Tested on EmuCR-Xenia-20151215.
title screen it's ok now

It seems a new bug has popped up on certain hardware configurations for this game in later builds.
I noticed that certain actions would kill me instantly while showing me a black screen (or a frozen screen) until respawn. And watching videos of people playing the game on the same builds I was testing this on, it seems the bug is not affecting them. The system I was testing this on had a GTX 980, Intel 5930k, DDR4 2133 RAM, and Windows 10.
The things that trigger this are:
And as you can see there are also issues with the game camera (which is bad on real hardware but not _that_ bad)
@cmexp I'm getting the same behavior on the latest build, plus physics are all over the place. How did you get around the half-screen + swapped color palette?
ex-

@cmexp Oh... well that's cheating! I guess my screenshot is a more accurate representation of how the game currently runs (unmodded)
To be fair, it's only the graphics that are fixed. The physics are still all over the place in the modded game.
@SilverSzymonPL This half-playable (Sound OK, but some broken graphics and game mechanics)
LvL Crysis City (Vulkan) https://www.youtube.com/watch?v=CjHccEYhz5g
LvL Ocean Wave (OpenGL) https://www.youtube.com/watch?v=h_Jr5GbuSI8









It work everything right texture all of NPC, the camera have a little buggy on wave ocean like before. The rings, sonic spikes on head it has been many error!!
Updated: Main meny background have black on half, no gun effect when robotnik shoot. Chaos Emerald is just a shape, not like the old build. Tree, flower is buggy, water is not animation. Background is just a black!!! Tails is normal now not buggy anymore!!
Use light chip on wave ocean, jump on 3 springs, jump to the whale head it will be a black screen and lose a life!!
This is the test on OpenGL in build (https://github.com/benvanik/xenia/commit/5b8b339c388a0ff4c8be113d46bc30b5dc3bd5e4)
On Vulkan test is just a black screen only hear the sound, button working!!!
AMD GPU here. The retail release doesn't crash while using Vulkan, but has depth issues when using the cache.arc hack linked above.

Using the game vanilla just gives me a black screen. HUD elements work however.
I have a Nvidia GPU, not AMD.
Try updating your build, it shouldn't crash now. For me, it was just a temporary regression for one or two builds. Really hoping that AMD users will see some more parity with their nVidia counterparts. GL runs like molasses compared to the Vulkan...though without game modification the game doesn't draw any 3D assets.
Here's the log. Specifically this bit:
w> 00000004 GPU: Write to unknown register (045E = 00000004)
w> 00000004 GPU: Write to unknown register (045E = 00000004)
w> 00000004 GPU: Write to unknown register (045E = 00000004)
w> 00000004 GPU: Write to unknown register (045E = 00000004)
Lots of unknown register warnings.
On latest master, it crashes at beginning loading on Vulkan. Using AMD GPU and CPU
Windows 10 (64 bit)
AMD FX(tm)-6300 Six-Core Processor
AMD Radeon (TM) R7 360 Series
Log file:
xenia.txt
Tested on (https://github.com/benvanik/xenia/commit/cecc66622f278ca057e19afe86768af6dfe640ba)
Vulkan. Color bug, invisible hair on Sonic
OpenGL. Invisible hair on Sonic
Core. Black screen bug if uses triple jump-pad (not freeze, not crash, game restarting from last checkpoit), black screen bug on dolphin (there auto change character but go on restart from last checkpoint). Sometimes blackscreen bug on circle-jump. Sometimes no physics (collision?) and Sonic falls through (example qte on jumping), but if locked 30fps then this works more good (but slow-mo ingame speed)
Audio - OK. Performance is good.
Sonic_Vulkan_60FPS.txt
Sonic_Vulkan_30FPS.txt
Sonic_OpenGL.txt
Vulkan:

Vulkan:

OpenGL:

gpu-corrupt-drawing
gpu-missing-drawing
cpu-timing (?)
state-gameplay
@slashiee Your issue is caused by AMD's drivers. Upgrading to the latest drivers causes it to crash on my system as well. Removing them and letting Windows install them allows it to function properly.
@Parovozik The black screen "bug" is a crash handler in the game. It just kills you when it doesn't know what to do and reloads from the last checkpoint. As far as collision, the game's logic runs at 60 fps. If capped to 30, some unusual things may happen.
https://www.youtube.com/watch?v=eTrbLqsxncc - Vulkan
https://www.youtube.com/watch?v=fOsP-yF-mXI - OpenGL
On the latest build, using the modified cache.arc file.
Tested on (https://github.com/benvanik/xenia/commit/84758a3a3faa03aed86611380ead1660f2e4657b)
Now colors more correct, but still bugs as triple-jump-pad and etc

