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Have you checked that no other similar issue already exists?
I have searched and not found similar issues.
A clear and concise description of what the bug is.
In any software renderer, when r_multithreaded is set to 1 as it is by default, particles render incorrectly in certain slices of the screen. I have attached two screenshots showing a blue particle fountain actor with r_multithreaded set to 1 and 0. notice how the particles seem to be "doubled" or "sliced"
Steps to reproduce the behaviour.
Explain how to reproduce
use Software Renderer
Summon or look at any particle effects
toggle r_multithreaded and notice the change
Your configuration
stock config with options changed to show this bug.
Provide a Log
No log generated.
The text was updated successfully, but these errors were encountered:
GZDoom version
g4.14pre-36-ga0b0db6f6
Which game are you running with GZDoom?
Doom 2
What Operating System are you using?
Windows 10
Please describe your specific OS version
Windows 10 Pro
Relevant hardware info
i3-10110U, UHD Graphics, Vulkan 1.3, D3D 12_1 feature level, Intel(R) Display Audio
Have you checked that no other similar issue already exists?
A clear and concise description of what the bug is.
In any software renderer, when
r_multithreaded
is set to1
as it is by default, particles render incorrectly in certain slices of the screen. I have attached two screenshots showing a blue particle fountain actor withr_multithreaded
set to1
and0
. notice how the particles seem to be "doubled" or "sliced"Steps to reproduce the behaviour.
Explain how to reproduce
r_multithreaded
and notice the changeYour configuration
Provide a Log
No log generated.
The text was updated successfully, but these errors were encountered: