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Star Ocean 5 [BLJM61325] freezes/crashes with SIG: Thread terminated due to fatal error: Verification failed #10168
Comments
Try woth OpenGL, report if its working properly |
I played some time using OpenGL, the game didn't hang. OGL is too slow in this game, in Vulkan I get 15-30fps@4K, in OGL I get only 5-15 fps@720p. It's hard to test with OGL if the game will hang after some time. Using RPCS3 v0.0.16-12267-57cd4ff3 Alpha, now the game hangs without an error message. Yesterday it showed same error as always with build commit 73b7752. |
maybe @kd-11 able to investigate this one... |
This is a known issue that is in progress. |
After ddbe496, stability got a lot better. Maze of Tribulations has 15 bosses. Before I could kill only one or two bosses before a crash, now I killed 14. I used WCB+WDB+RCB+RDB. Game crashed with {PPU[0x1000000] Thread (main_thread) [0x000250e0]} VM: Access violation reading location 0x178 (unmapped memory) [type=u16] , but I wasn't using Accurate Xfloat. RPCS3 0.0.16-12374-ddbe4960.zip I got some new warnings: Thread (main_thread) [0x00662a08]} RSX: [Performance warning] CPU readback of swizzled data I don't know if it's a placebo effect, but I think the game got a lot smoother, I got 30fps more often. I played without Accurate xfloat before and the game wasn't so smooth. |
Quick summary
Star Ocean 5 (BLJM61325) freezes/crashes with {SPU[0x0000100] Thread (CellSpursKernel0) [0x0e960]} SIG: Thread terminated due to fatal error: Verification failed
(in file D:\a\1\s\rpcs3\Emu\RSX\VK\VKRenderTargets.h:606[:10], in function as_rtt)
Details
The game is playable only for some minutes before freezing with this error. Game doesn't crash when paused.
Using "Multithreaded RSX", RPCS3 crashes to desktop without generating a log file. Using "Write Depth Buffers" (SO5 needs Write Color Buffers to run) makes the game freeze faster with same fatal error.
1. Please attach RPCS3's log.
RPCS3.zip
RPCS3-2.zip (shorter log, game froze faster)
5. Please provide your system configuration:
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