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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.
Activity
hrydgard commentedon Mar 9, 2026
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
CCCP1982 commentedon Mar 9, 2026
SAVE
ULUS10019000.zip
dump
ULUS10019_0001.zip
There is a problem in the rendering in DX11
Panderner commentedon Mar 18, 2026
This bug also occurs in software modes.
Desktop.2026.03.18.-.15.38.49.05.mp4
hrydgard commentedon Mar 18, 2026
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.
hrydgard commentedon Jun 1, 2026
Not yet fixed, even with #21715 .
hrydgard commentedon Oct 9, 2026
This is now fixed in SoftGPU (software rendering).
However, likely still problematic in hardware.
Add AccurateSplines compat flag, enable for Coded Arms
Add AccurateSplines compat flag, enable for Coded Arms
Add AccurateSplines compat flag, enable for Coded Arms