Open GamerzHell9137 opened 1 year ago
OpenGL seems to fix the crashing issues. Lighting issues occur on both backends.
I am seeing the same issues with this. OpenGL fixes the crashing, but I only have "lighting" issues on OpenGL. With Vulkan I am able to see shields, scan icons, etc.
same issus
OpenGL seems to fix the crashing issues. Lighting issues occur on both backends.
outdated, latest ryu fixes crashes on vulkan.
Broken on m1 Macbook air 128gb 8gb (my school laptop) crashes soon after shooting for the first time.
Same issue here, Vulkan, 3060ti latest drivers
when this issue will be fixed on MAC?
when this issue will be fixed on MAC?
Someday
I have the same lighting issues as well on both back ends. 5800X RTX 3080 (driver v528.24) build v1.1.614-win_x64
Solution here, test with this PR https://github.com/Ryujinx/Ryujinx/pull/4394
I have the same lighting issues as well on both back ends. 5800X RTX 3080 (driver v528.24) build v1.1.614-win_x64
Echoing this.
CPU: 5950X GPU: RTX 3080 Founders Edition (Driver version: 528.24) Build version: ryujinx-1.1.614-win_x64
Needs an update. Lighting and Vulkan crashes are fixed, but there are reports of other smaller issues:
Updated
keeps crashing for me when loading a new room. emu just closes itself.
Encountered a minor issue in the Sun Tower Access Hall where the beginning portion of a water surface texture shows (red arrow), but lacks continuity in the area. Initially shows upon entering the room, but disappears as soon as you enter the pool. Broad underwater effect shows once submerged. Surface texture doesn't seem to come back after it disappears. Haven't encountered this issue with prior bodies of water.
Build: ryujinx-1.1.616-win_x64 Backend: Vulkan CPU: Ryzen 5950X GPU: RTX 3080
Specific pieces of ice flickering in Phendrana Drifts Depths. Minor issue, but figured it's worth pointing out.
https://user-images.githubusercontent.com/869037/218255852-4046a096-7460-448a-8f2a-f72e91f9bf6f.mp4
Running on an RTX 2060 Mobile, default graphics settings (at 2x docked), Vulkan, Ryujinx 1.1.616
Edit: Another thing I've noticed since the beginning of the game is that sometimes the lighting in certain areas will either be way too dark or too bright. Restarting the game fixes this. It's most noticeable in the room just before the first chozo ruins elevator in Tallon Overworld; sometimes it will be overly bright. The areas next to the chozo morph ball bowling room often were far darker than they were supposed to be, as well. Again, a restart fixed this.
Is anybody else having framerate drops in some rooms at Magmoor Caverns? Specially while shooting, and shooting lava makes it even worse apparently
See screenshots below.
The macOS arm port having black textures and abnormal textures seen in different area, Samus suit is always entirely black. On shooting, the game crash the Ryujinx app.
Save Room Load In
Door Stutter an Enemies
Build: ryujinx-1.1.621-win_x64 Backend: Vulkan CPU I9 10900K GPU NVIDIA GEFORCE 1660 SUPER OC
The only issues I'm noticing that I'm having is my Frame Drop's a lot when i shoot the doors to load in next room and it stutters some enemies cause it to stutter also but what i notice alot is from when i load my save when the save room loads in Samus an Scans her my FPS goes from 60FPS - 1FPS..
I am on an RX 7900 XT. The game crashes on those exploding enemies on the ceiling in the room that you reach from your ship in Tallon Overworld by going up behind the waterfall. The last log message is about shader instruction Pixld not being implemented.
EDIT: It appears the crash only occurs if you attempt to scan the enemies, otherwise it is fine.
EDIT2: Shooting them also triggers the crash.
1.1.625 - MacOS with M1 Pro:
With and w/o Hypervisor: Crashes immediately after intro sequence.
See screenshots below.
The macOS arm port having black textures and abnormal textures seen in different area, Samus suit is always entirely black. On shooting, the game crash the Ryujinx app.
