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In-gameVulkanReaches in-game scenes

Severed Steel

In-game · rendering defects · low FPS

PPSA05106 v01.000.000: New Game and Continue reach Trash Compactor with the Escape the Crusher objective. These October 20–21 development-build checks require the game's own -noraytracing switch in ue4commandline.txt; the runner does not add it automatically.

Test host
NVIDIA GeForce RTX 3070 Ti
Build
Development build
Recorded runs
3
Confirmed
October 21, 2026
Severed Steel Trash Compactor after the exposure visibility fix, with objective and movement prompt
Severed Steel Trash Compactor after the exposure visibility fix, with objective and movement prompt

What works

  • Menu UI now stays visible over its background movie. Difficulty selection, the introduction, first-level reload and keyboard movement were verified.
  • GPU exposure data now reaches CPU memory before completion; the user confirms that flicker disappeared. Velocity-buffer clears, final-position clipping and single-layer depth array views are corrected.

What does not

  • Full rendering correctness remains unverified. Ray tracing is not implemented; the local -noraytracing workaround remains necessary. An initial candidate failed memory allocation; 13 FPS has not been reached.
  • Movie staging also failed when the output disk was full. The successful repeat followed removal of old temporary movie files. Audio quality, later levels, completion and long-session stability remain unverified.

Measured performance

Latest stationary check: 261 flips / 30.0004 s = 8.70 FPS. RTX 3070 Ti, Vulkan, Speed, retained caches, 1920×1080 output; internal targets up to 3264×1836. This does not establish a speedup. Development build; testing paused after this check.

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. Severed Steel Trash Compactor after the exposure visibility fix, with objective and movement prompt
    Development buildVulkan

    Black-frame flicker fixed in the first level

    GPU exposure data now reaches CPU memory before completion; the user confirms that flicker disappeared. Velocity-buffer clears, final-position clipping and single-layer depth array views are corrected. Latest stationary check: 261 flips / 30.0004 s = 8.70 FPS. RTX 3070 Ti, Vulkan, Speed, retained caches, 1920×1080 output; internal targets up to 3264×1836. This does not establish a speedup. Development build; testing paused after this check. Full rendering correctness remains unverified. Ray tracing is not implemented; the local -noraytracing workaround remains necessary. An initial candidate failed memory allocation; 13 FPS has not been reached.

    Read the report →
  2. Severed Steel Trash Compactor with objective, movement prompt and dark speckled rendering defects
    Development buildVulkan

    First-level reload and movement check

    Continue reaches Trash Compactor again. Keyboard movement is verified; six stationary counter readings range from 9.2 to 10.1 FPS (mean 9.75). The repeat logs no guest fault or rejected dispatch, but visible defects remain. The unedited screenshot shows 8.3 FPS after the measurement interval; completion is unverified.

    Read the report →
  3. Severed Steel New Game difficulty selection with readable labels and Play button
    Development buildVulkan

    Menu UI restored; ray tracing disabled for startup

    The original RT compute shader fails with InvalidScalarCall and the guest render thread times out. Appending -noraytracing to the existing ue4commandline.txt bypasses that path locally. Shader-header scratch sizing and corrected video presentation restore the New Game/difficulty UI. Full ray-tracing support is not claimed.

    Read the report →

Captures

Captures

Frames produced by the emulator itself during the runs above.

Severed Steel Trash Compactor after the exposure visibility fix, with objective and movement prompt
Vulkan

Black-frame flicker fixed in the first level

October 21, 2026 · Development build

Severed Steel Trash Compactor with objective, movement prompt and dark speckled rendering defects
Vulkan

First-level reload and movement check

October 21, 2026 · Development build

Severed Steel New Game difficulty selection with readable labels and Play button
Vulkan

Menu UI restored; ray tracing disabled for startup

October 20, 2026 · Development build

3

Recorded runs

NVIDIA GeForce RTX 3070 Ti

0.3.6

Current build

October 30, 2026

In-game

Result

Reaches in-game scenes

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.