Closed kd-11 closed 5 years ago
Yakuza 4 Ingame is now almost completely black now, only showing some lights in distance. Also there seems to be a still image that constantly flickers over the right side of the screen. Affects both opengl and vulkan.
The game also spams RSX: Blit request consists of an empty region descriptor!
to log.
Indoor segments look a bit better, sometimes showing half or even full frame of correct graphics through the flicker.
Enabling WCB or CPU blit separately don't change anything. Enabling them both on OpenGL prints the following error to log and crashes the whole emulator: RSX: g_access_violation_handler(0xc2650004, 0): Assertion failed: src != nullptr (in file ...\rpcs3\emu\rsx\common\texture_cache_utils.h:1403)
On vulkan it fixes the flicker, but graphics are still mostly black.
In an earlier version of the PR Yakuza 4 worked fine, but I wasn't checking it often enough to know which change caused it to regress.
Do you not want issues that are fine with WCB + Blit?
Regression List:
Burnout Crash: (with or without WCB + Blit) No longer playable - mad flickering of objects in levels following by a crash within a min or so (2/2 repro). GFX/stability perfect on Master. Happens with/w/o WCB+Blit.
S {RSX Decompiler Thread} RSX: New program compiled successfully x6 F {RSX [0x025d690]} RSX: class std::runtime_error thrown: Verification failed: (in file c:\projects\rpcs3\rpcs3\emu\rsx\common\texture_cache.h:2101)
Backbreaker Vengeance:
Broken "Touchdown" text (only with WCB+Blit off):
Broken field logo: (with or without WCB + Blit)
Motorstorm Apoc. - (Needs wcb to render ingame gfx, blit makes everything black) Does a weird thing now, where it shows a discolored edge that moves itself to the edge of screen and makes the black border bigger than normal. Strange.
Master:
PR:
Then transitions to this....
Elad's PR merged from master branch, I've got excited to test GT6 game
Game: GT6
Settings: All tried, no changes effect.
Vulkan: F {RSX [0x119dc0c]} RSX: class std::runtime_error thrown: Assertion Failed! Vulkan API call failed with unrecoverable error: Device lost (Driver crashed with unspecified error or stopped responding and recovered) (VK_ERROR_DEVICE_LOST) (in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\vkhelpers.h:1278)
OGL: F {RSX [0x1918d68]} RSX: class std::runtime_error thrown: Assertion failed: src != nullptr (in file c:\projects\rpcs3\rpcs3\emu\rsx\common\texture_cache_utils.h:1403)
log: RPCS3.log.gz
Game: GT5
Settings: Default
Vulkan: F {RSX [0x0013080]} RSX: class std::runtime_error thrown: Assertion Failed! Vulkan API call failed with unrecoverable error: Device lost (Driver crashed with unspecified error or stopped responding and recovered) (VK_ERROR_DEVICE_LOST) (in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\vkhelpers.h:1278)
(night tracks including wet/time changeable)
F {PPU[0x1000010] Thread (ksF3) [0x01cb5ae4]} RSX: g_access_violation_handler(0xc68c3000, 1): Unexpected vkFormat 0x0
Far Cry 3
Parts of the menu are corrupted
I have RSX capture - but in few tries it didnt show up there and OGL is stuck before any splash screen and in rsx capture it is fine as well. RPCS3.log.gz
No longer spam of U {RSX [0x00836fc]} RSX TODO: Resource used before memory initialization
but instead it spam few time E 0:00:38.630530 {RSX [0x00721ac]} RSX: Unsupported depth conversion (0x9C)
WCB / CPU blit / Off async doesnt do a thing
rpcs3-v0.0.6-7857-1875dc3f_win64
NASCAR® Unleashed [BLUS30806]
after playing like 5 minute it freeze
video
https://drive.google.com/file/d/1it4278clFvGgjMzk3Cx_yPaSb22fXxFG/view?usp=sharing
F {RSX [0x0061b9c]} RSX: class std::runtime_error thrown: Assertion failed: src != nullptr (in file c:\projects\rpcs3\rpcs3\emu\rsx\common\texture_cache_utils.h:1403)
Rampage World Tour [NPUB30003]
is issue is back on master
F {PPU[0x1000006] Thread (Thread 1) [0x0013a3cc]} MEM: Access violation reading location 0x0 W {cellAudio Thread} cellAudio: Audio backend stopped unexpectedly, likely due to a buffer underrun
but when ever i try rpcs3-v0.0.6-49120261_win64 is working
Emulation freezes with:
F {RSX [0x012afe8]} RSX: class std::runtime_error thrown: Verification failed (e=0x7f): (in file c:\projects\rpcs3\rpcs3\emu\rsx\gl\gltexturecache.h:200)
when launching Jak 2 or 3 from Jak and Daxter Collection under both Vulkan and OpenGL
Monster Jam: Path of Destruction [BLUS30561]
(cpu Blit off):
(cpu Blit on):
Bioshock also seems to be affected, as noted in #5609:
In Ratchet and Clank Future: A Crank in Time with OpenGL, the top left of the screen only looks correct for ratchets fur and the crosshair when aiming in certain directions for this master while the previous master looks correct no matter what direction your aiming.
