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the screen looks a bit garbled

this is a still image but in action each tile is changing 4 or so times a second.

I am not sure what is causing this. Are you on a mac or windows?

I'm on an Apple M1 Pro, if that helps

I have tried to optimize the game so it renders fewer objects. Could you try again and see if it gives the same issue?

Thanks for looking into it! No significant difference (more blue than before)


Javascript console has

Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

Here's the full log

[UnityMemory] Configuration Parameters - Can be set up in boot.config
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-audio-worker=65536"
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-background-worker=32768"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-granularity=16"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-bucket-count=8"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-block-size=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-block-count=1"
TheGauntlet.framework.js.br:2     "memorysetup-main-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-thread-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-gfx-main-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-gfx-thread-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-cache-allocator-block-size=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-typetree-allocator-block-size=2097152"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-granularity=16"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-bucket-count=8"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-block-size=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-block-count=1"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-editor-allocator-block-size=1048576"
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-main=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-job-temp-allocator-block-size=2097152"
TheGauntlet.framework.js.br:2     "memorysetup-job-temp-allocator-block-size-background=1048576"
TheGauntlet.framework.js.br:2     "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
TheGauntlet.framework.js.br:2 [Physics::Module] Initialized SinglethreadedJobDispatcher.
TheGauntlet.framework.js.br:2 Loading player data from data.unity3d
TheGauntlet.framework.js.br:2 Initialize engine version: 2021.3.35f1 (157b46ce122a)
TheGauntlet.framework.js.br:2 [Subsystems] Discovering subsystems at path UnitySubsystems
TheGauntlet.loader.js:1 Creating WebGL 2.0 context.
TheGauntlet.framework.js.br:2 Renderer: WebKit WebGL
TheGauntlet.framework.js.br:2 Vendor:   WebKit
TheGauntlet.framework.js.br:2 Version:  OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium))
TheGauntlet.framework.js.br:2 GLES:     3
TheGauntlet.framework.js.br:2  EXT_clip_control EXT_color_buffer_float EXT_color_buffer_half_float EXT_conservative_depth EXT_depth_clamp EXT_disjoint_timer_query_webgl2 EXT_float_blend EXT_polygon_offset_clamp EXT_render_snorm EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic EXT_texture_mirror_clamp_to_edge EXT_texture_norm16 KHR_parallel_shader_compile NV_shader_noperspective_interpolation OES_draw_buffers_indexed OES_sample_variables OES_shader_multisample_interpolation OES_texture_float_linear WEBGL_blend_func_extended WEBGL_clip_cull_distance WEBGL_compressed_texture_astc WEBGL_compressed_texture_etc WEBGL_compressed_texture_etc1 WEBGL_compressed_texture_pvrtc WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context WEBGL_multi_draw WEBGL_polygon_mode WEBGL_provoking_vertex WEBGL_render_shared_exponent WEBGL_stencil_texturing GL_EXT_clip_control GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_conservative_
TheGauntlet.framework.js.br:2 depth GL_EXT_depth_clamp GL_EXT_disjoint_timer_query_webgl2 GL_EXT_float_blend GL_EXT_polygon_offset_clamp GL_EXT_render_snorm GL_EXT_texture_compression_bptc GL_EXT_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp_to_edge GL_EXT_texture_norm16 GL_KHR_parallel_shader_compile GL_NV_shader_noperspective_interpolation GL_OES_draw_buffers_indexed GL_OES_sample_variables GL_OES_shader_multisample_interpolation GL_OES_texture_float_linear GL_WEBGL_blend_func_extended GL_WEBGL_clip_cull_distance GL_WEBGL_compressed_texture_astc GL_WEBGL_compressed_texture_etc GL_WEBGL_compressed_texture_etc1 GL_WEBGL_compressed_texture_pvrtc GL_WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_debug_renderer_info GL_WEBGL_debug_shaders GL_WEBGL_lose_context GL_WEBGL_multi_draw GL_WEBGL_polygon_mode GL_WEBGL_provoking_vertex GL_WEBGL_render_shared_exponent GL_WEBGL_stencil_texturing
6WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
TheGauntlet.framework.js.br:2 OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level  <OpenGL ES 3.0> ; Context handle 1
TheGauntlet.framework.js.br:2 ERROR: Shader 
TheGauntlet.framework.js.br:2 Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
TheGauntlet.framework.js.br:2 Input Manager initialize...
17TheGauntlet.framework.js.br:2 Trying to get length of sound which is not loaded.
TheGauntlet.framework.js.br:2 [Physics::Module] Initialized SinglethreadedJobDispatcher.
TheGauntlet.framework.js.br:2 UnloadTime: 2063.400000 ms