Open sestain opened 1 month ago
So I attempted to repo this issue myself, using the PAL version of Jak X (recording the tutorials).
Tested on commit cd3e11bff77bb5a7f44c5a39cb534b670c09abd7 (Tagged v2.0.3)
For a recording performed on MSVC (Release AVX2 build) Playback on MSVC will de-sync faster, failing to pass the second tutorial. Playback on Clang stays in sync until reaching the 3rd tutorial.
For a recording performed on Clang (Release Clang AVX2 build) Playback on MSVC stays in sync until reaching the 3rd tutorial Playback on Clang will de-sync faster, failing to pass the second tutorial.
I have no clue what's going on
How does it behave when using the Cmake builds instead of AVX2 or SSE4 versions?
How does it behave when using the Cmake builds instead of AVX2 or SSE4 versions?
Turns out my issues was that there was run to run variance with how Jak X was emulated, see https://github.com/PCSX2/pcsx2/issues/11607
Managed to repo with Crash Twinsanity
For me the game hitched for a frame on the official builds, this hitch didn't occur on a MSVC build for me, which caused a desync for playback.
This behaviour seems consistent run to run
Managed to repo with Crash Twinsanity
For me the game hitched for a frame on the official builds, this hitch didn't occur on a MSVC build for me, which caused a desync for playback.
This behaviour seems consistent run to run
Was it with a recording done on the MSVC build?
Managed to repo with Crash Twinsanity For me the game hitched for a frame on the official builds, this hitch didn't occur on a MSVC build for me, which caused a desync for playback. This behaviour seems consistent run to run
Was it with a recording done on the MSVC build?
Recording was made (and plays correctly) on the official clang builds
Describe the Bug
Input playback seems to desync because emulation is a bit different between MSVC and Clang builds.
Reproduction Steps
Have "Pause on Start" enabled and turn off fast-boot for a good measurement with all memcards ejected. Create a input recording that is around 4900 frames (this should be plenty if fast boot is turned off for desyncs to occur, so 98 seconds of gameplay for 50fps and 81.67 seconds for 60fps), and try to playback it after restarting the whole emulator. With my any% tas of Crash Twinsanity, a desync occured a bit before 4900 frames because camera movement was different.
Expected Behavior
Input playback/emulation should be the same on both compilers.
PCSX2 Revision
v2.0.3
Operating System
Windows 11
If Linux - Specify Distro
No response
CPU
i5-12400F
GPU
RTX 2080Ti
GS Settings
No response
Emulation Settings
Pause On Start: Enabled Fast Boot: Disabled Memory Card Slots 1 & 2: Ejected + Disabled Pause On TLB Miss: Enabled
GS Window Screenshots
No response
Logs & Dumps
clang.txt msvc.txt