RPCS3 / rpcs3

PlayStation 3 emulator and debugger
https://rpcs3.net/
GNU General Public License v2.0
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Regressions caused by #3458 #3474

Closed kd-11 closed 7 years ago

kd-11 commented 7 years ago

Tracker for any regressions introduced after merging https://github.com/RPCS3/rpcs3/pull/3458

SakataGintokiYT commented 7 years ago

Under Night In-Birth Exe: Late This game crashes emulator after startup. bez tytulu1 RPCS3_Logfix.zip

raveskirza commented 7 years ago

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

kd-11 commented 7 years ago

I take it theres an error in the log mentioning something like "Blit request denied because ...", right?

HenningJW commented 7 years ago

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.

zminhquanz commented 7 years ago

Look like Catherine it's hang too , when enable strict rendering mode

SakataGintokiYT commented 7 years ago

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 bez tytulu2 RPCS3.log.gz

kd-11 commented 7 years ago

A fix for the hangs will be up shortly.

Marthgun commented 7 years ago

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.

toc2

RPCS3.log.gz

kd-11 commented 7 years ago

https://github.com/RPCS3/rpcs3/pull/3475 fixes the hangs

kd-11 commented 7 years ago

@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

Zangetsu38 commented 7 years ago

already signaled, but regression in "Sly Cooper Thieves in time" with Vulkan, Color wrong, Good with ogl image image

kd-11 commented 7 years ago

@Asinin3 @SakataGintokiYT Retest crashing games with this build https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.3-995

SakataGintokiYT commented 7 years ago

@kd-11 This build fix crashes but now is black screen in game. bez tytulu3 RPCS3.log.gz

HenningJW commented 7 years ago

@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: image Usually its about 250us-300us and it goes up once a second for a frame. On master there are no spikes.

kd-11 commented 7 years ago

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.

MarioSonic2987 commented 7 years ago

Screenshot from user HowardJones in Discord:

M9k commented 7 years ago

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

bjakja commented 7 years ago

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

Sandvichero commented 7 years ago

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

ghost commented 7 years ago

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).

SakataGintokiYT commented 7 years ago

@spring568 Test Fighting climax ignition with this build: https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.3-995

ghost commented 7 years ago

@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.

SakataGintokiYT commented 7 years ago

@spring568 Do you get this in log: E {rsx::thread} RSX: Cannot perform scaled blit for depth/stencil images

ghost commented 7 years ago

@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

SakataGintokiYT commented 7 years ago

@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.

raveskirza commented 7 years ago

@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)

Marthgun commented 7 years ago

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. togf_opgl


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). togf_strictrenderopgl2

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).

togf_strictrenderopglblur


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; togf_vulkan


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

ghost commented 7 years ago

@SakataGintokiYT Ah okay, it's not the same error I think. Must be a PIA trying to figure this stuff out even :/

heribertofilho commented 7 years ago

First time that I'm having this error playing Demon's Souls. rpcs3 log: RPCS3.zip

OverTonesOfLevi commented 7 years ago

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.

Amatobahn commented 7 years ago

Skate 3 does not load after intro screens (Skate 3 splash, EA logo)

Vulkan - GTX970 Log: RPCS3.zip

geo98 commented 7 years ago

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

image

image

RPCS3.log.gz

On this build everything is fine (before merge): https://ci.appveyor.com/project/rpcs3/rpcs3/build/0.0.3-6248/artifacts

image

Luffykun007 commented 7 years ago

@geo98 just mark the option WCB now to display the graphics correctly.

capturar2

capturar

capturar1

geo98 commented 7 years ago

@Luffykun007 Muito obrigado cara! Vou testar aqui.

SakataGintokiYT commented 7 years ago

@Amatobahn This game doesn't work before merge #3458 Skate 3 regression: https://github.com/RPCS3/rpcs3/issues/3448

geo98 commented 7 years ago

@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.

fps_ 16 53 _ opengl _ 0 0 3-3-head _ sly cooper_ thieves in time demo _ npua70250 9_22_2017 3_12_47 am (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.

Luffykun007 commented 7 years ago

@geo98 yes they are small regressions that I believe came after #3458

bjakja commented 7 years ago

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.

kd-11 commented 7 years ago

Fix for nvidia drivers crash - https://ci.appveyor.com/api/buildjobs/3u2vihhsd997ra68/artifacts/rpcs3-v0.0.3-2017-09-22-4c1a62d4_win64.zip

bjakja commented 7 years ago

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.

dbz400 commented 7 years ago

Dai-3-Ji Super Robot Taisen Z broken in title screen as well as in-game

untitled

kd-11 commented 7 years ago

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.

Asinin3 commented 7 years ago

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. image Left = Before Right = After

This regression is also seen in Persona 4 Arena which appears to be running on the same engine. rpcs3_2017-09-24_10-49-35 Edit: This issue still exists on master.

kamer1337 commented 7 years ago

graphics doesnt show properly, before it was working with gpu texture scaling

img

M9k commented 7 years ago

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

Xcedf commented 7 years ago

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 34 After 36 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

kd-11 commented 7 years ago

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.

JacobAL commented 7 years ago

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.

bjakja commented 7 years ago

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.

greentop commented 7 years ago

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