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Coded Arms #21391

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Closed

Description

@CCCP1982

Game or games this happens in

ULUS10019

What area of the game

Base

What happens

Visual garbage in landfills around grates in the floor

Image

What should happen

Image

GE frame capture

No response

Platform

Windows

Mobile device model or graphics card (GPU)

NVIDIA GeForce 210

PPSSPP version affected

v1.20.1-101-g593e0fd8d9

Last working version

v1.20.1-101-g593e0fd8d9

Graphics backend (3D API)

OpenGL / GLES

Checklist

  • Test in the latest git build in case it's already fixed.
  • Search for other reports of the same issue.
  • Try resetting settings or older versions and include if the issue is related.
  • Try changing graphics settings to determine if one causes the glitch (especially speed hacks or enhancements/replacements.)
  • Include logs or screenshots of issue.

Activity

  1. hrydgard commented on Mar 9, 2026

    @hrydgard
    Owner

    Garbage in landfills? What? The picture doesn't look anything like a landfill. That does look like a rendering glitch though.

    Could you provide a framedump or a savestate? For framedumps see https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump

  2. added this to the v1.21 milestone on Mar 9, 2026
  3. CCCP1982 commented on Mar 9, 2026

    @CCCP1982
    Author

    Garbage in landfills? What? The picture doesn't look anything like a landfill. That does look like a rendering glitch though.

    Such a translation)

    Could you provide a framedump or a savestate? For framedumps see https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump

    SAVE
    ULUS10019000.zip

    dump
    ULUS10019_0001.zip

    There is a problem in the rendering in DX11

  4. Panderner commented on Mar 18, 2026

    @Panderner
    Contributor

    This bug also occurs in software modes.

    Desktop.2026.03.18.-.15.38.49.05.mp4
  5. hrydgard commented on Mar 18, 2026

    @hrydgard
    Owner

    Looks like Z fighting in that video - two surfaces are very close in space, and due to lacking Z-buffer precision, or lack of emulation of some quirk that somehow avoids it, the two surfaces "fight" per-pixel of which one is the closest to the camera and thus visible.

    In #20223 I will aim for a closer match to hardware, maybe this will get solved as a side effect.

  6. hrydgard commented on Jun 1, 2026

    @hrydgard
    Owner

    Not yet fixed, even with #21715 .

  7. hrydgard commented on Oct 9, 2026

    @hrydgard
    Owner

    This is now fixed in SoftGPU (software rendering).

    However, likely still problematic in hardware.

  8. added a commit that references this issue on Oct 13, 2026
    531a75f
  9. added 2 commits that reference this issue on Nov 9, 2026
    31542cd
    3b5115f
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