Previous Master OpenGL:
Master OpenGL:
Vulkan:
OpenGL(most of the left side of the screen is a still image):
In this new version (rpcs3-v0.0.6-7867-980c3d6f_win64).
The menu still continues with the same problem; but in the game. The game came back to work normally, only in these parts of "balance" happens an FPS fall
What did not happen in this version of the RPCS3 emulator v0.0.6-7840-a43e7c17, even running in 5K, was perfect
Note: from the RPCS3 version v0.0.6-7840-a43e7c17 - FOR - RPCS3 v0.0.6-7857-1875dc3f the game gets injurious 0,73FPS
Need some general feedback with this build https://ci.appveyor.com/project/kd-11/rpcs3/builds/23040747/artifacts. Note: Please check both OpenGL and Vulkan and note differences if any. Flickering with vulkan in some games is expected due to uneven performance desynchronizing Cell threads. This is being worked on. If it works fine on OpenGL and is mysteriously flickering with vulkan that is likely the cause.
The regression that I reported has been fixed in the new build. Not noticing any differences with master in Jak and Daxter's case.
Emulation freezes with:
F {RSX [0x012afe8]} RSX: class std::runtime_error thrown: Verification failed (e=0x7f): (in file c:\projects\rpcs3\rpcs3\emu\rsx\gl\gltexturecache.h:200)
when launching Jak 2 or 3 from Jak and Daxter Collection under both Vulkan and OpenGL
working with this build
Rampage World Tour NPUB30003
Monster Jam: Path of Destruction [BLUS30561] is same
In Resistance 3 the size of the screen portion that shows graphics when using the auger sight can expand and contract in size or completely disappear. When it contracts it can leave a still image that is the same size as the previous portion and it doesn't go away when it happens but with the PR it no longer shows still images when using the auger.
Ratchet and Clank Future: A Crank in Time is still the same with the recent PR.
Need some general feedback with this build https://ci.appveyor.com/project/kd-11/rpcs3/builds/23040747/artifacts. Note: Please check both OpenGL and Vulkan and note differences if any. Flickering with vulkan in some games is expected due to uneven performance desynchronizing Cell threads. This is being worked on. If it works fine on OpenGL and is mysteriously flickering with vulkan that is likely the cause.
RPCS3 v0.0.6-7862-154c8a2e
With vulkan, the game presents itself correctly, all the time in 30FPS even in 4k.
Only the opening screen, below 9FPS this time.
But occasionally I get the error:
F {RSX [0x014dea8]} RSX: class std::runtime_error thrown: Assertion Failed! Vulkan API call failed with unrecoverable error: Device lost (Driver crashed with unspecified error or stopped responding and recovered) (VK_ERROR_DEVICE_LOST) (in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\vkhelpers.h:1278)
Already in OpenGL, It behaves the same way, low fps only in opening; running 30FPS at all times. But when it comes to the "balance" part the FPS drops.
I would have sent the log file, but it gets really big 2GB ????
Results from new build:
No change: (VK/OpenGL same) Backbreaker Vengeance broken TD text/logo
Fixed: Burnout flicker/crashes
Worse: Motorstorm Apocalypse border issue:
VK:
Much worse on OpenGL:
~~GT5 and GT6 fails at intro, when SPU race condition breaks, both same error in log. (I've tried change all settings and no effect.)
However, Master doesn't have a problem, either. (Still remains RSX verification error)
F {SPU[0x2000001] Thread (PDICellSpursKernel1) [0x08074]} MEM: Access violation writing location 0x611e0000
Log: RPCS3.zip~~
Forget it, I created new folder, it seems like stuck infinite loading in GT6 and GT5 ingame right now.
https://ci.appveyor.com/project/kd-11/rpcs3/builds/23070933 Should fix unstable vulkan image (flickering)
@jenci8888 I can't look into it if it dies with SPU crash; I certainly do not touch anything on SPU with this change.
This looks like a page fault miss.
With Vulkan, MCLA now shows pink flickering reflections. Enabling Force CPU blit doesn't fix it. SRM and WCB (needed to fix broken car) are enabled.
Before #5675:
#5675 and after:
I've tested with the build provided by kd-11 and it still has this bug.
You forgot to clarify what OpenGL looks like or if strict mode does anything.
@jenci8888 The fbo_fixes branch is not rebased on the latest master, so there is no fix for gt 5/6 in this branch.
The only change for Yakuza 4 is that the OpenGL CPU blit + WCB crash has changed to RSX: class std::runtime_error thrown: Verification failed: (in file c:\projects\rpcs3\rpcs3\emu\rsx\gl\glhelpers.h:303)
It also no longer crashes the whole emulator.
https://ci.appveyor.com/project/kd-11/rpcs3/builds/23070933 Should fix unstable vulkan image (flickering)
In the "balance" part this is working normally, even in the part of the introduction. Only in this part that remains the same.
@MSuih So vulkan is still broken? I'll look into the OGL issue. @SkyEua We had this regression before; I remember it was easy to fix - will look into it. Fortunately the most dangerous bug (flickering, which means race conditions) is gone now so the rest should be manageable.
