RPCS3 / rpcs3

PlayStation 3 emulator and debugger
https://rpcs3.net/
GNU General Public License v2.0
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[BLES01298] NFS The Run has behaviour and rendering issues #8387

Open jenci8888 opened 4 years ago

jenci8888 commented 4 years ago

Quick summary

NFS The Run has some weird behaviour and rendering issues, due to using a Frostbite 2 Engine.

Details

Describe issue:

Describe regression:

Note: This game has weird behaviour, everyone else has tried to run this game for used my configuration but unable to main menu. Fabian (discord) and me were able to go ingame with my config method.

Build: 0.0.10-10477-b75af69c Alpha

Screenshots:

"regression" MARKED SOLVED Before: ![image](https://user-images.githubusercontent.com/40495799/84020562-4adc8f80-a983-11ea-934b-b4448af3035b.png) After: ![image](https://user-images.githubusercontent.com/40495799/84008310-f846a780-a971-11ea-8a71-f3c7f91739b2.png)
The current state ghosting and vertex explosions: ![image](https://user-images.githubusercontent.com/40495799/84007035-0bf10e80-a970-11ea-964d-cb599cb06144.png) ![image](https://user-images.githubusercontent.com/40495799/84006768-96853e00-a96f-11ea-9438-e8a5544a0501.png)
Comparison WCB off and on The grass isn't there... Without WCB: ![image](https://user-images.githubusercontent.com/40495799/84675850-1b062c80-af2d-11ea-8cbc-5ab4d2722193.png) The grass appears! With WCB: ![image](https://user-images.githubusercontent.com/40495799/84676435-cd3df400-af2d-11ea-8629-c49478d77648.png)

RDC: https://drive.google.com/file/d/1pZaNJgJ_Zdz02DuhXW5G_hKh9_rp8unH/view?usp=sharing Log: RPCS3.log.gz

System config: i5-4690k, Nvidia GTX 1050Ti 442.19 driver, Windows 10 1903 build

jenci8888 commented 4 years ago

Please re-open again on this issue, the one "regression" was fixed, but other "Issues" aren't fixed, I'm waiting for kd-11 look into this render issue. In the future if game gets fixed freezes with PPU/SPU with SPU Loop Detection and I'll close this issue

jenci8888 commented 3 years ago

1 year after... The game is now able to in-game further with the clock scale, which is already implemented. The terrain render fixes with WCB. It appears unstable with emulation timings and rare fatal errors. (The "RSXIO memory not mapped" is very commonly at 10% to 60% clock scale, the 70% clock scale and above are unable to the past main menu) The game can be stable maximum 20fps. (The more lower framerate and better stable game)

But I am unable to provide RDC capture :( (Because It FIFO desyncs, after I used 7000us maxed out on the RPCS3 custom config) RRC: https://drive.google.com/file/d/13x8Q6s9qMOhO72HmfhIyBj6766St60vK/view?usp=sharing Log: RPCS3.log.gz ("RSXIO memory not mapped")

And this is a rare error "Unknown transfer source format 0x1b" Log: RPCS3.log.gz

Megamouse commented 1 year ago

please test again

Ordinary205 commented 1 year ago

The game now runs further with higher clocks scale after LLVM 16.0.0 update (14846 Build).

rpcs3 exe 2023 04 16 - 22 43 43 05 - frame at 1m5s (2) rpcs3 exe 2023 04 16 - 22 43 43 05 - frame at 11m5s (2)

But sadly there are still some random freezes like when getting busted by the cops, it freezes when trying to trigger a quicktime event gameplay.

rpcs3 exe 2023 04 16 - 22 43 43 05 - frame at 15m18s (2)

Log: RPCS3.log.gz

Without WCB I can go up to 60-80% clocks scale to go ingame. However when enabling WCB, I can go up to 30-60% clocks scale to go ingame.

Ordinary205 commented 1 year ago

I decided to show a comparison between RPCS3 and a real PS3, so that it would be easier to tell the difference.

RPCS3 without WCB: NFS the run 2 (2)

RPCS3 with WCB: NFS the run (2)

Real PS3: NFS the run 3

Without WCB: RPCS3.log.gz With WCB: RPCS3.log.gz

Ordinary205 commented 1 year ago

I manage to figure out a solution on how to go ingame without lowering the clocks scale, is by using VBlank Frequency above 300Hz.

(VBlank Frequency 600Hz)

Screenshot ![NFS The Run goes ingame 1 (2)](https://github.com/RPCS3/rpcs3/assets/125112932/351dad3f-13c7-4a4b-b2de-11248f2d530f)

(VBlank Frequency 1800Hz)

Screenshot ![NFS The Run goes ingame 2 (2)](https://github.com/RPCS3/rpcs3/assets/125112932/0a414020-7422-42b0-9d63-c135e8373c05)

So apparently the more I raise up the VBlank hertz, the better the stability gets, sometimes it's still mandatory to lower 100% clocks scale, simply due to random freezes when using WCB+ATS+Multithreaded RSX and 1800Hz. Playing the game without Write Color Buffers seems to be more stable.

Unrelated The game mostly runs at 30 FPS when WCB are enabled, but when activating the nitrous, the performance cuts to 15 or 20, which is the same thing that happens to Need for Speed Rivals.

Without WCB: RPCS3.log.gz WCB: RPCS3.log.gz

Ordinary205 commented 1 year ago

I've added a list for this game that no longer contains bugs or still has one.

Bugs that has been fixed:

Bugs that are still NOT fixed:

Ordinary205 commented 11 months ago

The Need for Speed UI sometimes flickers or gets messed up the more you progress the campaign mode. Notice the UI at top of the screen where it shows "CLEAN PASS" corrupted: Broken NFS UI RPCS3.log.gz I also added this bug on the list.