Can the labels be modified to include:
gpu-missing-drawing
cpu-timing
Currently I get a black screen with just HUD elements on Vulkan, but I'll try the newest build once I get home. AMD 😥
I've just fixed the jump pad and camera error by rolling back this part in xenia-cpu:
You can find the exactly changes on my forked branch (Sorry about the space indentation lol)
https://www.youtube.com/watch?v=AaJQHpAxCxQ
Everything seems back to normal, the game is pretty much playable now 💯
btw I don't know if this fixes/breaks the other games, also I have literally zero acknowledge of 360 emulation so I'd called this a workaround. That'd be cool if some developers can look into these codes. Should I raise a PR or Issue?
Edited: Deleted my change to ppc_emit_fpu since I can't reproduce nan's error, maybe it's just me missing something.
I still have no clue on how to get this game working on Vulkan. Even on my new computer, it crashes on boot. OpenGL works fine, though.
GeForce GTX 1060 6GB
Intel Core i5-7600K @ 3.80GHz
16GB RAM DD4-2133MHz

I have the same card. Though, make sure your drivers are up to date and that Vulkan is installed. Also, sometimes Xenia crashes for no reason when the log file exists. Try deleting that. Also try extracting the ISO's contents, and using the cache.arc replacement that's linked in this thread.
@AllanCat Cache file works, thanks!

There's only a couple of things that are still off with the game, though it's very close to perfect emulation. Hoping the Vulkan thread gets unlocked so we can discuss things. You're my hero @AllanCat
@Irixion While it's nice a temporary workaround was found, reverting changes blindly is not going to be accepted as a PR. This however, can be taken note of and be investigated when a contributor has time to.
Got some time messing around with cache file. You can get it from here
Also by reducing audio buffer (kMaximumQueuedFrames in audio_sysrem.h) the latency feels better.
Video: https://www.youtube.com/watch?v=pOpKpM-N7xY
At this point I think I've already gone too far and done what I can with this game. Cheer up :D
@owner Feels like there's regression with that in there though. The audio buffer (kMaximumQueuedFrames in audio_sysrem.h) though needs to be adjusted for Vulkan--the audio is slightly out of sync with the video.
@AllanCat Some levels set CSM levels for terrain and objects on their own. Xenia doesn't seem to be generating any shadow maps though, so levels look flat on both backends. However, how did you manage to edit the lub file? Did you use chunkspy?
There's some miscolouration on effects, things like flames for example. There's also some effects (such as bloom) that are misaligned (to the right) of where they should be. Not sure if the gpu corrupt tag is the right one for that.
@Irixion
There's exactly one unluac fork that supports for lua5.0, it still has problem about for loop. Here I'm just bypassing the error:
decompile\Registers.java
public Target getTarget(int register, int line) {
if(!isLocal(register, line)) {
//throw new IllegalStateException("No declaration exists in register " + register + " at line " + line);
//
decls[register][line] = new Declaration("_TMP_", 0, 0);
}
return new VariableTarget(decls[register][line]);
}
This is a bit off topic, I think we can discuss on other place(discord or so). Thanks!
Did some more researches about what works and what not, here's my progress so far:
https://www.youtube.com/watch?v=6GcLpbTM2QA
Found three spots which broke a lot of games, still need to fix them instead of just reverting the commits. (mentioned here and here)
Not supporting MSAA caused game crash(vulkan) or glitched(gl).
Fixed by removing all MSAA parameters in cache file. Note that's probably the reason makes other games not working too.
Building&Character's shadow isn't cut correctly so that the whole ground became dark gray.
Fixed by removing all shadow effects, this speed up openGL a lot.
Color is darker than console/gl.
It's been noted maybe something wrong with channel swapping, hoping that can be fixed soon.
Some reflecting effect has wrong color map(like sea in town, Sonic's shoes and Amy's ring gloves)
This is probably caused by Vulkan not supporting k_2_10_10_10_FLOAT color format(GL can mapped this to GL_RGB10_A2), maybe we need to convert k_2_10_10_10_FLOAT to other formats.
Some screenshots about the issues mentioned above:
https://imgur.com/a/K35Xb
will it be better to put those common issues to the issue list instead of burring here? even the vulkan issues are common issues since vulkan is now the only one being supported instead of GL.
@jackchentwkh That would be great, but the Vulkan thread is locked. I think the only reason he's comparing the two is because GL supports some things that Vulkan doesn't, and it would be helpful to look and see how GL does it, to implement similar functionality to Vulkan.
@AllanCat I've sent you a message on YouTube. Did you get it?
As far as the textures for the townspeople, I think that it's got something to do with the CPU instructions that were reverted as it worked for me in earlier builds.
@Irixion Sorry I just noticed your youtube msg now ;p
I'm assume your earlier build was used old cache patch like here, the color you saw was not actually a texture. This cache applied a built-in shader called "simple" which simply draws solid color when rendering objects. I was messing around to try if I can apply it only on people and I failed. :c It affects too many objects and is not useful at all.
Crashes when choosing an episode for me using a hacked cache and OpenGL.

