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Innocent Life (ULES-00658) crashing when using elevator #14279
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It would be nice if you can provide the log file, in case the devs doesn't have the game. |
Alright. This is the log I got: ppsspplog.txt |
Yeah unfortunately with this type of crash, the log files don't tend to tell us much... |
If you go to the Output tab in the bottom right, is there anything showing up there when you trigger the first one? Should be since you had the validation layer running, and it might have caught something. |
Debug Output Click to expand
Edit: Updated. Sorry forgot to continue from my breakpoint to catch the message If i tried to continue again, this will appear:
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Ah, well, unfortunately that didn't help much :( |
i updated the output to add the 2nd message when i tried to continue again, might be related to VkSemaphore ? |
Is the Not sure but it seems like that would be coming from the graphics driver. The validation error says that there's no way to signal the semaphore. That means it thinks So to me, that means it's all a side effect of I recommend uncommenting the -[Unknown] |
This occurred at the time the popup dialog appeared
Yes, res = vkQueueSubmit(vulkan_->GetGraphicsQueue(), 1, &submit_info, triggerFrameFence ? frameData.fence : frameData.readbackFence);
if (res == VK_ERROR_DEVICE_LOST) {
_assert_msg_(false, "Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan");
} According to this it can return
With those changes, this appeared when that popup appeared:
And this appeared when i answered "Yes":
If i continue from that breakpoint, this appeared:
This is the Log when that popup dialog appeared: Click to expand
And this appeared if i answer "Yes" and continue it from breakpoin for several times: Click to expand
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Hm, I tried it and - before even getting to the elevator - I get a hang in vkQueueSubmit on Intel. I end up with graphics deadlocking and even a PPSSPPWindows64 process that hangs and can't be killed for a while. The last frame I see is:
For me, the hang is just in the middle of a scene, it doesn't seem like anything special happened. I tried removing the merging/cleanup just in case, but it didn't change much. The updated second render:
So I tried splitting up and flushing each render pass individually, and it's the first of the two here that causes the hang. But somehow, this allowed me to kill the process properly again, so that's nice. Tried adding quick descriptions to each pipeline (raster state, vs, fs, hwx, dec fmt), and each of them are typical of other draws. But it always hangs at the same place, doesn't seem to matter if I take longer to get there. Maybe it's a frame soon before that causes problems or a texture... hm. -[Unknown] |
I'm back to say that I've discoreved another crash like this one. This time I was just passing through the kitchen in the main character's room. I got this message: |
I've also noticed that although I might play the game well using the other backends, they also present a little lag before some sound effects (e.g. cutting weed) or when you are just wandering around. It's hard to tell what exaclly triggers these lags. They also occur randomly and rarely, and when they do they just don't crash, fortunatelly (???). |
What happens?
Game crashes when I try to use elevator to go down. Vulkan related error message pops up.
What should happen?
No crashes.
What hardware, operating system, and PPSSPP version? On desktop and mobile phone, GPU matters for graphical issues.
Please test newest version in https://buildbot.orphis.net/ppsspp/
Tested. Same problem. Here is a save file for testing:
ULES00658DATA00.zip
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