-
-
Notifications
You must be signed in to change notification settings - Fork 1.9k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
rsx: Program Fixes #4844
rsx: Program Fixes #4844
Conversation
E {rsx::thread} RSX: shaders_cache: vertex program has more than 32 jump addresses. Entry not saved to cache |
Edit: Fixed Regression in Dragon Ball Z: Burst Limit. |
@spyropt the error does not directly affect graphics, so something else is seemingly wrong. Attach rrc capture. Also check the other games in the collection - they should render correctly from my testing (I dont have sparta unfortunately) |
Same goes for the dbz regression. Provide RRC capture as well. |
RRC capture: |
X-Men Origins: Wolverine and THPS HD have regressed, emulator freezes and memory usage climbs to 10+ GB as soon as main menu is reached. Didn't see anything out of ordinary in logs but I'll attach one regardless. This might affect other titles as well but I don't have any more time for testing tonight. |
Tested Demon's Souls a little with SPU LLVM.... Played for ~30 min; no crashes. I didn't experiment too much with different settings. Performance was improved from 6718 in Boletarian Palace entrance (usually one of the worst areas), but Penetrator Archstone area was very stuttery. Identical experience with Neko's latest PR #4816 . kd-11's previous PR "praise miyazaki" froze at loading screen. i5-3570K @ 4.5 // GTX 660 SLI (2) |
@kd-11 from my tests it's just ghost of sparta |
Resistance 2 regression #4711 fixed on this PR |
Beyond2souls: After selecting new game from Menu, the emulator consumes all the system virtual memory and freezes the system. Sometimes the system recovers, other times have to hard restart. EDIT: Fixed in latest commit |
Bad news first - Conan BLES00076 has missing ingame gfx. Previously it had bad/missing coloring to the textures but now the whole screen is white. But the good news (really fantastic news) is that TMNT Reshelled finally has working textures! The only issue that remains is missing effects - Krang's eye lasers, Stockman's goo gun, foot soldier death explosions, fire hydrant's water, etc. These are missing on master as well. The real strange thing here (hopefully a clue) is that the effects CAN show sometimes. Example: Level 1: no effects, after hitting exploding barrel, partial effects are shown to end of level. Level 2: No effects, after hitting fire hydrant, FULL effects are shown for the rest of level. Weird. |
Silent Hill Downpour so broken on this build i need to use my power button in order to exit rpcs3 |
A bunch of regressions and problems should be fixed now. Retest. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Improves Sonic Unleashed !
I approve !
@kd-11 New RRC capture: |
Latest commit |
Resistance 3 no longer crashes with an error message, now it gets an infinite loop and then crashes without error message. |
For the non-graphical bugs where emulator hangs or misbehaves, enable "log shader programs" debug option and attach vp_analyser.bin from your shaderlog folder so I can inspect the contents directly. |
Can't get ingame with Conan now on latest commit (previously white screen). Crashes the emu (no log) as soon as I try to load into gameplay now (using Vulkan, default settings). E {rsx::thread} RSX: Inadequate buffer length submitted for a compute operation.Required=42467328 bytes, Available=33554432 bytes x2 E {rsx::thread} RSX: Blit request denied because the source region does not fit! |
ACiT driver crash as of latest commit |
- Fix double destination writes on conditional write masking - Fix codegen to simplify simple scalar comparisons vs vector functions
I must say: this emulator is epic. Great work👍 |
Last commit is using v5 spu cache from neko merged pr, so be cautious with regression reports |
@Emulator-Team-2 Thanks for reporting |
Had a video driver crash with 26c5661 RDR:GOTY win10, nvidia 6600k, tsx enabled
Event log was unsurprisingly useless:
|
Usually triggered by infinite loop in shaders. Not sure what to do about those since the games are intentionally doing this and most of the time there is extra runtime information to consider. They can be easily detected though; maybe a recursion watcher can be added to abort if the program loops over one condition more than a set number of tries. |
@Crispy81 "used to work way back". Why are you spamming this PR with random, unrelated regressions? Don't do that again. Go follow the instructions and write up a proper defect for regressions. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
gabriel
I've got a i5 7400 and GTX 1060 6 gb. Sonic Unleashed is possible play it? I tried but min 3fps max 23 fps at gameplay. I know it's Ingame. I hope when it'll be playable, my cpu can support it |
Don't spam random pull requests with this, go to our Discord server instead: https://discord.me/RPCS3 |
Details
Results
NOTE: Contains the patch from #4830. This is not a replacement - the patch will be removed before merging. It makes testing some titles easier if they are unstable on master.