Split out of #15 so the map issue there can be closed.
Symptom: with the default ROV render target path, UI panels sometimes flash as green rectangles with dithered rainbow edges - for seconds or minutes, once even the whole screen (Dominus41 in #15, first seen around 1.2; SilentHeII caught it on 1.3 with ROV and attached a log there: #15 (comment)). Not tied to AZERTY, SDL vs XInput, or 60 FPS.
What the log says: nothing - no GPU errors, no device warnings. That is consistent with the current suspicion rather than against it.
Suspected cause (mine, not proven yet): the game renders the scene in the console's 10-bit HDR format and the UI in plain 8-bit over the same EDRAM memory. The ROV path converts between the two in a compute pass and keeps its own bookkeeping of which tiles are still in the HDR format; when that bookkeeping loses track, the UI is blended over unconverted HDR data - green with rainbow edges is exactly what that looks like. 1.3 rebuilt the HDR alpha handling on this path but did not touch the tile tracking.
Workaround: launcher → Graphics → Render Target Path → RTV (compatibility).
Next step: RenderDoc capture of a frame with the flicker on the ROV path to see which tiles the conversion missed. If you catch it: a screenshot, the scene, and whether internal resolution was 1x or 2x helps.
Split out of #15 so the map issue there can be closed.
Symptom: with the default ROV render target path, UI panels sometimes flash as green rectangles with dithered rainbow edges - for seconds or minutes, once even the whole screen (Dominus41 in #15, first seen around 1.2; SilentHeII caught it on 1.3 with ROV and attached a log there: #15 (comment)). Not tied to AZERTY, SDL vs XInput, or 60 FPS.
What the log says: nothing - no GPU errors, no device warnings. That is consistent with the current suspicion rather than against it.
Suspected cause (mine, not proven yet): the game renders the scene in the console's 10-bit HDR format and the UI in plain 8-bit over the same EDRAM memory. The ROV path converts between the two in a compute pass and keeps its own bookkeeping of which tiles are still in the HDR format; when that bookkeeping loses track, the UI is blended over unconverted HDR data - green with rainbow edges is exactly what that looks like. 1.3 rebuilt the HDR alpha handling on this path but did not touch the tile tracking.
Workaround: launcher → Graphics → Render Target Path → RTV (compatibility).
Next step: RenderDoc capture of a frame with the flicker on the ROV path to see which tiles the conversion missed. If you catch it: a screenshot, the scene, and whether internal resolution was 1x or 2x helps.