Open ghost opened 6 years ago
Hm, are you sure it's just those 2 games? I distinctly remember an about even ratio of breakage and fixes with full fpu mode. When it was developed, there was only one "full fpu" mode but it soon turned out that even if it was correct, games hated it. That's when we adopted only parts of it and made that the new default.
Full mode is still a good thing, but we need to make sure it doesn't break more than it fixes..
I tested it in my set of games and none of them (apart GT4 and TR) have an issue with the full mode.
I don't have the old notes anymore but some tests were really tricky. One test is a puzzle in Tales of the Abyss, where you couldn't move a certain statue. Nothing short of a full playthrough is going to catch these :p
This is one of those things that's hard to predict. I'd say that EE Clamping is at least less sensitive then say Negative VU Rounding which breaks a ton of games and makes Lara Croft fall through the floor (lol).
I'd say it's too late in PCSX2's lifespan to make a huge change like this, the possibility of introducing a regression is too big.
I wouldn't say it can ever be too late - though it really is a big change worth way more discussion (and especially data points).
Just saying, these issues are worthwhile. They're deeply rooted in the x86 vs PS2's mips vs emulation speed debacle. We want to track all those details :)
Tales of the Abyss A puzzle in a castle demands moving statues. The game code for the statue movement is susceptible to EE FPU issues. Statues will just get stuck if FPU is wrong somehow. Gran Turismo 4, Tourist Trophy engine Need 'full' FPU mode to load Demonstration sequences.
There is also Jak and Daxter 1, the game sometimes throw some Vif unknow cmd errors when grabing orbs, they are not fatal with the base clamping mode but becomes fatal with the full mode.
Many of these should be re-checked in latest nightly since commit 4ffbe0b fixed an FPU clamping issue related to incorrect sign when clamping.
Full FPU may no longer be necessary in some cases.
I doubt it'll change much. I only changed the clamp behaviour of the neg instruction, if the clamping issue is related to any other operation, it'll be unaffected.
Didn't want to make any more significant changes so close to a major release.
I did some preliminary testing on Jak and Daxter: TPL enabling full clamping on the EE. The game softlocked when it loaded into my save file, and turning full clamping on while in-game instead resulted in a freeze just a couple minutes after loading in when I performed a dive attack.
What is this meta?
The request was at the origin, to put the EE Clamping mode to full on the safest preset.
But @ramapcsx2 told me that there are some games wich don't support the Full fpu mode so I made a meta to track these.
Here is an exhaustive list of games affected by the Full fpu mode
-Gran Turismo 4 (Unfortunately needed to load Demonstration sequences)
-Tourist Trophy (Unfortunately needed to load Demonstration sequences)
-Tales of the abyss
-Jak and Daxter The Precursor Legacy
Feel free to contribute :).