Water puddles render solid white with Video > HDR set to On (HDR10 output)

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
25/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Active
Tech stack
c

Research direction

Start by finding where the log line [vk] HDR10 output (Video > HDR is On), SDR white at 80 nits is emitted, then trace which HDR10 output path changes how water surfaces are shaded. Compare the Auto (SDR) and On (HDR10) renders of a Great Plateau puddle; the reproduction steps are in the issue. Done means puddles look like shallow water with HDR On, with lakes and rivers still correct. The [vk] texture ... left out of the pass warning is noted as unrelated.

Written by the indexing model from the issue text.

Description

bug
Before you start
Savage Wind version

0.4.1-alpha.4 (latest)

Game version

1.9.0

Your PC

Windows 10 22H2 (build 19045), RTX 4070 (NVIDIA 596.36 / 32.0.15.9636), Intel Core i5-13600KF

Where in the game

Great Plateau: the shallow puddles on the ground next to the ruined stone walls by the stream, around 16:15 in-game time, clear weather. Lakes and rivers are fine.

What happened, and how to make it happen again
Expected

Puddles look like shallow water — gritty ground visible through them, reflection not blown out.

What happens instead

They render as a flat solid white surface. The ripple/wet pattern is still faintly visible, and rocks and footprints inside the puddle show, but the water itself is pure white. Lakes and rivers look correct in the same frame.

What triggers it
  1. Options > Video > HDR = On
  2. Stand next to any puddle on the Great Plateau
  3. Set Video > HDR = Auto (Windows HDR is off for this display, so this outputs SDR): the puddles look correct immediately, same save, same spot, no restart
  4. Setting HDR back to On reproduces the white puddles again
Evidence

With HDR On, the log says:
[vk] HDR10 output (Video > HDR is On), SDR white at 80 nits

The issue #362 log shows [vk] HDR10 output (Windows HDR is on for this display), SDR white at 280 nits, i.e. that report used Auto but with Windows HDR enabled, so it was also on the HDR10 path. HDR10 output looks like the common factor rather than the GPU (RX 6600 / Steam Deck / RTX 4070 all reproduce it).

Probably unrelated

[vk] texture #3061 (nvn fmt 0x49, 32x32x32 target 2) can't be drawn into as format 95: left out of the pass appears 20 times per run in my log and in #362's log, and it is still there with HDR on Auto while the puddles look correct — so it is pre-existing noise, not the cause.

This may well be the same bug as #362; the extra information is only that HDR output is the trigger, so no separate tracking is needed if you prefer to keep #362.

Settings

120 fps cap, 1920x1080 borderless fullscreen, upscaler Off. Also: VSync Fast, SMAA, 16x anisotropy, shadows Extreme, FOV 100, HDR was On when the bug showed.

savagewind.log

savagewind.log

Image
Before sending
  • This report contains no game files, keys, firmware, generated game code, save files or links to copies of the game.
Dominant language
C
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Merged PRs (30d)
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