May I ask what is the tool you guys used to trace/debug the shader?
We looked at the game's rendering pipeline to see exactly what it was doing, and compared that to what Xenia does. That being said @DoctorGibuz --what's your crash log say? The last line? Don't use GL. It's deprecated and should only really be used if you're on AMD. What's your hardware?
Specs:
OS: Windows 10 64 bit
GPU: Radeon R7 Graphics
CPU: Radeon R7 A750k 3.3ghz Quad Core
Ram: 16GB
I tried using Vulkan but everytime i do it crashes, i assume this is because of the fact i haven't got a Vulkan GPU yet.
Anyway here's the log
@DoctorGibuz
AMD cards don't support a format required by Xenia to run.
Specs:
GPU: GeForce GTX 1050 Ti 4GB
CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz Skylake
Memory: 16 GB RAM
Operating system: Microsoft Windows 10 Pro
Vulkan Runtime Version 1.0.42.1
Video of the Build I downloaded: here
The build itself: here
So Vulkan crashes immediately for me, although it almost loaded once, it doesn't leave a log file, I'll keep on trying though.
As for OpenGL, well I get this
Basically discoloration and that half screen glitch, up until the mach speed zone where everything looks and works alright save for the frame dip halfway through it. Then after the goal ring, it reverts. It's the same for the others, although I haven't done Radical Train yet, I assume it's the same. I thought it was weird, and heard no mention of it so thought I would just put it here. OpenGL does leave a log file, so I'll include that.
xenia Sonic 06.txt
I know OpenGL support is discontinued, just thought I'd include it, honestly if Vulkan would work for me I'd just use that.
I'll probably keep playing around with it, might be better if I built from source myself probably :/
If this is all useless feel free to delete my comment 👍
@Parovozik so I saw the loading arrow and it stopped halfway and crashed again, I think it might be a process on my PC acting up, I ran it under vulkan first then tried OGL and it seemed identical to before. I'll see if I can find what's causing the issue for me, I feel like it might be external.
@Parovozik I had a cache file, I tried yours, and I also tried without, it seems inconsequential, Vulkan still won't run, and OGL behaves exactly the same way. I did run the game extracted using the xex file. We can rule out cache issues, and build issues. If you have any other ideas I can keep trying. I think we should work on why vulkan won't start for me. I know it starts and immediately crashes, but that's it. I'll keep on trying other stuff. Thanks for helping me with this 👍
Edit: I actually want to know how the game works for you.
@lumo93 You can look my video record here (https://www.youtube.com/watch?v=bOF_XxOhXXY)
The only reason the original cache crashes is MSAA is not supported on Vulkan just yet. @Parovozik. As for your crashing @lumo93 , attach the vulkan crash log file.
@Irixion I'm attaching the log file, took a while to find for me
@Parovozik You got the same card as me, nice, at least I can rule out that
@Irixion and @Parovozik So I realized I was putting the cache ark in the wrong spot, when I corrected it, Vulkan decided to start loading, I'm using the same build as the one in the log I just sent, although I accidentally minimized and it crashed again.
I had to remake the log file, this one doesn't have the minimize crash but I can try to recreate it if you want.
Xenia Sonic 06 Vulkan Running.txt
Sonics quills are missing in this build still but I'm just glad it works now 👍
@ItsIggy The cache file only disables MSAA (Which the emulator doesn't yet support), which is why an unmodified game crashes, and comments out the lines that tell the game to calculate and draw the dynamic shadows (which is all of them) for objects and geometry.
AMD cards don't support a needed texture format. Until a workaround is implimented, you're out of luck. Your only bet is to use the deprecated OpenGL backend.
Xenia doesn't have enough contributers to speedily impliment and fix problems, unfortuately. So it's a waiting game.
this is the save file i am using. also my xenia folder is already in C;/emulators/ .
SonicNextSaveData.zip

