[GH-ISSUE #2843] [GAME BUG]: Knack issues #918

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opened 2026-02-27 21:08:53 +03:00 by kerem · 15 comments
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Originally created by @Randomuser8219 on GitHub (Apr 25, 2025).
Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/2843

Checklist (we expect you to perform these steps before opening the issue)

  • I have searched for a similar issue in this repository and did not find one.
  • I am using an official build obtained from releases or updated one of those builds using its in-app updater.
  • I have re-dumped the game and performed a clean install without mods and the issue is still present.
  • I have disabled all patches and cheats and the issue is still present.
  • I have all the required system modules installed.

Knack has some graphical issues on shadPS4 right now, which are gradually being fixed.

1.00 Bugs

Validation Error

[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-vkCmdCopyBufferToImage-pRegions-00173: Validation Error: [ VUID-vkCmdCopyBufferToImage-pRegions-00173 ] Object 0: handle = 0x100d8960, name = CommandPool: Command Buffer 0, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x6ab8a500000000fb, name = Image 864x488x1 Thin2DThin 0x2bc7c0000:0x1c0000, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x4bfcc971 | vkCmdCopyBufferToImage(): pRegions[0] Detected overlap between source and dest regions in memory.
The Vulkan spec states: The union of all source regions, and the union of all destination regions, specified by the elements of pRegions, must not overlap in memory (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-vkCmdCopyBufferToImage-pRegions-00173)
  1. Broken text (fixed)
    Causes by Texture_Macrotile not being detiled, raphaelthegreat fixed it in his latest PR

  2. Incorrect colors (NEARLY FIXED)
    Image
    Used to be a problem with the game using the wrong image bindings. Color issue fixed now
    Fixed colors:
    Image
    Some other issues with colors still persist, like skin of Dr. Vargas and small goblins. The sunstone outline and skybox color issues were caused by swizzles not being applied to write masks.
    Image

  3. No shadows (FIXED)
    Image
    Got fixed alongside the color fix.

  4. Crashing on AMD (FIXED IN #3327)
    Caused by some weirdness in sharp tracking.

  5. Broken effects
    Image
    Image
    Image
    There's a geometry shader used for effects that's currently bugged. There's also a issue with broken blending that causes other problems.

  6. HUD circle gauge problems
    Not sure what's causing it.

1.10 Bugs

1.10 eboot can crash a lot, especially during in-game cutscenes, and does not work on NVIDIA.

Originally created by @Randomuser8219 on GitHub (Apr 25, 2025). Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/2843 ### Checklist (we expect you to perform these steps before opening the issue) - [x] I have searched for a similar issue in this repository and did not find one. - [x] I am using an official build obtained from [releases](https://github.com/shadps4-emu/shadPS4/releases) or updated one of those builds using its in-app updater. - [x] I have re-dumped the game and performed a clean install without mods and the issue is still present. - [x] I have disabled all patches and cheats and the issue is still present. - [x] I have all the required [system modules](https://github.com/shadps4-emu/shadps4-game-compatibility?tab=readme-ov-file#informations) installed. Knack has some graphical issues on shadPS4 right now, which are gradually being fixed. ### 1.00 Bugs #### Validation Error ``` [Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-vkCmdCopyBufferToImage-pRegions-00173: Validation Error: [ VUID-vkCmdCopyBufferToImage-pRegions-00173 ] Object 0: handle = 0x100d8960, name = CommandPool: Command Buffer 0, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x6ab8a500000000fb, name = Image 864x488x1 Thin2DThin 0x2bc7c0000:0x1c0000, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x4bfcc971 | vkCmdCopyBufferToImage(): pRegions[0] Detected overlap between source and dest regions in memory. The Vulkan spec states: The union of all source regions, and the union of all destination regions, specified by the elements of pRegions, must not overlap in memory (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-vkCmdCopyBufferToImage-pRegions-00173) ``` 1. Broken text (fixed) Causes by Texture_Macrotile not being detiled, raphaelthegreat fixed it in his latest PR 2. Incorrect colors (NEARLY FIXED) ![Image](https://github.com/user-attachments/assets/ca910adf-8e47-4fc4-8077-2267731bf66a) Used to be a problem with the game using the wrong image bindings. Color issue fixed now Fixed colors: <img width="1282" height="752" alt="Image" src="https://github.com/user-attachments/assets/d71efa6b-d957-4eec-ad34-ba88b238b02a" /> Some other issues with colors still persist, like skin of Dr. Vargas and small goblins. The sunstone outline and skybox color issues were caused by swizzles not being applied to write masks. <img width="1282" height="752" alt="Image" src="https://github.com/user-attachments/assets/fc183f32-8884-40ed-b7b0-ccf20b8ed34c" /> 3. No shadows (FIXED) ![Image](https://github.com/user-attachments/assets/d4521ddc-88ff-44ab-9c41-6326dfbaaabd) Got fixed alongside the color fix. 4. Crashing on AMD (FIXED IN #3327) Caused by some weirdness in sharp tracking. 5. Broken effects ![Image](https://github.com/user-attachments/assets/5571fe6c-a20e-4fb4-bedf-3e87d0baf7ea) ![Image](https://github.com/user-attachments/assets/7433257e-19e1-41f1-8a59-04e1bdaefb5a) ![Image](https://github.com/user-attachments/assets/10423045-11bb-4959-baf6-4b1a465c38c6) There's a geometry shader used for effects that's currently bugged. There's also a issue with broken blending that causes other problems. 6. HUD circle gauge problems Not sure what's causing it. ### 1.10 Bugs 1.10 eboot can crash a lot, especially during in-game cutscenes, and does not work on NVIDIA.
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@Randomuser8219 commented on GitHub (May 30, 2025):