I'm having this exact same issue on Mac Monterey 12.6.3
Build: ryujinx-1.1.630-win_x64 Backend: Vulkan CPU: i5 13600k GPU: Nvidia 3060
Persistent crash going into this room in Magmoor Caverns. Have tried entering the room from Monitor Station as well as the Tallon Overworld West Transport room, both yield crashes.
Log File: Ryujinx_1.1.630_2023-02-21_11-11-51.log
@LandonGorton your game file is corrupt, dump it again
Build: ryujinx-1.1.644-flatpak on manjaro-linux Backend: Vulkan (22.3.5) CPU: AMD Ryzen 7 5800X GPU: AMD Radeon RX 6700 XT Firmware: 15.0.1
Game is on PCIE 4.0 NVME SSD
Issues:
Video (I can't upload videos to github due to some javascript error, so it's an external link, I hope that's okay, sorry): Link
The extra menu (artwork) will cause Ryujing to crash after opening a few images.
Leaving the game idle for 15-30 mins will end up in Ryujinx freezing and shutting itself down shortly after (CTD). Might be unrelated to Ryujinx and a AMD driver issue (GPU going into low clock mode) as this has been reported for Yuzu, too.
OpenGL is not playable. Game loads but FPS is all over the place.
Missing shadows. Already reported by others.
Notes The rest of the game works great. I only have low fps for a second after game loads, after that no frame drops at all, not even on opening doors. I think I have the SSD to thank for that. When the ROM was still on my HDD, I got frame drops all over the place (doors, enemy spawn, turning too fast, etc).
small tip for mac users out there who are desperate to play metroid prime remaster such as myself. the original macos1 build from november crashes so often with this game, that it is not usable. as far as i can tell from the logs, it's an array out of bounds error. but all is not lost .. recent builds of ryujinx can play this title just fine if you modify 2 lines, to disable TransformFeedback. then metroid prime runs, admitedly with minor graphical glitches here and there..
edit Ryujinx/Ryujinx.Graphics.Vulkan/PipelineBase.cs:177
change the true
to false
like so:
public void BeginTransformFeedback(GAL.PrimitiveTopology topology)
{
_tfEnabled = false;
}
edit Ryujinx/Ryujinx.Graphics.Vulkan/BufferState.cs:28
comment out the line, like so:
public void BindTransformFeedbackBuffer(VulkanRenderer gd, CommandBufferScoped cbs, uint binding)
{
if (_buffer != null)
{
var buffer = _buffer.Get(cbs, _offset, _size).Value;
//gd.TransformFeedbackApi.CmdBindTransformFeedbackBuffers(cbs.CommandBuffer, binding, 1, buffer, (ulong)_offset, (ulong)_size);
}
}
original macos1 build from november had transformfeedback support/workaround but game wasn't playable because of the crash mentionned above. and current source tree hasn't brought in the transformfeedback support from macos1 build yet. but with that small change, you can enjoy testing metroid prime a bit further than with macos1 build.
edit: i've seen a few message asking how to do what i talked about above. for those interested, come on discord, there's a channel called "#macos-support". it's also possible to ping me there (same nick as on github), if i'm around, i'll help.
@nsklaus how would i go about editing this code?
Got several of these errors when loading the game (shaders)
00:01:05.834 |W| GPU.AsyncTranslationThread.2 Gpu Log: Shader translator: Shader instruction Pixld is not implemented.
00:01:05.835 |W| GUI.RenderLoop Gpu CheckProgramLink: Shader linking failed:
Vertex info
-----------
0(646) : error C1021: operands to ">>" must be integral
0(659) : error C1021: operands to ">>" must be integral
0(688) : error C1021: operands to ">>" must be integral
0(699) : error C1021: operands to ">>" must be integral
Needs an update, stuttering when going through doors should be fixed.
Needs an update, stuttering when going through doors should be fixed.
Not entirely no, there will still be astc decoding related stutter but the amt has been significantly reduced on initial load now
There also seems to be an audio delay that increases in size the longer you play, perhaps it's due to the small delay when opening doors. It's most noticeable with any sound effect, as there's a second or two delay with about an hour of playtime.