also here is the log from when the game was running
xenia.log
is there any other way to fix it?
@Irixion
@AlexS2412 Your save file .bin should be in "XENIAcontent\534507D6\00000001\SonicNextSaveData.bin"
It is. @Irixion
Edit: Found out it's caused by scp server. If it's installed, xenia magically can't save. I don't get why it happens, but it does.
@AlexS2412 I think it's the way scp server manipulates xinput, which probably affects saves. I know the controller has to have the player one designation or it won't work.
I figured out it will work fine as long as you force scp,or whatever output client you are using to make the controller as the 1st controller. It works fine with my ds3 controllers and my switch joycons
Hey there!
Currently I've a problem right after the first cutscene of this game. Once the cutscene ends, Xenia will loose the graphics device and stop rendering the second cutscene:

Current hardware:
Intel Core i7-7700HQ
NVIDIA GeForce GTX 1050 4GB
Version of Feb 14 2018, using the Vulkan renderer.
Also attached is the log file:
xenia.log
However, let me congratulate you guys! Last time I checked, I couldn't even get past the first loading screen =P
@jpb18 I'm not sure how much help this will be for your case, I know that my GTX 1050 TI has more recent updates that for whatever reason remove vulkan. I doubt that's your issue, but just in case, check out the Vulkan Hardware Database and look for your card and operating system, If vulkan was removed I'm not sure how you would even be playing it tbh, but give it a shot. Just look for the latest update on that list, that's the one that has vulkan, it's a bit older for sure, but it's the only way to use Xenia as far as I am aware. (There's opengl but they are doing away with that). Let me know how that works out for you.
For some reason whenever I try to run Xenia without using an external controller the emulator runs at half speed. After connecting my dualshock4 controller the emulator will go back to full speed. Anyone know why?
Quick sidenote, anybody figured out how to go about editing the LUA files in the game? Curious as to how the files inside of cache.arc were edited.
@SonicASD that sounds related to this issue https://github.com/benvanik/xenia/issues/801
@Razzile Makes sense. Appreciate it.
@AllanCat Is it alright if you share that unluac fork? I couldn't figure out how to compile the source.
@SonicASD Last build much better:
i used last master (https://github.com/benvanik/xenia/commit/2a52156edf4ecc02d9083c31d495e0a927d26438) + (https://github.com/benvanik/xenia/issues/779) + (https://github.com/benvanik/xenia/issues/767)
PR779 give increase performance for me and ingame without lags

Been playing through on the latest master build, ran into this issue during Shadow's story, entering Kingdom Valley. Can't continue gameplay. Was able to finish Sonic's story though. Video also shows intermittent pauses in game play, which happens randomly all the time.
https://www.youtube.com/watch?v=3C82j8TxfHQ&feature=youtu.be
@Bluesfire You're supposed to press Y to enter the craft. Some scripts don't execute as they do on hardware for whatever reason. The stutter is just the GPU cache, I don't think Xenia stores them anywhere so it has to compile them every time. (Someone correct me if I'm wrong)
@DoctorGibuz Sounds like you're using an AMD card. Or a crappy cache file. Neither are going to work.
Ah, awesome! Thanks for letting me know. I'm using a GTX 1070 TI, I've seen people with lower graphics cards play without the stutter. but I can't find any explanation of how to get it like that.
@DoctorGibuz Make sure you have the right cache file, then? I use an AMD card and the build linked in @Parovozik 's video works just fine for me.
Also, does anyone know _why_ the shadows don't work? Is it like the AA and Xenia just doesn't support it yet?
Shadow and AA disabled through 'cache' file, because works incorrect.
Stutters are very easy to fix, there's a reason in the other, unlike rpcs3 where it is in any game and does not get fixed, even if you strongly want it.
Proof (and fixed build of xenia in description): https://www.youtube.com/watch?v=u21u3a-DN98
@MrMrMANGOMILK Shadows work...sort of. The game uses real time shadows via Cascaded Shadow Maps (CSM) for everything including level geometry. If the game tries to draw shadows, it ends up covering the wrong parts in shadows, making it look dark. Some parts of geometry will be in the light, while others will be in the dark. This is probably due to Xenia not being able to properly calculate where to draw the shadow maps.

