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Mario Golf: Super Rush - flickering triangle artifacts during gameplay #475

Description

@gleidsonripardo

[###](

Ryujinx_1.3.3_2026-08-01_21-31-45.log

) Prerequisites

  • I am confident that my issue has not been reported already in open OR closed issues.
  • I am able to reliably reproduce the issue on the latest stable or canary version.
  • I am not using an unofficial build (Flatpak, Emudeck, etc.).
  • I am a silly goose and didn't read these boxes.
  • I am a silly goose and DID read these boxes.

Description of the issue

Ryujinx version: Device: Lenovo IdeaPad Slim 3 15IRH10
Describe the bug

The game boots and is playable, but during gameplay numerous triangle-shaped visual artifacts flicker in and out across the screen (appearing and disappearing rapidly). This happens consistently during normal play, not just at load transitions.

Reproduction steps

To Reproduce
Launch Mario Golf: Super Rush
Start a match and begin playing normally
Flickering triangle artifacts appear across the screen during gameplay

Log file

The log from the session where the artifacts occurred shows no errors, exceptions, or crashes — it runs cleanly from start to finish, suggesting a silent rendering fault rather than a code exception. This may be related to a Vulkan driver compatibility issue specific to Intel integrated graphics, but flagging it in case it's a known pattern with a possible workaround for Intel iGPUs.

OS

Windows 11

Ryujinx version

1.3.3 (GreemDev/Ryubing fork)

Game version

Mario Golf: Super Rush (Title ID: 0100C9C00E25C000, v4.0.0)

CPU

Intel Core i5-13420H

GPU

Intel UHD Graphics (integrated)

RAM

8GB

List of applied mods

No mods applied

Additional context?

Tested the same game on other Switch emulators (Eden, Sudachi) on this same hardware:

Eden: crashes on map load with a texture_cache.h unimplemented assertion
Sudachi: crashes on launch (project discontinued, not expecting a fix there)
Ryujinx (this fork): loads and runs, but with the flickering triangle artifacts described above

This suggests the game may be exercising an edge case in geometry/texture rendering that multiple Switch emulator codebases handle poorly, though I understand each project's rendering pipeline is different.

Happy to provide a capture/video of the artifacts or further logs if useful.

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