I am on an RX 7900 XT. The game crashes on those exploding enemies on the ceiling in the room that you reach from your ship in Tallon Overworld by going up behind the waterfall. The last log message is about shader instruction Pixld not being implemented.
EDIT: It appears the crash only occurs if you attempt to scan the enemies, otherwise it is fine.
EDIT2: Shooting them also triggers the crash.
I confirm this same exact bug. After a couple of tests, I noticed that the CTD happens only when the enemies fire and the exploding effect starts, it's not related to scanning them or shooting them, they have to open fire.
My rig: CPU AMD 5600X GPU AMD 7900XTX 32GB RAM Adrenalin drivers v23.4.1
The bug happens on: RyuJinx version 1.1.700 & 1.1.708 Firmware version 15.0.1 & 16.0.0
Here's the log, even though it doesn't show the exception: Ryujinx_1.1.708_2023-04-13_02-26-57.log.zip
but I managed to screenshot it in the console window before it closes due to the CTD:
@Galandil74 Well done for your thorough debugging. I'm guessing it must be an issue with RDNA3 cards. Interestingly, yuzu had the same crash at one point, but it is working there on the most recent version.
@Galandil74 Well done for your thorough debugging. I'm guessing it must be an issue with RDNA3 cards. Interestingly, yuzu had the same crash at one point, but it is working there on the most recent version.
No problem at all.
Also, I forgot to add that, as you noticed in the log, this happens with the Vulkan API. With the OpenGL API, it doesn't happen, but with OpenGL there're a lot of constant flickering textures basically everywhere.
On Ryujinx 1.1.763, Firmware 16.0.2, No Upscale/Mods/Cheats GPU: Radeon RX 6700 XT (23.4.2) - CPU: Ryzen 7 5700X
This is a bit of a long one. EDIT: As I was posting this and the game was running in the background (Vulkan), it crashed unexpectedly. (Something to do with it not in focus?)
00:20:34.733 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Graphics.Vulkan.VulkanException: Unexpected API error "ErrorUnknown".
at Ryujinx.Graphics.Vulkan.DescriptorSetManager.DescriptorPoolHolder..ctor(Vk api, Device device) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\DescriptorSetManager.cs:line 22
at Ryujinx.Graphics.Vulkan.DescriptorSetManager.AllocateDescriptorSets(Vk api, ReadOnlySpan`1 layouts) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\DescriptorSetManager.cs:line 169
at Ryujinx.Graphics.Vulkan.DescriptorSetManager.AllocateDescriptorSet(Vk api, DescriptorSetLayout layout) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\DescriptorSetManager.cs:line 161
at Ryujinx.Graphics.Vulkan.PipelineLayoutCacheEntry.GetNewDescriptorSetCollection(VulkanRenderer gd, Int32 commandBufferIndex, Int32 setIndex, Boolean& isNew) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\PipelineLayoutCacheEntry.cs:line 57
at Ryujinx.Graphics.Vulkan.PipelineBase.RecreatePipelineIfNeeded(PipelineBindPoint pbp) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\PipelineBase.cs:line 1565
at Ryujinx.Graphics.Vulkan.PipelineBase.DrawIndexed(Int32 indexCount, Int32 instanceCount, Int32 firstIndex, Int32 firstVertex, Int32 firstInstance) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\PipelineBase.cs:line 442
at Ryujinx.Graphics.GAL.Multithreading.CommandHelper.<>c.<InitLookup>b__5_1[T](Span`1 memory, ThreadedRenderer threaded, IRenderer renderer) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.GAL\Multithreading\CommandHelper.cs:line 41
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RenderLoop()
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RunLoop(Action gpuLoop) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 116
at Ryujinx.Ui.RendererWidgetBase.Render() in D:\a\Ryujinx\Ryujinx\src\Ryujinx\Ui\RendererWidgetBase.cs:line 447
at System.Threading.Thread.StartCallback()
IsSixAxisSensorAtRest
stubs going off at all times. (even when not using motion control options in game)I can't pin down the exact reason but as you keep on playing the game you will occasionally get the following warning. You can trigger a few of these in a row by viewing models in the character gallery.
|W| GPU.MainThread Gpu Log: Shader translator: Shader instruction Pixld is not implemented.
