hedge-dev / hedge-dev/UnleashedRecomp
Bug regarding graphical issues
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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:
- Launch the game and play normally (tested on the bamboo/pagoda level path)
- 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
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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