That stark line in on the building pretty much sums it up.
As far as AA goes, Xenia doesn't support it at an emulation level. If you try to start the game with AA enabled, Xenia will crash.
The cache file specifies what parameters the game will use when initializing its rendering pipeline. Shadow map resolution, distance as well as the type of SMAA (x2 vs x4, etc), each scene will use. The edit basically disables both as soon as the game starts, ignoring all future calls for AA or CSM.
Sorry for the double post. But the latest commit #9a158963, introduces some...anomalies. @DrChat.
Since older commits crash, I'm assuming because of Vulkan being updated on the driver side, I can't run the older versions, but, the commit introduces some odd stippling.

I'll do more testing tomorrow.
Hey all. So the stippling has been fixed. However, there's some outlines around some textures which shouldn't be there.

Black lines on the splines?
Can you highlight what you're referring to in the image?

Here's a clearer shot. That dark line between the two hues of blue shouldn't be there. In the above image that I posted, on the spines, there are two lines above his hands.
Ignoring the line, are the colors supposed to be drastically different like that?
Well, that specific shot, no. Reflections don't work properly yet. However that dark space is new. With the last 5 or so commits, performance has severely tanked, and the minimap shows a garbled mess. In addition the dark line now likes to change colours. So, some regression.
The water is supposed to look more like this:

vs

It decided to be orange.
Oh, and the previously mentioned improper shadow map calculation casts everything (well, almost) into the darkness.
Recent changes in xenia cause the following problems:
1) Edit: high-performance timer works well, problems were on my side.
2) Problems with displaying a minimap:
Commits:
https://github.com/xenia-project/xenia/commit/16e33cf123ada7374012b184c59e24878c3d4e63
https://github.com/xenia-project/xenia/commit/191dc30bee2489153dd5f3570a280dffdbff2ebf
3) The following commit cause the performance decrease:
https://github.com/xenia-project/xenia/commit/f591f2dace8e31f57799c5494c378952a959f535
My PC specifications:
Nvidia gtx 970, Intel core i5-6600k, Windows 10 Redstone 4 x64.
"Recent changes in Xenia cause a lot of problems:"
This is the wrong way to approach this. Xenia is a _work in progress_. There will be times problems crop up. That doesn't negate the value of the improvements that have been made.
1) You can optionally disable the timer if it's causing an issue.
2) Yes, known issue.
3) Note how the commit message is workaround.
If your intent is to make us aware of commits that caused issues, that's fine. But please don't ping us directly (we see when issues update!).
I don't urge to roll away changes. I have listed problems that I have noticed.
@Realex-fire Sorry, I meant "aware" not "away". But that's fine. I just wanted to make it clear that sort of tone in your original post doesn't really help.
Xenia just dies now while trying to play the SEGA .wmv.
So, I have some good news. Shadows work now!...sort of.

They're still not properly drawn, and the game sits in the dark most of the time, but it's something.
Edit: https://youtu.be/ysgKOkmcKY0
A video and a few more screenshots.
Different area:


I'll take some screenies later, but the CubeMap commit fixed the water, as well as the chrome spheres in Aquatic base. It also fixed pretty much everything else that uses a cube map. (Crisis City buildings, Windows, Sonic's shoes, etc.)
I assume that's with a different version of the cache? The AA stuff still isn't supported so I assume all this one does is add shadows back in.
Also some recent commit (not sure which) makes the XBLA demo crash the emu now. No clue why, as it was at least rendering the scene on earlier builds (albeit wrong like how it was before AMD cards got fixed)
@MrMrMANGOMILK I was under the assumption that AMD cards were never "fixed". This cache is my version, and really all it does is remove the AA checks. The rest is original. As far as the Demo goes, it still functions fine on my end.
@Irixion The build @Parovozik linked back in February was the first time the layering issues got fixed on my AMD card. Maybe that wasn't actually intentional, but it's how it's turned out. That build ran the demo with the same issues as AMD cards were still exhibiting, but now it crashes. (the emu itself - it doesn't lead to the "Client has crashed" message")
Also for some reason I thought the current cache disables both AA and shadows, sorry for the misunderstanding
@MrMrMANGOMILK Afaik, AMD cards don't support a texture format, which is why they don't really work. There's some trickery that needs to be implemented. Or something. Someone else may explain it better than I can.
As far as caches go, there's the "first" one that simply switched the game's rendering to one used for internal testing (disables all the graphical effects, really), the wild one on the internet which does some strange butchery to disable things, and the one that @AllanCat released. All his does is comment out the lines that initialize AA and CSMs.
My cache, the one I made for myself, just disables AA.
On a side note here's a screenshot showing how the water makes use of a cube map.

