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Several games are not compatable with SPU LLVM due to never-ending cache generation #5843
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Eternal Sonata With no cache,just loading a save in the first village and run the game again results in 60k+ modules With ASMJIT still the modules are still created and it takes more and more time to start the game each time....I did not notice any negative effect of disabling the case and using ASMJIT but with SPU LLVM,it takes a lot of time until the game starts. |
Add FIFA 12 to that list, it compiles forever while rendering about 1 frame every 10 seconds :D |
Add Deception 4 to the list too, at least Nightmare Princess. |
Red Dead Redemption i think? There is always stuttering because of SPU compilation |
RDR doesn't have infinite generation, it will eventually stop compiling new modules after you run the same area a couple of times. But yes, it's SPU cache behaviour is an issue and probably related to the same thing that affects the other games listed here. |
I suggest add The Last Of Us to the list. SPU LLVM gives 2fps more but causes trap error because of never-ending cache generation. |
Updated game list with recent submissions. |
James Cameron's Avatar: The Game |
Updated list. Up to 8 known games at this point. |
Potentially fixed by: #5944 |
Several games are not compatible with SPU LLVM due to never-ending cache generation (100k+ and rising). For ex., I've run up and down the same hallway in Splatterhouse for a total of close to 30 min and it still stutters and builds new cache constantly.
Here are the known games:
Splatterhouse (no diff. between safe/mega/giga(crashes):
RPCS3.log.gz
Config:
Windows 10 64-bit
GeForce GTX 1080
i7-6700k @ 4GHZ
16GB RAM
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