Updated to include 1.10 validation errors.

<!-- gh-comment-id:2921325137 --> @Randomuser8219 commented on GitHub (May 30, 2025): Updated to include 1.10 validation errors.
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@Randomuser8219 commented on GitHub (Jun 1, 2025):

Knack on NVIDIA still crashes on compute shader 0x9521885c30e19f67.
Here's the SPV, IR, ASL, and SRT of the shader in case someone's interested in taking a look.
dumps.zip

<!-- gh-comment-id:2926052092 --> @Randomuser8219 commented on GitHub (Jun 1, 2025): Knack on NVIDIA still crashes on compute shader 0x9521885c30e19f67. Here's the SPV, IR, ASL, and SRT of the shader in case someone's interested in taking a look. [dumps.zip](https://github.com/user-attachments/files/20536662/dumps.zip)
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@Randomuser8219 commented on GitHub (Jun 4, 2025):

dumps.zip
Knack 1.10 on NVIDIA crashes on cs_0x00000000a98f7ae0. Here's all of the shader, excluding the binary.

<!-- gh-comment-id:2941328104 --> @Randomuser8219 commented on GitHub (Jun 4, 2025): [dumps.zip](https://github.com/user-attachments/files/20598212/dumps.zip) Knack 1.10 on NVIDIA crashes on cs_0x00000000a98f7ae0. Here's all of the shader, excluding the binary.
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@Randomuser8219 commented on GitHub (Jun 12, 2025):

Knack on NVIDIA still crashes on compute shader 0x9521885c30e19f67. Here's the SPV, IR, ASL, and SRT of the shader in case someone's interested in taking a look. dumps.zip

Update: No longer crashes.

<!-- gh-comment-id:2967061959 --> @Randomuser8219 commented on GitHub (Jun 12, 2025): > Knack on NVIDIA still crashes on compute shader 0x9521885c30e19f67. Here's the SPV, IR, ASL, and SRT of the shader in case someone's interested in taking a look. [dumps.zip](https://github.com/user-attachments/files/20536662/dumps.zip) Update: No longer crashes.
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@Randomuser8219 commented on GitHub (Jun 12, 2025):

The game now spams:
[Render.Vulkan] buffer_cache.cpp:840 SynchronizeBufferFromImage: Failed to find exact image match for copy addr=0x2bbe60000, size=0x19a1000 on NVIDIA.
Also, on NVIDIA there's horizontal banding and flickering on light effects.

