hedge-dev / hedge-dev/UnleashedRecomp

Bug regarding graphical issues

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C++
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Description

Validation
  • I have checked the Issues page to see if my problem has already been reported
  • I have confirmed that this bug does not occur in the original game running on original Xbox 360 hardware
If you have DLC installed, please specify which ones you have.
  • Apotos & Shamar Adventure Pack
  • Chun-nan Adventure Pack
  • Empire City & Adabat Adventure Pack
  • Holoska Adventure Pack
  • Mazuri Adventure Pack
  • Spagonia Adventure Pack
If you have mods enabled, please specify which ones you have.

Visual artifact

Description:
While playing, I'm seeing a visual artifact — the mesh appears momentarily corrupted/deformed (stretched geometry, doubled silhouette edges) for a single frame or two. It's not standard motion blur; the model geometry itself looks glitched.

Hardware/Software:

  • GPU: AMD Radeon RX 9070 XT (Gigabyte Gaming OC), RDNA4 / gfx1201
  • Driver: RADV / ACO, Mesa 26.1.6 (git-ffa4...)
  • OS: CachyOS (Linux), kernel DRM 3.64
  • API: Vulkan
  • SDL Video Driver: wayland

Steps to reproduce:

  1. Launch the game and play normally (tested on the bamboo/pagoda level path)
  2. The artifact appears intermittently all over the screen during regular gameplay, not tied to any specific action

Additional info:
Looking at the game's own built-in profiler overlay at the moment the artifact appears, I noticed a clear spike in the "Present" (green) and "Present Wait" (pink) values in the Frame Time graph, coinciding exactly with the visual glitch. This suggests it might be a frame-pacing/present-timing issue rather than a rendering logic bug — possibly something in how the game handles Vulkan present on RADV/Mesa.

Ruling out hardware issues:
To rule out a GPU hardware problem, I ran FurMark (GpuTest) for 10+ minutes at 100% GPU load with the artifact scanner enabled: 0 artifacts detected, stable temps (66°C) and clocks throughout. So this appears to be software/driver-specific to this game rather than a hardware fault.

I have a video clearly showing the artifact plus the profiler spike, happy to attach it or extract specific frames if useful.

If you have codes enabled, please specify which ones you have.

disable autosave warning, disable dlc icon, disable low resolution custom font, toogle iu/hud on f8, use arrows for time of day transition, boot directly into title, disable win 11 rounded corners, use official title on title bar, allow cancelling unleash, homing attack on jump, save scores at checkpoints,

Describe the Bug

When I play Dragon Road after the second gate there are a lot of graphical glitrch

Steps to Reproduce

start the game and go on dragon road and before the 2 gate look at the screen

Expected Behavior

no graphical glitch

Footage

video proof
https://imgur.com/a/8NUwpo1

Version

1.0.3

CPU

AMD Ryzen 5 7600x

GPU

AMD Radeon RX 9070 XT

GPU Driver

RADV / ACO, Mesa 26.1.6

Memory

32 gb

Operating System

Linux

Additional Context

No response

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the issue on Dragon Road before the second gate with Vulkan on RADV/ACO, using the profiler overlay to compare the artifact with Present and Present Wait spikes. The payload names no source files or tests, so trace the Vulkan present and frame-timing entry point first. Done means the graphical artifact and coincident timing spikes no longer occur in the reported setup.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, linux
Domain
computer-graphics, operating-systems, performance
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Active
Clarity
Needs clarification
Newbie friendliness
38/100

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