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[Need Testing] Implement TSX fallback #6056
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Persona 5 is now crashing with Ninja gaiden sigma 2 hangs the same way as master does Ninja gaiden sigma 1 also hangs with semaphore_acquire timeout Edit: Got P5 to go ingame after trying a few more times, and performance is just as good as the old microcode, still hangs after a bit though Edit 2: I forgot I just set accurate GETLLAR while testing ninja gaiden 3 demo just now, thats whats I needed to get ingame for P5 Edit 3: Actually, it turns out that setting accurate GETLLAR improves performance in P5 even on master with FA microcode... |
P5 and sigma crashes seem fixed, but performance in P5 is still bad without accurate GETLLAR set. Sigma 2 still hangs in the same manner |
Motorstorm Apocalypse is still broken (see last comment here: #6020) |
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Good news. Testing 0.0.6-9320fec4, MotorStorm 2 (and others) are now working again with TSX + LLVM SPU Mega. For me, SPU LLVM Mega was broken a few weeks ago when TSX was enabled but this PR finally fixes it. (i7 4790k Haswell) |
(with force_abort microcode on commit 92ec6ab) While running The fallback is working, it wasn't in earlier commits. It doesn't really seem like its very useful though... edit: With spu threads set to auto |
Journey and SotC both work now on LLVM on Haswell. |
Yep, Motorstorm Apoc. is working again with LLVM + TSX. Thanks for the regression fix! |
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As discussed outside of github, recent commits improve performance for latest microcode, and almost all games have better performance than tsx off again. However... Demon souls seems to have an issue on this pr with TSX enabled: The flickering occurs every frame, and in a much more intense way after writing 1 to force_abort msr, so perhaps an issue with the fallback? |
Any news about this PR? On master build at the moment TSX+LLVM seems to be broken with every game... |
Demon's Souls is a weird case, since the game has a specific race condition (game code, not RPCS3 fault) which causes the flicker. The more inconsistent the frame pacing, the more easily it triggers. I suspect frame pacing with the TSX fallback path is more inconsistent than before. |
Isn't the flickering you're thinking of the full screen effect which appears with write colour buffers enabled? This seems different from that, since I used a patch which disables the dynamic exposure (removes the need for write colour buffers). Edit: even the UI flickers in the first screenshot, I've never seen that before with the "flickering" but maybe I'm wrong |
Yeah, a ton of games are broken with LLVM+TSX on Master (25% in my set), and both are needed for good perf in a bunch of them. This seems more like hotfix to me and to prevent false positives in other PRs. Hopefully the Demon Souls thing can be sorted out as I don't see any other regressions noted and this can get merged soon. |
Updated PR, please test for regressions. |
Demon's souls flickering is fixed, even when writing 1 to force_abort msr. I'll edit this post if I find any regressions. Edit: Persona 5 performance has regressed greatly with spu threads set to 2 (20fps) but performance is very fine (41 fps) if I set spu threads to auto. |
Oh yeas, Preferred SPU Threads should be set to Auto with this PR. |
For now, after some quick testing, Ninokuni, Persona 5 and Shadow of the Damned seem to be ok |
Seems like all known regressions are addressed and no new issues reported since the last commit a few days ago. Hopefully this fix pr can get merged soon as TSX is mostly broken on Master.. |
Remove Accurate PUTLLC option. Implement fallback path for SPU transactions.
So does all games work best with SPU threads set to auto now or is the speed gain from using a specific number of SPU threads in some games lost with this build? |
Ironically, I did just found a regression with this. NFL Blitz (maybe other ea titles?) suffered a massive speed drop: 0.0.6-8266 0.0.6-8262 |
Remove Accurate PUTLLC option.
Implement fallback path for SPU transactions.