So I was playing sonic colors on dolphin, and found a weird bug where the screen (or more accurately any 3d objects) goes black at the beginning of Act 6 of starlight carnival.
I can open the menu and quit the level, and music still plays, but I can't really do anything.
I attached a gif that (sort of) shows what happens.
I'm using a samsung note 9 (snapdragon 845) (android version 9) (dolphin version 5.0-10411) and using Vulkan.
![[Image: attachment.php?aid=18100]](https://forums.dolphin-emu.org/attachment.php?aid=18100)
My settings are:
JIT ARM64 Recompiler
Dual Core on
override clock speed off
Shader compilation: synchronous
Compile shaders before starting is on
Auto aspect ratio
1x internal resolution
no AA
1x anisotropic filtering
no post processing effects
Scaled EFB copy turned off
Per-pixel lighting off
Force texture filtering off
force 24-bit color off
disable fog off
disable copy filter off
arbitraty mipmap detection off
no widescreen hack
backend multithreading on
skip EFB access from cpu on
ignore format changes on
store EFB copies to texture only on
defer EFB copies to RAM on
texture cache accuracy low
gpu texture decoding off
stor XFB copies to texture only on
immediately present XFB off
fast depth calculation on
I tried changing a few settings around to see if they did anything, but continued to get the black screen.
I tried switching to opengl and seeing if it would work on that, but the game doesn't really work with opengl.
Anyone else ever found/replicated this problem, or know if it is a bug with the emulator, or have ideas on how to fix it if it is related to settings?
I can open the menu and quit the level, and music still plays, but I can't really do anything.
I attached a gif that (sort of) shows what happens.
I'm using a samsung note 9 (snapdragon 845) (android version 9) (dolphin version 5.0-10411) and using Vulkan.
My settings are:
JIT ARM64 Recompiler
Dual Core on
override clock speed off
Shader compilation: synchronous
Compile shaders before starting is on
Auto aspect ratio
1x internal resolution
no AA
1x anisotropic filtering
no post processing effects
Scaled EFB copy turned off
Per-pixel lighting off
Force texture filtering off
force 24-bit color off
disable fog off
disable copy filter off
arbitraty mipmap detection off
no widescreen hack
backend multithreading on
skip EFB access from cpu on
ignore format changes on
store EFB copies to texture only on
defer EFB copies to RAM on
texture cache accuracy low
gpu texture decoding off
stor XFB copies to texture only on
immediately present XFB off
fast depth calculation on
I tried changing a few settings around to see if they did anything, but continued to get the black screen.
I tried switching to opengl and seeing if it would work on that, but the game doesn't really work with opengl.
Anyone else ever found/replicated this problem, or know if it is a bug with the emulator, or have ideas on how to fix it if it is related to settings?