Hello,
I have a game which I’ve got set as a UWP build and I am deploying it to the Xbox One.
When I run a game game on the Xbox One S it is set as an App by default. When it is set as an app the colours are normal. However, when I set it to Game, then the colours change, specifically in gradients.
I have attached a few screenshots to see this.
Compare the engine glow at the back of the ships in these two screenshots.
On the 3rd screenshot you can see the effect when looking at the colours of the nebulas on the skybox
Does anybody know what is causing this?
Thanks in advance.
Are both cases running in DirectX 11 or is the “Game mode” switching to DirectX 12?
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I don’t know. How can I find out?
Thanks for your reply.
You should be able to see it in the player log. You can also check this property: Unity - Scripting API: SystemInfo.graphicsDeviceType
Thanks.
That property tells me I’m using Direct3D11.
So I guess that even if the Xbox is running in Game mode, it will still run in DX11.
How are you rendering those things that get artifacts? Do they use some custom shaders? Did you try using FrameDebugger to see what goes wrong?
The background is a Skybox, don’t know if there is anything unusual about it or not. The shader is Skybox/6 sided
However, looking at the particle used for the ship, it does say it’s using the default-particle, and the Shader is Legacy Shaders/Particles/Alpha Blended Premultiply.
I’ve never used FrameDebugger before, do you have a link to a tutorial that could get me started and I’ll have a look through it?
Thanks again for your help.
P.S. I’ve swapped the legacy shaders on the particle systems for URP shaders. Building now, let’s see if it helps.
The link I gave you should contain all the info to get you started.
Ah yes, thanks.
Changing the shader on the particle system has helped a bit, but not completed.
I’ll take a look at the link.
Thanks again.
Could you also try changing to DirectX 12 in player settings for UWP to see whether that helps at all. It could be a driver issue on the Xbox for DirectX 11.
It looks like both DX11 and experimental DX12 are in the player settings.
Maybe in Game mode the Xbox selects DX12 and that’s causing the graphics problems?
I’ll try removing it and seeing if it helps.

Removing DX12 from the player settings has fixed it. Graphics all look fine in Game mode now.
Thanks for your help.
Looks like it was running in DX12 after all. Can you check if the same issue reproduces when running on PC with DX12? It could be an engine bug that we’d like to address.
I’m sorry I’m unable to replicate the bug now.
I re-added the DX12 (Experimental) option, made a new UWP build, ran it on the PC and it’s fine. I created an appx package to run on the Xbox in Game mode, and that was fine too. I guess removing and re-adding DX12 has somehow fixed it.
Curious though, when I run the game in App mode on the Xbox, the 3D models disappear. I won’t be running in App mode though so it doesn’t concern me.
I do still have a graphical problem in DX12 which doesn’t appear on DX11, but it looks different to this one, so I’ll enter a new post for it tomorrow. But this one seems to be fixed by removing and re-adding DX12.
Thanks again for your help.
That’s bizarre. Well, I’m glad you figured it out.