graphics, not a hardware limit. Could you try Alpha 4.1 with these set one at a time (Command Prompt in the Savage Wind folder, set NAME=value, then savagewind.exe) and tell us which one fixes it: SAVAGEWIND_VK_LEAN_USAGE=0, SAVAGEWIND_VK_FULL_PASS_BARRIER=1, SAVAGEWIND_GPU_OVERLAP=0, SAVAGEWIND_VK_GSNAP=0, SAVAGEWIND_VK_NO_FEEDBACK_LOOP=1?

  3. aton27 commented on Nov 1, 2026

    @aton27
    Author

    I ran all the tests, and the only one that resolved the issue was the "VK No Feedback Loop" test. However, there was a 15 FPS drop during that test.

    Image

    teste5(VK No Feedback Loop).log

  4. Revivedx commented on Nov 2, 2026

    @Revivedx
    Owner

    Thanks @aton27, your test pointed straight at the cause. On Intel integrated GPUs the attachment feedback loops draw wrong (sky slivers, shredded menu text), and SAVAGEWIND_VK_NO_FEEDBACK_LOOP=1 removes it, as it did for you. The next build uses the render target copies by default on Intel integrated GPUs, like 0.3.1 did, so you will not need the variable. You measured a 15 fps drop with the copies on your 2-core i3, so the cost is real; we are looking at making the copies cheaper separately. We have not found yet what is wrong in the loop path itself (we have no Intel GPU to test on). SAVAGEWIND_VK_FEEDBACK_LOOP=1 turns the loops back on for testing, if you want to try a future build with them.

    Update: we found a barrier in the loop path that was missing VK_DEPENDENCY_FEEDBACK_LOOP_BIT_EXT, which a driver like Intel's may need. The next build has it. It still uses the copies by default on Intel integrated GPUs, to be safe. When that build is out, please run once with SAVAGEWIND_VK_FEEDBACK_LOOP=1 (loops on) and tell us if the flicker is gone. If it is, we turn the loops back on for Intel and you get the frame rate back.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    bugSomething isn't working

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions