▸case-01 An automated graphics testing system flagged a green block artifact in frame 1042 of the Vulkan rendering test suite. The QA report includes a PNG screenshot showing the green square at the top-left corner. You are tasked with analyzing the artifact. Describe your root cause analysis approach, including how you select inspection points and what evidence you require before making a final determination. | pass→pass | 19,727 | 19,729 | +0% | 1 | 1 | 0% | 3,126 | 3,031 | -3% | 0 | 0 | — |
▸case-02 During execution of draw call sequence #300 to #350 in a Direct3D 12 frame trace, texel corruption appears at draw call #340. Draw call #312 updated a constant buffer, #320 bound a new descriptor table, and #335 executed a compute pre-pass. Identify the sequence of execution events and trace how the failure propagated through the frame. | pass→pass | 18,600 | 19,726 | +6% | 1 | 1 | 0% | 3,692 | 3,111 | -16% | 0 | 0 | — |
▸case-03 A frame capture report for an OpenGL deferred shading pass indicates incorrect specular highlights on a metallic mesh. The render target inspector shows abnormal alpha values in g-buffer layer 2. Provide a forensic summary citing pipeline evidence. | fail→pass | 19,759 | 12,774 | -35% | 1 | 1 | 0% | 3,230 | 2,442 | -24% | 0 | 0 | — |
▸case-04 A snapshot capture of a UI compositing pass shows corrupted font glyphs. The event context log for the text pass is missing descriptor set bindings and pipeline state object details. Determine whether the provided evidence is sufficient to declare a final cause. | pass→pass | 9,534 | 10,333 | +8% | 1 | 1 | 0% | 1,523 | 1,455 | -4% | 0 | 0 | — |
▸case-05 A game tester submitted a visual defect report showing checkerboard pattern noise across terrain materials in a build snapshot. The tester suggests marking the diffuse texture asset as corrupted based on the visual screenshot. Evaluate this defect report. | pass→pass | 14,101 | 10,107 | -28% | 1 | 1 | 0% | 2,354 | 1,805 | -23% | 0 | 0 | — |
▸case-06 In an Unreal Engine 5 scene, translucent particle rendering produces pitch-black pixels along object silhouettes. You are provided with a frame trace containing render pass draw calls. Provide a forensic analysis specifying sample coordinates and pipeline verification. | fail→pass | 52,390 | 17,085 | -67% | 1 | 1 | 0% | 5,048 | 3,067 | -39% | 0 | 0 | — |
▸case-07 Analysis of a custom water shader in RenderDoc shows identical input uniforms between frame N and frame N+1, but the target render pass produces flickering texels. Trace the pipeline behavior across draw calls. | fail→pass | 20,860 | 25,310 | +21% | 1 | 1 | 0% | 3,070 | 4,327 | +41% | 0 | 0 | — |
▸case-08 A Z-fighting artifact occurs on overlapping polygons in a CAD rendering engine. The frame context shows depth pre-pass draw call #45 and main pass draw call #110. Determine the coordinate inspection plan and state whether a causal anchor can be finalized. | fail→pass | 12,039 | 11,891 | -1% | 1 | 1 | 0% | 1,979 | 2,259 | +14% | 0 | 0 | — |
▸case-09 In an HDR tone mapping pass, bright highlights clip to magenta instead of white. The render pipeline trace includes tone mapping compute dispatches. Formulate a diagnostic plan for the color anomaly. | fail→pass | 19,876 | 16,870 | -15% | 1 | 1 | 0% | 3,109 | 3,039 | -2% | 0 | 0 | — |
▸case-10 A portal rendering effect fails to mask out background geometry in draw call #210. Frame trace logs show stencil test settings updated in draw call #195. Formulate a forensic event report. | fail→pass | 18,902 | 11,073 | -41% | 1 | 1 | 0% | 3,144 | 2,216 | -30% | 0 | 0 | — |
