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Intro / menusVulkanIntro and menus render

Oxide Room 104

Intro · GET UP prompt · controls unverified

PPSA07653 v01.000.000, October 29 development build: the runner now selects Unreal's -noraytracing path through a virtual command-line file. Installed game files stay unchanged; the normal launch passes the reproduced graphics stop.

Test host
NVIDIA GeForce RTX 3070 Ti
Build
Development build
Recorded runs
2
Confirmed
October 29, 2026
OXIDE Room 104 logo with GET UP and Options prompts; exported final scanout, not proof of character control
OXIDE Room 104 logo with GET UP and Options prompts; exported final scanout, not proof of character control

What works

  • The comparison reaches the animated introduction, subtitles and GET UP prompt, with over 2,600 frames and no queue stop or guest fault.
  • Bounded FLAT pointer staging fixes the first compute failures. All 326 GPU tests and the directory/archive launch-document regressions pass.

What does not

  • Full ray tracing still fails on dynamic shader calls and BVH preparation. Character control, further progression, rendering correctness and audible sound quality remain unverified.

Measured performance

Heavy-scene diagnostic samples: about 0.6–0.7 s per frame, not a controlled gameplay benchmark. RTX 3070 Ti, Vulkan, 1920×1080 output; internal targets reach 3840×2160. Captures and compilation affected parts of the run.

NVIDIA GeForce RTX 3070 Ti

Result

Test history

Each entry names the release that includes the reported changes. Work not yet included in a published release is marked as a development build. Dates and FPS remain those of the original runs.

Graphics API
  1. OXIDE Room 104 logo with GET UP and Options prompts; exported final scanout, not proof of character control
    Development buildVulkan

    Past the post-Cross black screen with raster rendering

    PPSA07653 v01.000.000, October 29 development build: the runner now selects Unreal's -noraytracing path through a virtual command-line file. Installed game files stay unchanged; the normal launch passes the reproduced graphics stop. The comparison reaches the animated introduction, subtitles and GET UP prompt, with over 2,600 frames and no queue stop or guest fault. Full ray tracing still fails on dynamic shader calls and BVH preparation. Character control, further progression, rendering correctness and audible sound quality remain unverified.

    Read the report →
  2. Oxide Room 104 autosave notice with a white icon and Cross OK prompt on a dark red background
    Development buildVulkan

    The autosave notice renders; later rendering hits shader and queue errors.

    PPSA07653 v01.000.000: Two launches pass linking. Automatic Cross reaches black output with FLAT addressing, IMAGE_BVH_INTERSECT_RAY, InvalidScalarCall and DMA_DATA rejection errors. A keyboard-only repeat displays the autosave notice. Gameplay is unverified.

    Read the report →

Captures

Captures

Frames produced by the emulator itself during the runs above.

OXIDE Room 104 logo with GET UP and Options prompts; exported final scanout, not proof of character control
Vulkan

Past the post-Cross black screen with raster rendering

October 29, 2026 · Development build

Oxide Room 104 autosave notice with a white icon and Cross OK prompt on a dark red background
Vulkan

The autosave notice renders; later rendering hits shader and queue errors.

October 11, 2026 · Development build

2

Recorded runs

NVIDIA GeForce RTX 3070 Ti

0.3.6

Current build

October 30, 2026

Intro / menus

Result

Intro and menus render

Other titles

Playthrough reports carry the date the maintainer confirmed them. Every timing refers to the NVIDIA GeForce RTX 3070 Ti development machine and will differ on other hardware. Game content is supplied locally and is never distributed here.