**Variable Frame Rate** - [ ] #26 - [ ] #27 - [x] #28 **General GPU** - [x] Cube map sampling not working correctly (Example: Mercury balls - Shadow’s Aquatic Base) - [x] Alpha ref compare value intermittently incorrect - [x] XNV animations applied incorrectly (Example: Doors - Radical Train, Balls - Silver's Dusty Desert, Pillars - Kingdom Valley) - [x] Bloom has odd artifacting at screen edges (Maybe incorrect sampler state?) - [x] Shadow maps are not sampled correctly - [x] Shadow maps are not copied correctly (Fixed by #18) - [x] #29 - [x] #30 - [x] #31 **General CPU** - [x] Double conversions are sometimes imprecise (causes some animations never to end) - [x] Checkpoints don't play animation after death - [x] Some models/animations are slightly corrupted: Sonic’s ankles, Rouge’s wings, Blaze’s eyelids - [x] Some cutscenes crash on case-sensitive file systems (XFS is case-insensitive) - [x] Save date/time incorrect - [x] Threads sometimes deadlock (Related to XMA voices) - [x] #32 **Kingdom Valley** - [x] Wind paths flicker - [x] Rope is spiky - [ ] #33 **White Acropolis** - [x] Rouge's section in Shadow's version is extremely bloomy **Flame Core** - [x] Per-tri black artifacting (MVK only)
Variable Frame Rate
General GPU
General CPU
Kingdom Valley
White Acropolis
Flame Core