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Use UPLOAD instead of DEFAULT Heap for iGPU compatiblity#228

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dreamsyntax wants to merge 1 commit intosonicnext-dev:mainfrom
dreamsyntax:igpu
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Use UPLOAD instead of DEFAULT Heap for iGPU compatiblity#228
dreamsyntax wants to merge 1 commit intosonicnext-dev:mainfrom
dreamsyntax:igpu

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Fixes #220

I am not a graphics programmer, just ran into this and reproduced it on UnleashedRecomp and this project.
I am not sure if there is a performance penalty using RenderHeapType::UPLOAD vs RenderHeapType::DEFAULT, so maybe devices that are non-uma and don't have gpuUpload capability should still fallback to RenderHeapType::DEFAULT.

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dreamsyntax commented Apr 9, 2026

In a twist, it turns out its fine to use DEFAULT, but the issue will apply for users with the following:

  • Have Visual Studio installed (quirk of the DX12 Agility SDK)
  • Are on Windows 11 24H2 or newer (earlier OS are not affected; this is because Windows updated the shipped DX12 DLL)

You can fix this by instead upgrading the vcpkg submodule to a version that supports a newer DX12 agility sdk than 1.614.1 (which does not have 24H2+ support).
I used 1.619.1 (vcpkg submodule release 2026.03.18)

Side note: 23H2 and below are affected, but that's because of an error with how you initialize render source / stencil. Fixing that resolves the issue on all systems, but the DX12 agility upgrade is required for the newer systems.

@dreamsyntax dreamsyntax closed this Apr 9, 2026
@dreamsyntax dreamsyntax deleted the igpu branch April 9, 2026 17:46
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MarathonRecomp not working after finishing recompiling the installer and game

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