When in main menu / gallery, the menu transitions occasionally trigger this error, though nothing appears to happen in game
|E| Ryujinx.NvdecProcessor FFmpeg Log: [h264 @ 0000037dd32f2b80] co located POCs unavailable
I could not replicate any issue regarding the exploding seedling enemies, scanning, letting them attack/explode ect. Here is a snippet of me interacting with them.
There are very large amounts of buggy textures / texture flickering in various areas in the game, here are some examples:
If there is anything else specific you want tested with AMD stuff, let me know
Ryujinx 1.1.1090 - firmware 17.0.0 - macOS 14.1.1 - M1 max (mac studio 22)
In Phazon mines the new pirates (the ones that have your technology) have no textures (black). Also Samu's weapon have no light inside (in all the game).
When loading the game the weapon light shows, though. But not when going 1st person.
Ryujinx 1.1.1090 - firmware 17.0.0 - macOS 14.1.1 - M1 max (mac studio 22)
In Phazon mines the new pirates (the ones that have your technology) have no textures (black). Also Samu's weapon have no light inside (in all the game).
When loading the game the weapon light shows, though. But not when going 1st person.
Same. Ryujinx 1.1092, Firmware 17.0.0, M2 Macbook Air 15 inch, MacOS Sonoma 14.1.1
I don't even get the textures on the arm cannon in cutscenes. Charging animations will show, but not the pulsing light inside. Coloured space pirates just show as black, and Chozo ghosts in X-ray vision mode do not show at all. Metroid Prime boss also does not show any colours, so literally can't beat it.
Same. Ryujinx 1.1092, Firmware 17.0.0, M2 Macbook Air 15 inch, MacOS Sonoma 14.1.1
I don't even get the textures on the arm cannon in cutscenes. Charging animations will show, but not the pulsing light inside. Coloured space pirates just show as black, and Chozo ghosts in X-ray vision mode do not show at all. Metroid Prime boss also does not show any colours, so literally can't beat it.
Haven't pay attention if pulsing lights show in other cutscenes. Charging works here too, but the ice one have a checkered glitch at the beginning:
https://github.com/Ryujinx/Ryujinx-Games-List/assets/1174299/64fe6559-b2c5-420c-978b-2b7e734de413
Indeed, invisible pirates show in x-ray but not chozos.
So does this game work?
So does this game work?
it used to work better but there was some regressions apparently. i tested it on mac (macos and linux on mac) and on linux pc, using opengl. there are many textures that appear completely black. including enemies and game world elements, floors, walls and so on. it's a bit sad since this is a very good game. but for now you won't be able to enjoy it with all the black textures.
i haven't tested using vulkan renderer yet.
i haven't tested using vulkan renderer yet.
Only works using OpenGL for me, doesn't start at all with Vulkan.
Edit: I had to start it once with OpenGL. Afterwards it would then also start with Vulkan.
Game Name
Metroid Prime Remastered
Game Update Version
v1.0.0
Emulator Build Version
1.1.616
Graphics Backend
Vulkan and OpenGL
Hardware Specs
CPU: Ryzen 3600
GPU: NVIDIA RTX 3060 Ti
RAM: 16GB
Game State
New things surfaced with the newest changes. The game is stuttering now and another thing compared to OpenGL is that the shadows are missing on Vulkan.
OpenGL shows some dirt patches on the floor that are not present on original hardware or on Vulkan. Also OpenGL is unplayable with the new changes because the stutter lasts for 2 secs per frame.
Shader instruction Pixld is not implemented is still a thing:
Another issue that users reported is that there's some kind of weird artifacting on textures on Vulkan:
Screenshots
Log File
No response