Closed kd-11 closed 7 years ago
Under Night In-Birth Exe: Late This game crashes emulator after startup. RPCS3_Logfix.zip
Soul Calibur 2 HD online broke after commit b770b3d in fbo_fixes The build that worked and made it fully playable without write color buffers and strict rendering mode https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.3-964
EDIT: Logs attached from two builds. Dont see the "bilt request denied" in the logs RPCS3_kd11 build.zip RPCS3_latest_master.zip
I take it theres an error in the log mentioning something like "Blit request denied because ...", right?
Catherine hangs on the Deep Silver logo on Vulkan/OpenGL strict/non-strict rendering. Stopping emulation doesn't work, the process is still in the background without an open window. Master before was good.
Windows i3-2500K HD7850, PS3 HD folder on a 'fast' network share (fast = x86 raid 5 with samba).
Logs: Previous master RPCS3-previous-master.log.gz While hanging on the Deep Silver logo: RPCS3-while-hanging.zip After stopping the emulation and closing the emulator: RPCS3-after-force-closing.zip With non-strict rendering: RPCS3-non-strict-after-fc.zip
Before Cathering had a ~20% performance regression with fbo-fixes until late in the PR on this system.
Look like Catherine it's hang too , when enable strict rendering mode
Edit: Fixed by #3475
Genji: Days of the Blade
[Vulkan/OpenGL]
This game hangs now on loading screen.
E {rsx::thread} RSX: NV3089_IMAGE_IN_SIZE: Invalid blit dimensions passed
RPCS3.log.gz
A fix for the hangs will be up shortly.
Win 7 | i7 3770k | gtx 670 | 16 gb ddr5 ram |
Trails of Cold Steel 2 - NPUB31836
CPU Options: Recompiler x2 | Enable SPU Loop Detection: ON | load liblv2.sprx only: ON | {i.e. default settings} GPU Options: OpenGL | 1280x720 | 16:9 | Framelimit: OFF | Invalidate Cache: ON | GPU Texture Scaling: ON | {i.e. default settings}
Build 0.0.3-6256 Not a regression, but a vast improvement, shadows work now, no more bright lighting, no texture corruption after entering/exiting menu, a few FPS improvement, seems a lot more stable overall. Only thing is a bit more stutter when creating shader cache, seems to drop fps more than the earlier builds; not a big deal.
https://github.com/RPCS3/rpcs3/pull/3475 fixes the hangs
@raveskirza What happens if you try running the game? Hang or black screen with sound? Also, does the behaviour change at all in the new PR build? There is nothing in the logs unfortunately
already signaled, but regression in "Sly Cooper Thieves in time" with Vulkan, Color wrong, Good with ogl
@Asinin3 @SakataGintokiYT Retest crashing games with this build https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.3-995
@kd-11 This build fix crashes but now is black screen in game. RPCS3.log.gz
@bjakja you have to click on the artifacts tab on the appveyor page, or use this link: https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.3-995/artifacts
@kd-11 Catherine is fixed with this, although it runs slower. Worst cases are 10%. Submit and flip spikes at absurdly long times: Usually its about 250us-300us and it goes up once a second for a frame. On master there are no spikes.
Its from reorganized frame local storage. WIll be updated soon with optimizations. It was necessary to scale back some of the usage patterns to keep the renderer from accidentally overwriting data in use. It was a rare occurrence that was only visible in some homebrew games based on early psl1ght.
EDIT: You should also try disabling GPU texture scaling - it behaves a bit differently now and is always enabled in cases where it is obviously needed. Using it for all types of textures is now slower in some games.
Screenshot from user HowardJones in Discord:
BLUS31535 (Dengeki Bunko: Fighting Climax) crash on start. With build 0.0.3-995 it start but the screen freeze after some seconds, it still work at 60fps and I can hear the audio but the screen doesn't update anymore. It worked well with build 2017-09-19-049f1954 from branch 3458 RPCS3.log.gz
Fuel on this build spam with errors E {rsx::thread} RSX: Disjoint draw range detected and finally it throw F {rsx::thread} class std::runtime_error thrown: Unknown primitive type 20 (in file C:\rpcs3\rpcs3\Emu\RSX\gcm_enums.cpp:45) Log: Fuel.zip
Nier Replicant BLJM60223
Constantly crashes with: {PPU[0x1000016] Thread (_cellsurMixerMain)} Stat: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [x131532]
Other than that I don't notice any other regressions. Log: Nier.zip
Fighting climax ignition is crashing now too in master. I also tried the international version of the first game after getting it through other channels. Still I noticed both of them required above 4.7 for their firmware versions. The original Japanese release of fighting climax requires 4.2 instead unless i missed some of the updates for it (i don't have my ps3 hooked up to the internet).
@spring568 Test Fighting climax ignition with this build: https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.3-995
@SakataGintokiYT Well it doesn't crash anymore but now it'll get stuck on the intro logos. You can hear the audio going and input works, but the video output isn't updating at all.
@spring568
Do you get this in log:
E {rsx::thread} RSX: Cannot perform scaled blit for depth/stencil images
@SakataGintokiYT Does this mean anything? E {rsx::thread} RSX: NV3089_IMAGE_IN_SIZE: Invalid blit dimensions passed. I didn't see the message you mentioned either
@spring568
E {rsx::thread} RSX: Cannot perform scaled blit for depth/stencil images
I get this with gpu texture scaling in Under Night In-Birth Exe: Late.
This game have black screen with and without gpu texture scaling.
@kd-11 no change even with the new PR fix. Tried different combination of WCB and Strict rendering but still black screen, no hang. The sound is still playing so it is only the graphics output that is missing. With your 964 build the game would display graphics output with WCB and Strict rendering off. But the very next build 965 stopped outputting graphics with this game(Soul Calibur 2 HD online)
Win 7 | i7 3770k | gtx 670 | 16 gb ddr5 ram |
Tales of Graces f - BLUS30903
CPU Options: Recompiler x2 | Enable SPU Loop Detection: ON | load liblv2.sprx only: ON | {i.e. default settings} GPU Options: OpenGL | 1280x720 | 16:9 | Framelimit: OFF | Invalidate Cache: ON | GPU Texture Scaling: ON | {i.e. default settings}
Build 0.0.3-6256
Still funky stuff on default settings; will update post with game specific settings (mainly Strict Rendering Mode Enabled) and also Vulkan. Will update whether or not game cache still needs to be deleted prior to every game load. On Default Settings (openGL; same as above) not deleting cache results in black screen all the way through to the prologue; log for this included below.
Same settings as above except with strict Rendering enabled, still got the transparency issues with the characters. fps seems about the same in OpenGL, maybe a bit faster *(granted i'm not reducing the framerates at all so it's pretty fast considering it should be reduced to 30fps to mimick the ps3 game).
Also, the prologue skits are still blurred *(I haven't made it out of the prologue but i've read this may only be a problem with the prologue).
Vulkan Same settings as above default with Strict Rendering enabled
seems to be as fast as OpenGL through the intro, everything loaded fine, looked a bit sharper. Crashed immediately on entering the prologue scene after choosing game options *(which is new, it usually would get to the two npc conversation before it crashed). fps dropped to about 0.38 and it locked up. nothing on the success log. log included, will update with other Vulkan settings.
custom settings A1 CPU Options: Recompiler x2 | Enable SPU Loop Detection: OFF | load liblv2.sprx only: ON | GPU Options: Vulkan | 1280x720 | 16:9 | Framelimit: 30 fps | Invalidate Cache: ON | GPU Texture Scaling: OFF | Strict Rendering Mode: ON
Got at least a few frames in before the crash, looks sharp though. Hung on pic below;
custom settings A2 CPU Options: Recompiler x2 | Enable SPU Loop Detection: OFF | Auto Load Libraries: ON | GPU Options: Vulkan | 1280x720 | 16:9 | Framelimit: 30 fps | Invalidate Cache: OFF | GPU Texture Scaling: OFF | Strict Rendering Mode: OFF |
Turning off Strict Rendering mode allowed me to progress to the first skit, which was still blurry, however, it was identical to the very first pic I posted with the default OpenGL options, meaning stuff was invisible/flipped/etc. all ancillary CPU and GPU options that could be ticked or unticked were unticked by me, i read in the forums Tales Of games don't like SPU loop detection, or the other two options above it to be enabled, so i disabled them for this instance. log below is when i exited it amidst the blurry skit scene.
custom settings A2 with Strict Rendering Enabled
Locked up/froze with black screen prior to initial prologue scene, similar to default settings and custom settings A1 behavior. Not sure what else i can do with this, Vulkan needs Strict Rendering but it causes crashes, same as in earlier builds.
default settings | OpenGL log: RPCS3.log.gz
default settings | OpenGL log; no delete cache prior to execution: RPCS3.log.gz
default settings w/ Strict Rendering Enabled | OpenGL log; deleted cache prior to execution: RPCS3.log.gz
default settings w/ Strict Rendering Enabled | Vulkan log; deleted cache prior to execution: RPCS3.log.gz
custom settings A1 | Vulkan log; deleted cache prior to execution: RPCS3.log.gz
custom settings A2 | Vulkan log; deleted cache prior to execution: RPCS3.log.gz
custom settings A2 w/ Strict Rendering Enabled | Vulkan log; deleted cache prior to execution: RPCS3.log.gz
@SakataGintokiYT Ah okay, it's not the same error I think. Must be a PIA trying to figure this stuff out even :/
First time that I'm having this error playing Demon's Souls. log: RPCS3.zip
Shadow of the Colossus use to get a fatal error crash, but now it can continue from the intro/ingame. However the graphics are being hidden by a black screen.
Skate 3 does not load after intro screens (Skate 3 splash, EA logo)
Vulkan - GTX970 Log: RPCS3.zip
Ever since this Pull Request was merged sly cooper doesn't work, now it the menu no longer shows its background and when in-game everything is black apart from the HUD.
This happens both on Vulkan and OpenGL.
My settings are the same as this video: https://www.youtube.com/watch?v=k8LqFj47Bn0
On this build everything is fine (before merge): https://ci.appveyor.com/project/rpcs3/rpcs3/build/0.0.3-6248/artifacts
@geo98 just mark the option WCB now to display the graphics correctly.
@Luffykun007 Muito obrigado cara! Vou testar aqui.
@Amatobahn This game doesn't work before merge #3458 Skate 3 regression: https://github.com/RPCS3/rpcs3/issues/3448
@Luffykun007 I tested and thank you worked much better.
But still has some issues, some things are better, like the yellow filter is less present, but in compensation the helicopters lanterns aren't working, and the mini-map on the right down corner isn't showing aswell as arrow that stays under sly feet to show you the direction (before the merge was showing)
And the blue particle effect on the places you can jump and stay by pressing O (circle), isn't showing too.
(the helicopter lantern is suppose to create a spot light)
If you compare with this video you will see some effects that were working before aren't working anymore: https://www.youtube.com/watch?v=k8LqFj47Bn0
But some things are better, like the lightning on the first in game intro cutscene, in 1:22 at the video I linked is much darker than it is with kd-build, so was an improvement on this part.
@geo98 yes they are small regressions that I believe came after #3458
spring568, I got exactly the same error "E {rsx::thread} RSX: NV3089_IMAGE_IN_SIZE: Invalid blit dimensions passed" on Sengoku Basara 4 Sumeragi, game don't show fps counter. It works 2 days ago, not working on every yesterday builds.
Fix for nvidia drivers crash - https://ci.appveyor.com/api/buildjobs/3u2vihhsd997ra68/artifacts/rpcs3-v0.0.3-2017-09-22-4c1a62d4_win64.zip
With last PR games do not need WCB. This fix not working with "E {rsx::thread} RSX: NV3089_IMAGE_IN_SIZE: Invalid blit dimensions passed", Sengoku Basara 4 Sumeragi still not playable.
Dai-3-Ji Super Robot Taisen Z broken in title screen as well as in-game
Disable gpu texture scaling. It is no longer needed and does break some games that use the blit engine to copy program data instead of textures.
While all the blazblue games got increased performance (WCB not needed anymore) and the glitchy rendering was fixed there is a regression. These games now have black bars on the top, the game is still displaying at the correct aspect ratio however the bottom is cut off. The RSX fixes PR does not help either. Left = Before Right = After
This regression is also seen in Persona 4 Arena which appears to be running on the same engine. Edit: This issue still exists on master.
graphics doesnt show properly, before it was working with gpu texture scaling
BLUS31535-Dengeki Bunko: Fighting Climax doesn't crash anymore, but the graphic now freeze with {rsx::thread} RSX: Cannot perform scaled blit for depth/stencil images
Condemned 2 regressed under Vulkan after https://github.com/kd-11/rpcs3/commit/2b40bbc400a7e0d39cf29d13ec703b4ba4342c5d some objects like weapons in main character's hands look depth inverted same bug also exist in F.E.A.R. games Before After reverting line properties.rs.depthBiasEnable = VK_TRUE; to false make it look normal again but it's just my hack it's not tested for side effects btw under ogl game always looked depth inverted
polygon offset was always implemented on opengl. I suspect the game is sending parameters so large that they should be considered invalid on the ps3, or the ps3 uses a different algorithm than desktop APIs.
Kingdom Hearts 1.5 remix won't play any more. It worked in OGL once but now I just keep getting E {rsx::thread} RSX: NV3089_IMAGE_IN_SIZE: Invalid blit dimensions passed.
v0.0.3-3-cc594ad Alpha.
JacobAL it's exactly the same error I got after second running of Sengoku Basara 4 Sumeragi. First time it stuck before opening trying to install required files. Log: RPCS3.log Last working build was from the day before fbo_fixes was merge to master.
Ubuntu 16.04 / Nvidia 387.12 / LLVM 4 / (Master as of a11d66f)
RPCS3 GPU Additional Settings: Enabled - Vulkan / Invalidate Cache Every Frame / Use GPU Texture Scaling / 16xAF
Game: ToCS2 BLUS31597
Log line: 551773
·F 1:33:20.317222 {rsx::thread} St13runtime_error thrown: Assertion Failed! Vulkan API call failed with unrecoverable error: Out of video memory (VRAM) (VK_ERROR_OUT_OF_DEVICE_MEMORY)
(in file /home/green/rpcs3/rpcs3/Emu/RSX/VK/VKHelpers.h:284)
The memory leak was also confirmed within the Nvidia X Server Settings control panel, with the Used Dedicated Memory at ~98%. The game hang will occur shortly some time after the visual game effect are seen rendering as corrupted solid white squares. Most visual game effects when active do slow down the game FPS. (Snowflakes, weapon flashes, enemy death explosions.) RPCS3_a11d66f_ToCS2_VulkanMemoryLeak.log.gz
Tracker for any regressions introduced after merging https://github.com/RPCS3/rpcs3/pull/3458