Image

<!-- gh-comment-id:2967752462 --> @Randomuser8219 commented on GitHub (Jun 12, 2025): The game now spams: [Render.Vulkan] <Warning> buffer_cache.cpp:840 SynchronizeBufferFromImage: Failed to find exact image match for copy addr=0x2bbe60000, size=0x19a1000 on NVIDIA. Also, on NVIDIA there's horizontal banding and flickering on light effects. ![Image](https://github.com/user-attachments/assets/ab49569c-4ff3-4c57-8e35-75aefd78f135)
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@Randomuser8219 commented on GitHub (Jun 19, 2025):

This could be related to skybox and likely other issues, originally posted by gmoralis in the #development channel:

It "renders" to a storage image and sets the viewport normally but does not bind framebuffers. The shad sets it to 1x1 dimensions while it should be the same as the viewport.

<!-- gh-comment-id:2986415519 --> @Randomuser8219 commented on GitHub (Jun 19, 2025): This could be related to skybox and likely other issues, originally posted by gmoralis in the #development channel: > It "renders" to a storage image and sets the viewport normally but does not bind framebuffers. The shad sets it to 1x1 dimensions while it should be the same as the viewport.
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@Randomuser8219 commented on GitHub (Jul 11, 2025):

These errors now appear on AMD:
[Render.Vulkan] <Error> image.cpp:145 Image: image format Bc6HUfloatBlock type 2D is not supported (flags { MutableFormat | BlockTexelViewCompatible | ExtendedUsage }, usage { TransferSrc | TransferDst | Sampled | Storage })[Render.Vulkan] <Error> image.cpp:145 Image: image format Bc5UnormBlock type 2D is not supported (flags { MutableFormat | BlockTexelViewCompatible | ExtendedUsage }, usage { TransferSrc | TransferDst | Sampled | Storage })

shad_log (4).txt
And here's a new 1.00 AMD log with validation enabled.

<!-- gh-comment-id:3060724410 --> @Randomuser8219 commented on GitHub (Jul 11, 2025): These errors now appear on AMD: `[Render.Vulkan] <Error> image.cpp:145 Image: image format Bc6HUfloatBlock type 2D is not supported (flags { MutableFormat | BlockTexelViewCompatible | ExtendedUsage }, usage { TransferSrc | TransferDst | Sampled | Storage })[Render.Vulkan] <Error> image.cpp:145 Image: image format Bc5UnormBlock type 2D is not supported (flags { MutableFormat | BlockTexelViewCompatible | ExtendedUsage }, usage { TransferSrc | TransferDst | Sampled | Storage })` [shad_log (4).txt](https://github.com/user-attachments/files/21175936/shad_log.4.txt) And here's a new 1.00 AMD log with validation enabled.
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@Randomuser8219 commented on GitHub (Jul 26, 2025):

shad_log.txt
The game appears to have storage buffer shenanigans.

<!-- gh-comment-id:3122792149 --> @Randomuser8219 commented on GitHub (Jul 26, 2025): [shad_log.txt](https://github.com/user-attachments/files/21448247/shad_log.txt) The game appears to have storage buffer shenanigans.
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@Randomuser8219 commented on GitHub (Jul 28, 2025):

Repost from forums:
With the 1.10 patch now working on AMD and possibly Intel on IndecisiveTurtle's new PR, I can see that some graphic glitches are fixed with 1.10's shaders, such as gauges in the HUD and color issues on the skin of Doctor and small goblins. Because the 1.10 eboot.bin can crash a lot, I just copied the 1.10 shaders into the 1.00 game files to test this.

<!-- gh-comment-id:3128029962 --> @Randomuser8219 commented on GitHub (Jul 28, 2025): Repost from forums: With the 1.10 patch now working on AMD and possibly Intel on IndecisiveTurtle's new PR, I can see that some graphic glitches are fixed with 1.10's shaders, such as gauges in the HUD and color issues on the skin of Doctor and small goblins. Because the 1.10 eboot.bin can crash a lot, I just copied the 1.10 shaders into the 1.00 game files to test this.
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Owner

@Randomuser8219 commented on GitHub (Aug 8, 2025):

New Knack validation error:

[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-vkCmdCopyBufferToImage-pRegions-00173: Validation Error: [ VUID-vkCmdCopyBufferToImage-pRegions-00173 ] Object 0: handle = 0x100d8960, name = CommandPool: Command Buffer 0, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x6ab8a500000000fb, name = Image 864x488x1 Thin2DThin 0x2bc7c0000:0x1c0000, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x4bfcc971 | vkCmdCopyBufferToImage(): pRegions[0] Detected overlap between source and dest regions in memory.
The Vulkan spec states: The union of all source regions, and the union of all destination regions, specified by the elements of pRegions, must not overlap in memory (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-vkCmdCopyBufferToImage-pRegions-00173)
<!-- gh-comment-id:3168170136 --> @Randomuser8219 commented on GitHub (Aug 8, 2025): New Knack validation error: ``` [Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-vkCmdCopyBufferToImage-pRegions-00173: Validation Error: [ VUID-vkCmdCopyBufferToImage-pRegions-00173 ] Object 0: handle = 0x100d8960, name = CommandPool: Command Buffer 0, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x6ab8a500000000fb, name = Image 864x488x1 Thin2DThin 0x2bc7c0000:0x1c0000, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x4bfcc971 | vkCmdCopyBufferToImage(): pRegions[0] Detected overlap between source and dest regions in memory. The Vulkan spec states: The union of all source regions, and the union of all destination regions, specified by the elements of pRegions, must not overlap in memory (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-vkCmdCopyBufferToImage-pRegions-00173) ```
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@Randomuser8219 commented on GitHub (Aug 12, 2025):

The CircleGauge_0000000000000140_0000000000001400_0000000000000000.srf shader is the root cause of the HUD gauge issue.

<!-- gh-comment-id:3181204118 --> @Randomuser8219 commented on GitHub (Aug 12, 2025): The CircleGauge_0000000000000140_0000000000001400_0000000000000000.srf shader is the root cause of the HUD gauge issue.
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@Randomuser8219 commented on GitHub (Aug 19, 2025):

Image Image

It looks like we're getting close to finding the broken effects cause. I made a throwaway Discord account just to show this message by Niko.

<!-- gh-comment-id:3202252865 --> @Randomuser8219 commented on GitHub (Aug 19, 2025): <img width="652" height="747" alt="Image" src="https://github.com/user-attachments/assets/a244980a-e067-41bf-8b50-571123a22479" /> <img width="531" height="397" alt="Image" src="https://github.com/user-attachments/assets/47c249d6-fb64-4ab3-abb7-297bf43066f6" /> It looks like we're getting close to finding the broken effects cause. I made a throwaway Discord account just to show this message by Niko.
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@Randomuser8219 commented on GitHub (Aug 23, 2025):

dumps.zip
Here's Knack's 2 geometry shaders with the ASL, IR, SRT, and SPV, one of which could be bugged and cause special effects to have LSD.

<!-- gh-comment-id:3216210625 --> @Randomuser8219 commented on GitHub (Aug 23, 2025): [dumps.zip](https://github.com/user-attachments/files/21947031/dumps.zip) Here's Knack's 2 geometry shaders with the ASL, IR, SRT, and SPV, one of which could be bugged and cause special effects to have LSD.
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@Randomuser8219 commented on GitHub (Aug 24, 2025):

[Debug] image.cpp:347 operator(): Assertion Failed!
While playing with Brittle Knack at chapter 12-1, I got this assert.

<!-- gh-comment-id:3217492906 --> @Randomuser8219 commented on GitHub (Aug 24, 2025): [Debug] <Critical> image.cpp:347 operator(): Assertion Failed! While playing with Brittle Knack at chapter 12-1, I got this assert.
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@Randomuser8219 commented on GitHub (Aug 30, 2025):

Over on Discord I found another rendering issue with the reflections in chapter 1-1 not being as prominent. Images from both emulator and real hardware

Image Image
<!-- gh-comment-id:3238874679 --> @Randomuser8219 commented on GitHub (Aug 30, 2025): Over on Discord I found another rendering issue with the reflections in chapter 1-1 not being as prominent. Images from both emulator and real hardware <img width="1282" height="752" alt="Image" src="https://github.com/user-attachments/assets/e18e886f-a992-49c9-a471-f1cfdda09ee8" /> <img width="960" height="720" alt="Image" src="https://github.com/user-attachments/assets/7d976b00-a827-4776-9bef-22fc5fe0920a" />
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