The last few commits broke the cube maps again, somehow :S
Both AlexVS's build provided by parovozik and the vram fix one run really nicely for me
There's still issues with the game drawing shadows, but otherwise this is in a playable state. It's also missing the tech-middleware-criware label.
Oh yeah definitely. There's also the purple weirdness on fade in/out and in the last episode, at least for me
@Ibrahim9999 It's a Vulkan issue.
@Ibraham9999 I have the same issue as you. It's making the Last Chapter pretty much unplayable for me. I'm not experienced enough in this type of stuff to even begin to look for a fix.
You're not supposed to be able to play the game. OpenGL is deprecated, and, someone correct me if I'm wrong, but pretty soon Vulkan will be as well. Direct X 12 will eventually be the new back end, As it stands now, the game, along with its demo, crash at the main menu. There's nothing to "fix". It just isn't anywhere near finished. You're trying to use a half built bridge to get across. It's just not going to work.
There are no current plans to deprecate Vulkan. The situation is that the only active development as of this moment is Triangle's D3D12 branch.
...I'm not entirely sure what you mean by this. The game has worked in Vulkan (albeit with broken features) since at least February (we've been hacking the game to allow it to work).
Also a side note: the September 10 build made the XBLA demo crash Windows instead of just the emulator. Again, I'm on an AMD card. (Hoping AMD's implementation of an apparent unsupported texture format works on DX12. The game only uses DDS oddly enough so I'm not sure what was being referenced but whatever)
What do you mean that the game and its demo all crash on startup? This only
happens with my OpenGL version of the emulator, the Vulkan one works fine
up until when Omega appears on the screen.
On Wed, Sep 19, 2018 at 10:44 AM Rick Gibbed notifications@github.com
wrote:
There are no current plans to deprecate Vulkan. The situation is that the
only active development as of this moment is Triangle's D3D12 branch.—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/xenia-project/game-compatibility/issues/285#issuecomment-422895242,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ARbDK3nDx11rCDjGjI_8FFX_i5Rp8hg3ks5ucoJxgaJpZM4Gxl97
.
...I'm not entirely sure what you mean by this. The game has worked in Vulkan (albeit with broken features) since at least February (we've been hacking the game to allow it to work).
Also a side note: the September 10 build made the XBLA demo crash Windows instead of just the emulator. Again, I'm on an AMD card. (Hoping AMD's implementation of an apparent unsupported texture format works on DX12. The game only uses DDS oddly enough so I'm not sure what was being referenced but whatever)
Uh, I meant on the DX 12 back end. WMV files don't like DX 12 yet, and then it decides to hangonce any 3D elements try to get rendered.
As far as the emulator crashing Windows, I would say it's AMD's less than stellar driver. But, I think the unsupported texture format is where DX 12 would come in anyway.
@gibbed So the plan is to build out the DX 12 back end and then go back and finish Vulkan?
So DX12 has had a few improvements recently. The WMVs don't break anymore, and you can actually get into gameplay. The image is stretched vertically, though, and a portion goes off the top of the frame. Also, there's quite a bit of slowdown, and some visual effects break. XBLA demo has none of these issues fortunately (though it crashes after the results screen when it's supposed to show a promotional image).
AMD also has an issue where certain animated models explode, which happens in Sonic Unleashed too (though not nearly to the extent it does in that game).
There's something peculiar happening. There seems to be texture corruption happening here. In some scenes, for example, this smoke effect works, and the same effect, in others, it looks off. In addition, things like the HUD go wonky as well. Here's some photos to demonstrate what's going on.



