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Gran Turismo series PCSX2 Crashes #1313
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Can you please post the full emulog after the crash? (can be found in logs/emulog.txt in the directory of pcsx2.exe) |
Related to this: http://forums.pcsx2.net/Thread-Gran-Turismo-4-crash-in-OpenGL-Mode?page=2 The log messages are because you probably haven't been to the bios(boot with no disc selected) to set the time(zone). |
Yes, it is expected. And it will remain like that until I (or someone that beat me) properly fix the handling of the bad effect. |
Great, I'll try to set up bios as you said, I just tried different ones yesterday, so most probably is that. I will also re-test with @gregory38 fix as soon as I get home. |
Same with latest build: LOG: https://drive.google.com/file/d/0ByJrCj2X0ZpAQXhjTHNDczBXb3c/view?usp=sharing |
Can you please try without gzip? |
The crash is normal. There are too much memory allocation in GSdx. Until it is properly fixed, you need to reduce the upscaling or use a custom resolution. |
However no crashes on Native or Custom, that surprised me cause I've set custom to HD (1920x1080) what I believe its greater resolution than 2x. |
3 secs faster than me :-) I just heard than integer scales were better than Custom ones. |
Custom uses RT buffer size equivalent to the scaled value (lower buffer size) whereas native scaling resolution use a bigger buffer size which increases the memory consumption. |
Thanks, for your time and explanations. I don't think this is an issue or regression, anymore. I did use Custom Res before until @willkuer told me one day Native scaling is much accurate than custom, and then my confusion. So both fashions, Custom and Native has benefits and counterparts :-D. |
Native scaling is better, however it highlight bugs in texture management. You still have it in custom resolution (monitor you vram and you will see a huge allocation). |
It needs to be like that. Native scaling is naturally an automorphism. Custom resolution needs rounding. Additionally scaling is always less 'accurate' or just not the same as native resolution. The effect you see is - if i understood correctly - rather related to a wrong or lets say inacurate implementation. |
The bug is the renderer allocating hundreds of framebuffer instead of 1. Integer upscaling requires 5-20 MB by framebuffer. Due to the useless allocated fb, it becomes 500-2000MB of extra memory. When I will fix the bug, memory will be small even at 8x |
If you want to play the game, use the stable release. (Until I fix the git version) |
Well... to me the game looks great even at Native resolution, custom one does not seem to have any graphical problems acording to my eyes. I just opened this issue cause I though it was a new introduced bug. Out of curiosity, what makes stable ones works?, does stable use less memory? |
Stable is stable by definition Stable has some hack to avoid the issue but it break some rendering. Git is work in progress with the intended goal to fix most issue correctly. |
Thanks @gregory38, I'm looking forward your upcoming memory improvement fix. |
I'm looking into it. Some stat number from Metal Gears Solid 3 (but I suspect the same effect is used for GT4). Done with a scaling of 4x Before (2994MB):
After (total 460MB):
So far the draw call is only skip but I hope to emulate it properly. |
Actually I pushed my change to master. So could you test the impact on GT4? Thanks you. |
I tried it on Killzone(another game with RAM spike issues) , it uses 1.5GB less now. :) I'll try it with GT4 too. |
Great. Note I open a meta issue for those games (#1318) |
No change on GT4. It's fine on native and 2x, with both pre-RAM fix and current master with fix. But on 3x native it rises by at least 2GB and crashes, even with the fix. |
Too bad. Either it isn't the same effect or I don't catch it properly. It could be useful if you manage to generate me a gs dump at the ram spike. |
I have a ram spike on prince of persia. I will debug this one first (because I have the dump and know the rendering). |
No changes on GT3 either. stops working at same point: IR 2X. |
here you can find gs dump, if that helps https://drive.google.com/file/d/0ByJrCj2X0ZpAc3Rzd0NHcGFvTUE/view?usp=sharing |
It reports 3840. |
Ok doesn't work so. It is the default value. Feel free to play with the opengl code in last commit (GSDeviceOGL.cpp) |
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Maybe you could test the others enum
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Yes, it seems it was just using the default when forcing _NVX.
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So what is the value returned with AMD. I want to know if it is the full vram or only the remaining one. |
It is the full vram. |
Ok. Remain to see what happen when a lots of textures are allocated. |
It modified the latest master so that it prints the VRAM deficit, it only crashes once memory usage is twice the available VRAM. Maybe close GS Window with a emergency warning before this happens? |
Hum, it isn't twice, it is the 4GB limit of a process. In this case maybe we can keep the ~3800 default limit. |
Need someone with 1GB card to test |
Are you using the NTSC version as well? I've never seen it in the PAL version. Can it happen during any event? |
I can actually shed some light on this. From what I remember, the issue popped up in February while we were adjusting RT sizing, depth, or memory management but I don't remember what exactly. Despite this fact, It's not a regression. I tried to pin it down before, but I never found it related to a specific build. The only thing I was ever certain on was that it only happens on specific maps. I own the NTSC copy btw. If you care to scroll up to May 6th (can't quote in ForkHub :P) I previously mentioned that this is hard to duplicate. |
Yes, mine is NTSC. It also happens in GT3 (which is also NTSC). |
I'm getting the earlier discussed memory issue in Gran Turismo 4 here as well. It's fine until the camera changes to look at your car at the start of the race, after a few seconds the framerate drops to <5fps. Full console log from PCSX2 is here - https://www.hastebin.com/qahuhitajo.py Lines of note are:
Note that it seems to detect the card as 3840MB, despite the fact it's a 6GB card (and I have nothing else open). The card is an Nvidia GTX 1060 (using the official drivers).
I can provide a video too if that would be helpful. |
3840 is always the reported memory available. Did you see the previous comments? |
I'd somehow missed that. Still, I assume the overall issue persists as I'm seeing the "GSDX OUT OF MEMORY" error when using only 4x and no large framebuffer. |
4x is too much for this game. Otherwise, the only solution is to use custom resolution (but I removed it from the linux GUI, so you need to edit the ini file manually). |
Come to think - might latest nvidia driver have improved this? |
Hello everybody, |
@d4d385 This isn't the place for general support. Please redirect your question over to the PCSX2 forums Thanks! |
Is this crash still happening? |
These were my specs back when I opened this issue. CPU name = Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz Since I upgraded my hardware: I haven't got that issue anymore. but I feel besides hardware, lot have improved on the emulation side, shader cache, x64 builds, vulkan, etc I think is safe to close this, or at least I can't reproduce myself |
PCSX2 Crashes when going in races, no issues while on menus.
PCSX2 1.5.0-20160426190932 - compiled on Apr 26 2016
Operating System = Microsoft Windows 10 Home (build 10586), 64-bit
Physical RAM = 7986 MB
CPU name = Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz
OpenGL information. GPU: GeForce GT 755M/PCIe/SSE2. Vendor: NVIDIA Corporation. Driver: NVIDIA 364.72
I did several tests, and I managed to reproduce only on IR greater than Native.
If I start the game with Native res. then it works fine, while on game If I change IR to 2x game works during few seconds at full speed until it crashes after few seconds.
Im not sure if that is a general issue or its only me due a weak GPU, but I remember being able to play it a 3x on previous builds.
Im not sure if that related or not but PCSX2 Console get spammed with thousands of messages.
SummerTime=0
Timezone=60
SummerTime=0
Timezone=60
SummerTime=0
Timezone=60
SummerTime=0
Timezone=60
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