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[Vulkan] TTT2 NPEB01140 crashes in intro bot fight with write color buffers and nVidia 1050 #6719

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raveskirza opened this issue Oct 7, 2019 · 10 comments · Fixed by #7353
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@raveskirza
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raveskirza commented Oct 7, 2019

Tekken Tag Tournament 2 seems to crash on Vulkan with nVidia 1050 when wcb is enabled. This is a recent phenomenon probably started in the last 2 months.

image

RPCS3 Logs:

nVidia WCB on - Crash
RPCS3_nv_wcb_on.log.gz

Intel WCB on - No Crash
RPCS3_intel_wcb_on.log.gz

nvidia WCB off - No Crash
RPCS3_nv_wcb_off.log.gz

Tried in a different system with the same nVidia Diver but a different card 940MX. It doesnt crash with wcb on
RPCS3_nv_940mx_wcb_on.log.gz

Edit 1: As of Master 0.0.7-8909, the error is now handled differently(happens only with wcb on)
·W 0:04:32.485051 {PPU[0x1000000] Thread (main_thread) [0x0038ed4c]} RSX: Cache miss at address 0xC1200B40. This is gonna hurt... ·F 0:04:32.485123 {PPU[0x1000000] Thread (main_thread) [0x0038ed4c]} RSX: g_access_violation_handler(0xc1200000, 1): Access violation - no RTTI data!

Edit 2: As of Master v0.0.7-9029-479d92d0. The error message has again changed to a different message

·W 2:14:25.900007 {PPU[0x1000000] Thread (main_thread) [0x0038ed4c]} RSX: Cache miss at address 0xC1584A00. This is gonna hurt... ·F 2:14:25.900104 {PPU[0x1000000] Thread (main_thread) [0x0038ed4c]} RSX: g_access_violation_handler(0xc1584000, 1): Verification failed (0000000000000000): (in file C:\projects\rpcs3\rpcs3\Emu\RSX\VK\VKRenderTargets.h:544)

@Aurez
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Aurez commented Nov 5, 2019

I confirm thats a regression when using WCB+Vulcan (I have a GTX970)

@Aurez Aurez mentioned this issue Jan 11, 2020
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@kd-11 kd-11 self-assigned this Jan 14, 2020
@kd-11
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kd-11 commented Jan 27, 2020

Need more info on how this is happening and how to reproduce. Also check if current master is still affected. OP mentions "intro bot fight", what does this mean? @Aurez mentions demo play as well. Do you mean the game plays itself or do you mean there is some intro cinematic (video) that triggers the crash?

@Aurez
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Aurez commented Jan 27, 2020

Thanks to work on this :)
At start the "Bandai Namco Games" logo is flashing (wasn't before PR#6357)
If you let the game running it crashes right after the 1st demo play (when the game should restart and display again the "Bandai Namco Games" logo and it didn't crash before PR#6357)

I will try to send a log but I just tried and it seems there is a new bug with this game:
most of the time I now get this and it runs at 1fps :)
E {RSX [0x0310010]} RSX: nv406e::semaphore_acquire has timed out. semaphore_address=0x40300600
Image1

@Aurez
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Aurez commented Jan 27, 2020

here is the log and a screen of the crash:
Image2
RPCS3.zip

@raveskirza
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raveskirza commented Jan 29, 2020

For me it is a different error message with nVidia 1050. I do not have any semaphore timeout issues like Aurez. Just the crash at the demo fight and the end of stage caused by wcb on.

·F 0:02:43.244377 {PPU[0x1000000] Thread (main_thread) [0x0038ed4c]} RSX: g_access_violation_handler(0xc1200000, 1): Access violation - no RTTI data!

RPCS3.log.gz

Steps to reproduce:

Dont Press Start after reaching this screen. The game will automatically load the bots to fight
image

When the bots start fighting. Press start
image

The game crashes when wcb is enabled
image

@kd-11
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kd-11 commented Jan 31, 2020

Retest with #7353.
The 'flickering logo' thing only happens on first run when things are still getting compiled in the background. The crash on missing RTTI data however is a legit bug caused by some optimizations in surface cache not being reflected in texture cache.

@Aurez
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Aurez commented Jan 31, 2020

Good work: Crash fixed for me :)
I know it's not a real problem, but only for information the 'flickering logo' is still present for me each time I start the game (but it doesn't when the game demo loops)

Edit: and the issue I had with "E {RSX [0x0310010]} RSX: nv406e::semaphore_acquire has timed out. semaphore_address=0x40300600" disapeared a few days ago (most probably fixed by an other commit).

@kd-11
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kd-11 commented Jan 31, 2020

Flickering is not present on either AMD or NVIDIA for me, but I did see it during the first run when everything was compiling for the first time. Resolution scaling and MSAA don't seem to affect it either. In fact, no settings could make it reappear no matter what I tried.

@Aurez
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Aurez commented Jan 31, 2020

strange, I have the exact opposit result : it doesn't happen when I start the game just after clearing my cache but always the next times.

@SmitheeGuy
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Fixes the crash on Dante's Inferno when WCB is enabled that I reported in #7308

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4 participants