@Irixion Are you using Vulkan or DX12? If you're using DX12 it may be a VRAM issue.
Can't access my save file anymore with the latest build from the d3d12 branch

Can't access my save file anymore with the latest build from the d3d12 branch
https://www.xpgamesaves.com/resources/sonic-the-hedgehog-2006.4672/ Extract that save file using Velocity (A program) and then make "content" folder in your xenia... and then.. \534507D6\00000001\SonicNextSaveData.bin yea... also those are the folders... also that last one (SonicNextSaveData.bin) you need to make that a folder too, and inside put the save (extracted using velocity) if you didn't fully understand (since i suck at explaining) Here's my discord: RonDaBlue#4310
Can't access my save file anymore with the latest build from the d3d12 branch
Put an empty file named "portable.txt" in the Xenia folder.
I'm aware of all the save stuff, please stop replying to the post.

If you move camera this can disappear however still quite annoying.
And audio is out of sync. Most of all games for xenia have audio problems @UnrealNinjaMark

if only someone could make a modified cache to disable shadows and msaa for the newest dx12 release, it works flawlessly with the default cache in stages and city albeit with weird colors when you jump or are in a scripted scene.. using the vulkan cache works 50/50 (artifacting like in the pic above my comment)

Shadow's Kingdom Valley will always begin in this situation. Progress is impossible because I can't equip the glider at all, even when clicking the Y button (which usually allows you to take control of a vehicle). Resetting has no effect, and I am effectively stuck at this point in Shadow's story.
Here are the issues with Radical Train's Mach Speed section in Sonic's story. The extreme visual glitches render it almost unplayable. This recording is from January 1's build, but these issues are still present in the current D3D12 build.
I don't get any visual artifacts like that. On a 1080
In response to @Exayne , I have never encountered those visual artifacts outside of Radical Train's mach speed section. The only issues involve wall textures, which may sometimes become corrupt but don't affect the gameplay.
i7-8750H, GTX 1060
@NimbusSkye Yea it certainly was interesting, however a restart fixed it.
@NimbusSkye Graphical glitches of that type are pretty common with DX12. They can happen in other areas of the game too and other games suffer from the same issue. Also, I don't normally have the glider issue on either Vulkan or DX12 (sprung up twice total), though it has a random chance of happening with Xenia. Both times it happened I was just able to press Y, though.
An update to my previous post, it seems that the glider issue eventually fixed itself and I was able to progress past the beginning of Shadow's Kingdom Valley. Still, this issue was never seen on the original console. It may be exclusive to the D3D12 build, since I haven't been using Vulkan since I started playing this game.
The glitches in Radical Train are definitely still a huge problem and are impossible to avoid. The most recent D3D12 build still has those issues.
Forgot to clarify in my last post: it can indeed happen in Vulkan. That's how it happened both times for me.
Silver's Tropical Jungle is plagued with extreme slowdown and frame rate drops, but everything else seems to be fine. Tropical Jungle is fine for both Sonic and Shadow's story.
i7-8750H 8GB RAM, GTX 1060 6GB VRAM
*Edit: Actually scratch that, the entirety of Silver's story is horrible. The only stages that ran decently were Crisis City and Dusty Desert, every other level is constantly plagued with extreme slowdown and vertex explosions that render it almost unplayable. DX12 build with the Vulkan patch. Vulkan runs even worse, barely hitting 30fps in-game.
I should add an update for the latest DX12 build from April 11; it is a drastic improvement over previous builds. The game's graphics seem to be somewhat upscaled by default but there is also much less slowdown and glitches than before. I still have to play through Silver's stages to give a full report, but for now I can say that the devs have done a really nice job.

