The primary goal for fixing Xenia glitches is Buffer Management and Readback Accuracy. The Xbox 360 used a high-speed “EDRAM” for rendering, which modern PCs must simulate. This configuration focuses on ensuring that the GPU correctly “reads back” processed data and handles pixel-shading depth in a way that aligns with modern GPU drivers.
Hardware Compatibility & Expectations
- The D3D12 Standard: While Xenia supports Vulkan, the D3D12 (DirectX 12) backend is the primary focus for the development team and contains the most “fixes” for graphical glitches.
- Driver Version: Ensure you are on the latest WHQL drivers. Graphical glitches in Xenia are frequently caused by outdated shader compilers in your GPU drivers.
- Resolution Scaling: Many glitches (like misaligned crosshairs or “box” shadows) are caused by non-integer resolution scaling. If a glitch occurs, test the game at
1x1(native) resolution first.
File Location
Settings must be adjusted in the main configuration file located in your emulator’s root folder:
[Xenia Folder]\xenia-canary.config.toml
Technical Configuration (Code Block)
Open the .toml file and look for the [GPU] and [Graphics] sections. Apply these “Master Fix” settings to resolve the most common rendering errors:
[GPU]
# The most stable backend for graphical accuracy
gpu = "d3d12"
# Fixes missing textures and "black ground" (essential for RDR1/Halo)
d3d12_readback_resolve = true
# Prevents "rainbow" or corrupted textures in many titles
d3d12_clear_memory_page_state = true
# Resolves flickering shadows and lighting artifacts
query_occlusion_fake_sample_count = -1
# Keeps internal resolution scaling (1 = 720p, 2 = 1440p)
draw_resolution_scale_x = 1
draw_resolution_scale_y = 1
[Graphics]
# Helps with vertex explosion/missing geometry
vertex_cache_size = 64
# Prevents the screen from going entirely white or black
gamma_render_target_as_srgb = false
Strategy for Fixing Common Glitches
To troubleshoot specific visual bugs in your Xbox 360 library:
- The “Black Ground” Fix: If your game has missing ground textures (common in Rockstar and Bethesda games),
d3d12_readback_resolve = trueis the mandatory fix. It allows the CPU to read the GPU’s render target, which is necessary for the game’s terrain logic. - The “Rainbow/Strobe” Effect: Corrupted, neon-colored textures are usually caused by an uncleared memory state. Setting
d3d12_clear_memory_page_state = trueensures the emulator wipes old texture data from the VRAM cache before drawing new frames. - Flickering Shadows: If shadows are “jumping” or flickering, setting
query_occlusion_fake_sample_count = -1bypasses the standard occlusion check, forcing the emulator to draw light and shadow states more consistently.
Key Performance Parameters
| Parameter | Recommended Value | Impact |
| d3d12_readback_resolve | true | Fixes invisible/black terrain and missing character textures. |
| d3d12_clear_memory_page_state | true | Eliminates “rainbow” textures and flickering UI elements. |
| query_occlusion_fake_sample_count | -1 | Resolves “light through walls” and shadow flickering. |
| vertex_cache_size | 64 | Stabilizes geometry and prevents “stretched” character models. |
Frequently Asked Questions (FAQ)
Why does my game look “washed out” or too bright?
This is often related to the Gamma settings. Try toggling gamma_render_target_as_srgb between true and false. Also, check the [Graphics] section for render_target_creation_flags, as some games require specific flags to handle colors correctly.
How do I fix the “Exploding Vertex” (stretched polygons) bug?
This is a complex issue usually related to the GPU’s vertex cache. Increasing vertex_cache_size to 64 or 128 can help, but if it persists, you may need a specific game patch from the Xenia Patch repository.
Does scaling the resolution cause more glitches?
Yes. Scaling to 4K (draw_resolution_scale = 3) can cause line artifacts in 2D menus or “glow” effects to be misaligned. If you see visual bugs, revert to native (1) to see if scaling is the cause.
Why is the “Vulkan” backend missing textures?
Vulkan is currently less mature in Xenia. If you experience missing textures or heavy flickering on Vulkan, switch to D3D12. It is the most robust renderer for 99% of the Xbox 360 library.
Conclusion and Expected Results
By manually refining your xenia-canary.config.toml to prioritize memory clearing and readback accuracy, you are addressing the fundamental hurdles of Xbox 360 emulation. You can expect stable textures, accurate lighting, and a significantly cleaner visual experience across both the “Master” and “Canary” branches of Xenia.