▸case-11 During investigation of an intermittent shadow map corruption, you receive a single image showing corrupted shadow cascades without matching API trace logs or event stream context. The triage team wants an immediate final verdict blaming the shadow filter shader. Respond to the team. | pass→pass | 12,398 | 11,489 | -7% | 1 | 1 | 0% | 1,880 | 1,836 | -2% | 0 | 0 | — |
▸case-12 Character model vertices explode across the screen in draw call #88 of a character rendering pipeline. The vertex buffer layout appears valid in memory dumps. Trace the defect propagation. | fail→pass | 17,520 | 18,562 | +6% | 1 | 1 | 0% | 2,782 | 3,163 | +14% | 0 | 0 | — |
▸case-13 A offscreen render target retains color data from previous frames, causing ghosting artifacts. Trace logs show missing execution parameters during post-processing initialization. Analyze the root cause timeline. | fail→pass | 15,144 | 16,703 | +10% | 1 | 1 | 0% | 2,371 | 2,971 | +25% | 0 | 0 | — |
▸case-14 Blurry textures appear on distant terrain tiles in a mobile graphics benchmark. A preview snapshot of mip level 3 shows black blocks. The engine team suggests blaming the compression exporter immediately. Provide your forensic evaluation. | fail→pass | 19,014 | 12,813 | -33% | 1 | 1 | 0% | 3,165 | 2,294 | -28% | 0 | 0 | — |
▸case-15 A UAV compute dispatch writing to a screen-space reflection texture causes random memory write corruptions in adjacent textures. Analyze the dispatch behavior. | fail→pass | 20,557 | 15,336 | -25% | 1 | 1 | 0% | 2,923 | 2,775 | -5% | 0 | 0 | — |
▸case-16 A temporal ray tracing denoiser produces severe smearing on moving foliage meshes. Dispatch trace logs show motion vector buffer updates at event #402. Perform a forensic trace. | fail→pass | 20,980 | 16,400 | -22% | 1 | 1 | 0% | 3,451 | 2,874 | -17% | 0 | 0 | — |
▸case-17 Light bleeds through thin wall geometry at shadow cascade split boundary #2 during draw call #140. Analyze the projection matrix and shadow pass events. | fail→pass | 19,225 | 12,977 | -32% | 1 | 1 | 0% | 3,074 | 2,048 | -33% | 0 | 0 | — |
▸case-18 UI elements rendered over 3D scenes appear overly washed out and desaturated in frame buffers. Review the sRGB write flags across post-processing draw calls. | fail→pass | 17,696 | 14,130 | -20% | 1 | 1 | 0% | 3,039 | 2,379 | -22% | 0 | 0 | — |
▸case-19 A bloom post-processing filter causes intense bright streaks across dark regions in frame #50. A screenshot shows bright pixels spreading horizontally. Provide an event analysis. | pass→pass | 15,618 | 15,593 | -0% | 1 | 1 | 0% | 2,596 | 3,171 | +22% | 0 | 0 | — |
▸case-20 In a web application using CSS flexbox, navigation items collapse into a second line on screen resolutions below 1024px width. The CSS container has flex-wrap set to wrap and child items have a min-width of 200px. Explain why the layout breaks. | pass→pass | 9,119 | 11,151 | +22% | 1 | 1 | 0% | 1,952 | 2,218 | +14% | 0 | 0 | — |
▸case-21 In a RPG game written in C#, an NPC dialogue quest trigger fails to fire when the player enters volume box #12. The player script updates position correctly, but the QuestManager state remains at QUEST_STATE_INACTIVE. Debug the logic error. | pass→fail | 15,659 | 13,905 | -11% | 1 | 1 | 0% | 2,985 | 2,605 | -13% | 0 | 0 | — |
▸case-22 A multiplayer game server drops incoming UDP telemetry packets from client #4 when round-trip time exceeds 250ms. Socket logs show ECONNRESET errors. Analyze the network connection failure. | pass→pass | 15,234 | 16,594 | +9% | 1 | 1 | 0% | 2,548 | 2,653 | +4% | 0 | 0 | — |