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Describe the bug
The Current Gear HUD briefly shows 10 instead of the selected gear while shifting.
CurrentGearOverlay.Render clamps the gear with Clip(0, 11) before indexing _gearBitmaps. Index 11 draws a 10, so any value above the range is drawn as 10 rather than ignored.
To Reproduce
Activate the Current Gear HUD, Forza Horizon 6.
Drive and shift up and down repeatedly.
Now and then a 10 flashes up for a frame or two.
Expected behavior
The selected gear, or the previous one held over, never a gear the car does not have.
To be clear about the symptom: this happens on a 6 gear car. Upshift, and for one
or two frames the HUD shows a 10, then snaps to the correct gear.
The HUD holds 12 prerendered bitmaps: R, N and 1 to 10, picked by index, so index
11 is the 10. During a shift the sim sends a gear value that is outside that range
for a frame, and Clip(0, 11) pulls it to the nearest valid index, which is the 10.
That is the flash.
#324 ignores out of range values instead of pulling them to the edge, so the gear
already on screen stays up until a valid value arrives.
The 10 gear ceiling is real but separate. Adding bitmaps without changing the clamp would just flash the new top of the range
instead of a 10.
Forza Horizon 6, car in 5th. The common LocalCarData panel reports Gear: 12 while the game shows 5, so the value is out of range rather than a high gear. Clip(0, 11) pins it to index 11, which is the bitmap for 10.
With 50 bitmaps this sample would render as an 11 instead, so the range check has to be against the gear count, not the cache.
Activity
[-]Current Gear HUD flashes 10 while shifting[/-][+]Current Gear HUD is limited to 10 gears[/+]RiddleTime commentedon Sep 26, 2026
I appreciate the more concise description!
HBbrody commentedon Sep 26, 2026
To be clear about the symptom: this happens on a 6 gear car. Upshift, and for one
or two frames the HUD shows a 10, then snaps to the correct gear.
The HUD holds 12 prerendered bitmaps: R, N and 1 to 10, picked by index, so index
11 is the 10. During a shift the sim sends a gear value that is outside that range
for a frame, and Clip(0, 11) pulls it to the nearest valid index, which is the 10.
That is the flash.
#324 ignores out of range values instead of pulling them to the edge, so the gear
already on screen stays up until a valid value arrives.
The 10 gear ceiling is real but separate. Adding bitmaps without changing the clamp would just flash the new top of the range
instead of a 10.
Forza Horizon 6, car in 5th. The common LocalCarData panel reports
Gear: 12while the game shows 5, so the value is out of range rather than a high gear.Clip(0, 11)pins it to index 11, which is the bitmap for 10.With 50 bitmaps this sample would render as an 11 instead, so the range check has to be against the gear count, not the cache.
RiddleTime commentedon Sep 29, 2026
Are you not confused with the the
Nfrom Neutral?HBbrody commentedon Sep 29, 2026
No, it is a 10 on screen, not the N. Caught it in a frame: the HUD shows a 10 while the car is in 2nd.
Easy to reproduce on a stock car with no gearbox upgrades. The one in the shot is a stock 2001 Acura Integra Type R.