After #5675 Iron Man-Demo now hangs up on the loading screen before entering the game.
Master:
Last error in the log:
RSX: Depth<->RGBA blit on a framebuffer requested but not supported
Log:
RPCS3.zip
With WCB + CPU blit crashes with fatal error:
[Vulkan]
F {RSX [0x0007860} RSX: class std::runtime_error thrown: Verification failed (e=0x7f): (in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\vkgsrender.cpp:3318)
[OpenGL]
F {RSX [0x00072c0]} RSX: class std::runtime_error thrown: Verification failed (e=0x7f): (in file c:\projects\rpcs3\rpcs3\emu\rsx\gl\glgsrender.cpp:1649)
Log:
RPCS3-Log-Master.zip
With Latest build from [fbo_fixes] branch:
Still hangs on the loading screen, but show more errors:
RSX: Depth<->RGBA blit on a framebuffer requested but not supported
RSX: Area merge failed! addr=0xc1ab8000, w=1024, h=4096, gcm_format=0x85[sz=0]
RSX: Btw, you're about to lose a blit surface at 0xc1eb8000
Log:
RPCS3.zip
With WCB + CPU blit:
[OpenGL]:
RSX: g_access_violation_handler(0xc0fe0000, 0): Verification failed:
(in file c:\projects\rpcs3\rpcs3\emu\rsx\gl\glhelpers.h:303)
[Vulkan]:
F {RSX [0x000750c]} RSX: class std::runtime_error thrown: Verification failed (e=0x7f):
(in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\vkgsrender.cpp:3287)
Log:
RPCS3-Log.zip
@kd-11 Yes, Vulkan is still broken.
Rogue Legacy
Before #5675, Vulkan and OpenGL render correctly without the need of WCB.
RPCS3 Before.log.gz
w/ WCB enabled it solves a part of the issue, forcing CPU Blit doesn't help.
RPCS3 Vulkan WCB.log.gz
OpenGL + WCB throws an error.
F {RSX [0x00cb378]} RSX: class std::runtime_error thrown: Assertion failed: src != nullptr (in file c:\projects\rpcs3\rpcs3\emu\rsx\common\texture_cache_utils.h:1403)
RPCS3 OpenGL WCB.log.gz
New build here https://ci.appveyor.com/project/kd-11/rpcs3/builds/23107321/artifacts. Retest.
EDIT: This build has a crash bug, check my next message below.
Yakuza 4 OpenGL crash is fixed, but the graphical issues described in my first message affect both APIs.
Disregard last build if getting crashes; use this build instead https://ci.appveyor.com/project/kd-11/rpcs3/builds/23108496
New build here https://ci.appveyor.com/project/kd-11/rpcs3/builds/23107321/artifacts. Retest.
With this build, Rogue Legacy seems to render everything correctly again. Both OpenGL and Vulkan
MCLA pink reflections bug with Vulkan and black reflection bug and crash with WCB with OpenGL are now fixed.
In Resident Evil 6, there's no flickering but reduces performance by spamming in console:
E {RSX [0x018ebe0]} RSX: [vulkan] vk::wait_for_event has timed out!
With OpenGL, it's normal.
Thanks for confirming the timeout bug, I'm investigating.
This build should fix the events timing out with vulkan.
It no longer spams in console and performance returns to normal.
Worms Crazy Golf and Worms Revolution with Vulkan crash after starting up with this line thrown in console:
F {RSX [0x0102f34]} RSX: class std::runtime_error thrown: Verification failed (e=0x7f):
(in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\vktexturecache.h:300)
With OpenGL, it's fine.
Edit: They don't crash with CPU blit.
Should be fixed by https://ci.appveyor.com/project/kd-11/rpcs3/builds/23114644
Both games still don't work. Throws in console:
·F 0:00:13.090633 {RSX [0x0103fb4]} RSX: class std::runtime_error thrown: Verification failed (e=0x7f):
(in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\vktexturecache.h:310)
Log WCG VK Broken Log WCG VK Master
Now Beyond Two Souls no longer requires CPU blit to show proper textures.
rpcs3-v0.0.0.6-7879-5d7b41a3_win64
fixed Monster Jam_ Path of Destruction [BLUS30561]
but it show yellow when i stop the car
also it's stable now NASCAR® Unleashed [BLUS30806] not crashing
and Surf's Up [BLES00083] broke and flickering again
master
Ben 10™ Galactic Racing [BLUS30822]
error is gone but still has black textures ingame
same is rio has black textures
Skydive: Proximity Flight [NPUB30618] is broke
Shoot Many Robots (Demo) [NPUB30600] is still dark
@uaqlover Kung Fu Panda 2 requires to enable "Disable Vertex Cache" to fix this issue. Stop spamming with unrelated issues.
thanks @Emulator-Team-2 and sorry for posting unrelated issues
this pr fix's all pes series games
pr
master
A regression tracker for any remaining bugs introduced by https://github.com/RPCS3/rpcs3/pull/5675.
EDIT: When reporting a regression, check if its fixed by enabling WCB and/or forcing CPU blit from the debug option.
TODO: