Unfortunately, the photo had a long exposure time so it's showing a blur of at least 2 frames. You can see that the data is getting shifted to the right by about 2/3 of the screen width. It then goes back to normal.
I only see this "glitching" when I scroll my window on screen to the left and right rapidly. The window is part of my application on /dev/fb0. This scrolling causes the SGX graphics driver to redraw the background window (behind the blue background you can see on the screen) rapidly, using up video bandwidth.
I have a thread that is using the V4L2 capture driver to constantly capture 1080p RGB888 video data and I have another thread that uses the ti81xxfb framebuffer driver to display frames of video. I call the FBIOPAN_DISPLAY and FBIO_WAITFORVSYNC in the display thread, to pan between 3 different video buffers.
Why am I getting the glitches? My theory is that the HDVPSS is going wrong somewhere. Maybe it is being starved of video bandwidth as I'm trying to mix 3 framebuffers at once and when I scroll, it pushes the SGX driver too much?
I've simplified my setup so that I have a Qt application that lets you scroll a window left and right, and then there is a single thread that repeatedly does this to capture frames of data then hand them back to the capture driver:
Since invoking the IOCTL calls causes the problem to occur, I still suspect incorrect prioritization of transactions across the L3/L4 bus. You may be neccesary to adjust Bit[7:0] try increasing or lowering the value.
It says "Real-time requestors, such as HDVPSS, may sometimes lose real-time deadlines causing artifacts on the display, such as rolling." which sounds exactly the issue that I have. Looks like the video processor demands for bandwidth are being starved by the CPU demands.
By the way, the errata work around is already in the evm.c U-boot code where there is a call to the workaround assembly function "l2_disable_wa". I have modified this assembly function to turn on bit 24 as well as bit 22 in the Cortex-A8 C9, L2 cache auxiliary control register (as the errata states you should try) but this shows no improvement in matters.
Just to clarify, when I implemented your suggested fix, I put it at the very start of the "emif4p_init" function where the EMIF0 and EMIF1 config registers are set up. Was this correct?
Also, the TRM says that any writes to bits 31-8 in the PBBPR must be written as zeroes so I changed what you suggested to writing "0x000010". (I previously tried 0xFFFF10 just for completeness though.)
All known glitches/bugs and their information will be posted here!Please understand that, the game is still in an early alpha version, and the developers are going to spend a lot of their time to fe to the public.(Please edit this page with all and any information about any glitches or bugs!)
The bugs and glitches have been ordered according to tiers, each in alphabetical order; it isn't that hard to read through and figure out which one is the best one to fix immediately. Please remember to use proper spelling, grammar, and punctuation when writing out these issues. Also before placing a new bug or glitch please read through the list to make sure yours isn't already listed. If your bug is there but you experienced the bug in a different or more explainable way please replace or add the information not there. Do not add any bugs that were experienced in versions other than the current, V1.12 - VR, and please add the version number that you experienced the bug in along with your report.
V 1.15 PS4: (Happened on single player. Not sure about multiplayer) When a large mutant enemy dies deep in the water, is barely in reach, and you scoot in to obtain its Creepy Armor. When you do, you'll of course fall in the water but the character will be stuck in the "cutscene/animation-mode" and swimming. You will be able to move in place. But unable to do anything else. The only fix is to possibly wait to die or reload.
That weird bug can happen in alpha v69b and do that your keybindings does not responding making you unable to move, to open your inventory and dying. You need to die to solve the problem. However, on rare occasions while waiting around 15 to 30 seconds while your keyboard is irresponsive, the bug may fix itself.
-In 0.65(b) 3.9.2017, I am host of multiplayer world, when I chop stick trees nothing happens(also when someone else chops them) for me, when someone else chops them, i don't see them fall, I don't see a stick or rock even when someone tells me there is one under where I am standing, the only way for me to get them is for someone to put them into a storage and for me to pick them up.
- In v0.12: One person had 2 drying racks built. One with 6 animals and 8 animals on the other. After going through 4 day night cycles, which they have ate 6 of the dried animals, then adding 5 more rabbits to their drying racks. After saving the game and loading back in, all the meat has disappeared.
- In v1.11: Was connected to another player's world over steam and cooked a few pieces of meat on the fire. the fire ran out, but a couple minutes later the food changed to burnt even though the fire wasn't on
- In v0.43: I made a stick and rockbag and for a while it worked pretty well. But a few days ago. I took a look at my sticks and rocks and I could carry 30 sticks and 20 rocks. As if today, I can carry 80 sticks and 45 rocks.
- In v0.43c: Several rabbits ran through my firepit and came out as raw rabbit corpses. (It is possible they are cooked, I can't really tell) They spin around on the ground ever since, and even through restart of the game or reloading a save, I'm unable to pick them up - They do not have the option to do so, and they do not disappear over time.
- Since v0.12, I've noticed a rather annoying glitch. Sometimes when I use a bow, and I'm not sure if its when you light the arrowor not, but I wouldn't be able to use any melee weapon afterwards. This usually fixes it self after some time or by quitting and returning to the game.
Update: I found out that this happens whenever you aim the bow, but then press R to holster the arrow. It can be fixed by shooting the bow at any time, but this doesn't always work. This can be horrible for combat. Update 2: I saw that if you hold your bow charged and then open your inventory and choose anything other that unequips the bow, your hands will still be in the position of holding the bow with the arrow ready to be fired, thus you have to switch again, fire the arrow and then you can access your weapons again. Sorry if this is unnecessary but I thought the devs could make use of this.
- I was playing with my friend on a custom server (hamachi) and i was killing a lizard, suddenly the cursor icon appeared and the game forced me into main menu. I connected back and it was like i started a new game, but i didn't. I lost all my items and started at the plane cutscene but all our buildings were there. Is this a bug or is it normal?
- Everytime I (inventory button) is pressed it makes the cursor appear but no inventory shows. The only way to get back out of this is to press B multiple times.Can't access/see the inventory so can't craft any items. Crafting from the book (B) will show the outline of the item and can press E to create (if ingredients have been collected) but item is never placeable in the world. Only way to escape back to control character is to press B multiple times.
- Alt Tabbing within the game has the chance of crashing not only the game, but your computer as a whole. Sometimes a pop up message(IE:sticky keys) from applications or the operating system will freeze the game or the entire computer. Another total operating system freeze has been observed sometimes when exiting the game. The only remedy is to hard reset the system. (Running the game in Windowed Mode seems to alleviate this problem a bit).
- I attempted to kill a Raccoon. On the first hit, it started chasing me. If I stood still, it chased circles around me, if I walked or sprinted, it would eventually catch up. If I tried hitting it with any melee weapon, it would simply continue running faster. (v0.30b)
-(Had a similar, but slightly different issue in v0.09, where animals would spawn all around me when I loaded a saved game up, but then they'd disperse, and I'd never see them again, except in a few specific spots. Thankfully, the ponds still had fish. Periodically reloading the game also helped refresh the animals, but they'd eventually disperse and disappear again.)
Building won't finish so there is no collision on them. This has happened with noose trap, stick holder, and the cabin. It is possible to click "E" but nothing changes and all you hear is the sound of wood being added.
This seems to happen to all incomplete buildings every time one loads a game.It allows the player to place more than the required number of components before the indicator telling you how many components are needed vanishes completely.
- Sometimes you may see cannibals bleeding and having a stagger animation when not getting hit by anything in particular. Sometimes they won't stagger either. This happens when you turn the camera away and at them.
- In rare cases the graphical model and collision model for a cannibal may diffuse, for example; a cannibal is floating as if standing on a floor and facing away from you, but you walk forward and bump into thin air where the cannibal actually is.(Placed in game-breaking due to the possibility this may unfairly and unexpectedly end your game.)
- When spawning in cave (after being "killed") sometimes the walls do not appear, the floor is barely shown, and it is very difficult to escape, unless you know the way out. This varies, as sometimes no walls appear. Mostly, it seems, the left side of the walls are not visible and thus you must hug the right wall. Ceiling appears to always show up, it's only the cave walls that disappear.
Inside the ledge cave my buddy was climbing with the climbing axe up away from the big rooms that lead out to the sinkhole, and found a spot on one of the walls that they could clip into and appear on the opposite side of said climbing wall. There, they were trapped until they died-- and after death, their belongings were too far away to retrieve. I took a screenshot of the wall where it happened, and where they wound up (waaay in the "distance" lol)
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