Here's an example of the texture corruptions that appear on NVidia GPUs.
The other major example is the mach speed section in Sonic's Wave Ocean, where the rock pillars display a conglomeration of random colors. Sonic's Radical Train is still nearly unplayable due to the sheer amount of texture corruptions in the mach speed section.
That being said, Silver's levels are all playable now. The extreme slowdowns are mostly gone.
The game loads in every build newer than the one you are using, but you need to get the Configuration: Release build (if you are using Appveyor), everything else breaks afaik
Update it how? I am sorry. I am new to Xenia :3 And update it to what?
https://xenia.jp/download/
>Seriously, it's not that hard to perform a quick Google search.
I asked because I've downloaded several Xenia builds before and none of them seem to work as this one I have now. So that's why I am asking specifically which one because I don't want to run a build which either crashes or cannot be loaded.
Thank you, the d3d12 (D3D12) build works great! Only issue is that the game runs a bit slow at certain frames. I had this issue before when I played the game 1.5 years ago, but if I opened and exited the game enough times it would eventually play smoothly.
Thank you, the d3d12 (D3D12) build works great! Only issue is that the game runs a bit slow at certain frames. I had this issue before when I played the game 1.5 years ago, but if I opened and exited the game enough times it would eventually play smoothly.
>
That is normal, the emulator is nowhere near finished. Even a high-end gaming PC like mine will have issues. Would you mind listing your specs?
I have an issue where every time omega appears, during the shadow episode i get a black screen, doesnt matter if its a cutscene or gameplay. please help?
I have an issue where every time omega appears, during the shadow episode i get a black screen, doesnt matter if its a cutscene or gameplay. please help?
Omega doesn't display properly with Vulkan builds. You'll need to use the DirectX 12 build
Thank you, the d3d12 (D3D12) build works great! Only issue is that the game runs a bit slow at certain frames. I had this issue before when I played the game 1.5 years ago, but if I opened and exited the game enough times it would eventually play smoothly.
>That is normal, the emulator is nowhere near finished. Even a high-end gaming PC like mine will have issues. Would you mind listing your specs?
Sorry for the late response. These are my specs.
Processor Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz
RAM 16 GB
Video Card NVIDIA GeForce GTX 1060 3GB
I have an issue where every time omega appears, during the shadow episode i get a black screen, doesnt matter if its a cutscene or gameplay. please help?
Omega doesn't display properly with Vulkan builds. You'll need to use the DirectX 12 build
but now the problem is that my saved game is gone when i am using this custom vulkan build
To fix this iirc move the "content" folder from C:Users\_your username_\Documents\Xenia to whereever you saved the custom build, then create a file named portable.txt so that other newer versions of Xenia in that folder will use that save.
edit: removed my PC username, oops
Any way I can get this to 60FPS? It's stuck at a measly 20 at best.
Processor: Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 CPUs), ~2.6GHz
Memory: 8192MB RAM
Available OS Memory: 8056MB RAM
Card name: Intel(R) HD Graphics 520
Manufacturer: Intel Corporation
Chip type: Intel(R) HD Graphics Family

@Al-AmeenAdewunmi That's normal for a laptop (assuming that based off of the CPU model) with those specs. You'll need a decent GPU in order to get 60FPS and Intel's integrated GPUs won't be able to get good performance even in the best scenarios, sadly. My advice, since upgrading is probably infeasable, is to save up for a decent desktop PC.
I've been having some texture glitches ever since a few updates ago. This isn't something related to this game in particular, but actually affects almost every game that I've tested besides the Geometry Wars 2 Demo. This game was just the only one with multiple examples in the menu. Issue is present in both DirectX and Vulkan.


This isn't an issue that I've seen anyone else reporting, so I'm not sure what makes my testing environment different from others who have the same/similar specs.
--Specs--
Ryzen 7 2700X
NVidia GeForce RTX 2070 (latest drivers as of today)
16GB Ram
Edit: The images don't exactly show the extent of it, as it appears much worse in motion. The only way I can describe it is by a very fast flickering that looks like some sort of corruption.
Edit x2:
Just trying to get as many instances as possible..

Thank you for pointing that out Slashiee, I didn't realize it was an RTX specific issue (although every emulator issue I've had thus far has been due to RTX). I should have learned by now 😛
I've been making good progress through the game without many glitches. The few that occurred weren't to the point that the game was unplayable. However, near the start of Shadow's story, I've encountered a glitch that makes the level impossible to complete. The level starts you out on a glider that you use to navigate a decent portion of the stage. However, instead of spawning me riding the glider, I start the level standing on top of the glider, which isn't moving, with no way to ride the glider and advance in the stage. I've attached a screenshot below to show what I mean:

Here's a clip of what is supposed to happen: https://youtu.be/wL0TSwXfx0M?t=8473
(If the URL doesn't work properly, the section starts at 2:21:13)
Specs of my computer below in case that could be contributing to the problem:
Edit: After looking through some of the comments that were hidden before and I didn't notice, I see this issue has actually been brought up before. Apologies for the double post.
Edit 2: After doing a bit more troubleshooting, I discovered that if you move around a bit on top of the glider and then hold down Y, it allows you to board the glider and ride it through the level properly. Figured I would post this here in case anyone else comes with the same problem and wants to know how to complete the level.