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As of now, NFS MW prototypes/debug builds are circulated together with a "custom" RPCS3 build patching up missing functionality and merging code which is crucial for those games to function, yet somehow did not get to master. This is a meta issue aimed to find all missing pieces so those builds can eventually run on master, without having to resort to custom, possibly outdated builds.
cellSearch implementation - at least one prototype seems to require cellSearch to work somewhat properly, else it throws an unskippable assertion on start. Custom builds merge [WIP] cellSearch + VFS Linking #4714 to get it to work.
PSN spoof - in order to proceed to the game, at least one prototype requires "PSN spoof" - as in, RPCS3 needs to pretend PSN is online. This also seems to affect some non-debug NFS games, such as NFS Hot Pursuit. Consider allowing RPCS3 to pretend PSN is online and just act as if servers were unreachable or something. Custom builds use clienthax@8f31a1e to spoof online PSN state.
[WIP] SPU LLVM: use FMA with approx xfloat when available #7118reportedly breaks sound in all Most Wanted games. Sound has always been broken in MW with Accurate xfloat, so looks like this PR increased accuracy of Approximate xfloat just enough for sound to break. Puzzling.
Audit failure with PS3 Launcher app with running it with Write Color Buffers and vulkan: AUDIT(!g_cfg.video.write_color_buffers && !g_cfg.video.write_depth_buffer);
call stack:
rpcs3d.exe!rsx::texture_cache<vk::texture_cache,vk::texture_cache_traits>::commit_framebuffer_memory_region<>(vk::command_buffer & cmd, const utils::address_range & rsx_range) Line 1165 C++
> rpcs3d.exe!VKGSRender::prepare_rtts(rsx::framebuffer_creation_context context) Line 2880 C++
rpcs3d.exe!VKGSRender::init_buffers(rsx::framebuffer_creation_context context, bool __formal) Line 2647 C++
rpcs3d.exe!VKGSRender::clear_surface(unsigned int mask) Line 1930 C++
rpcs3d.exe!rsx::nv4097::clear(rsx::thread * rsx, unsigned int _reg, unsigned int arg) Line 172 C++
rpcs3d.exe!rsx::thread::run_FIFO() Line 573 C++
As of now, NFS MW prototypes/debug builds are circulated together with a "custom" RPCS3 build patching up missing functionality and merging code which is crucial for those games to function, yet somehow did not get to master. This is a meta issue aimed to find all missing pieces so those builds can eventually run on master, without having to resort to custom, possibly outdated builds.
cellSearch
implementation - at least one prototype seems to requirecellSearch
to work somewhat properly, else it throws an unskippable assertion on start. Custom builds merge [WIP] cellSearch + VFS Linking #4714 to get it to work.This doesn't happen on the console.
Additionally, running with a debugger attached exposes some odd timing issue, which may sadly be a game bug: https://cdn.discordapp.com/attachments/635144592534011958/676022990747598858/unknown.png
reportedlybreaks sound in all Most Wanted games. Sound has always been broken in MW with Accurate xfloat, so looks like this PR increased accuracy of Approximate xfloat just enough for sound to break. Puzzling.AUDIT(!g_cfg.video.write_color_buffers && !g_cfg.video.write_depth_buffer);
call stack:
jmcclean
, same as in GamePad Test [GMPADTEST] - audit failure #7370jmcclean
build has a black screen on nvidia only (reportedly)The text was updated successfully, but these errors were encountered: