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Full Version: Midnight Club: Los Angeles [BLES00362]
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Dante38490

With last build d3d12 branch of vlj


LLE :
CellSre
cellNetCtl

tambre

(01-02-2016, 05:59 PM)Dante38490 Wrote: [ -> ]With last build d3d12 branch of vlj

basic lle requiered

"basic lle requiered"
Please list the LLE modules used, as per the guidelines.

Dante38490

(01-02-2016, 06:32 PM)tambre Wrote: [ -> ]
(01-02-2016, 05:59 PM)Dante38490 Wrote: [ -> ]With last build d3d12 branch of vlj

basic lle requiered

"basic lle requiered"
Please list the LLE modules used, as per the guidelines.

yes sorry, just for me basic = cellspurs ^^

Grima04

RPCS3 v0.0.2-5264-07932331 Alpha

Midnight Club Los Angeles is now technically fully playable. The car physics are working, races can be started and completed and the graphics are accurate apart from missing shadows and some brightness/lighting issues. The low FPS (~ 6 - 8 ) however make the game unplayable. The SPU LLVM implementation in the future should however give the game the speed needed to play it properly.

-Settings:
API: Vulkan
SPU: ASMJIT
PPU: LLVM
Lower SPU thread priority: Enabled
Bind SPU thread to secondary cores: Enabled
LLE: Load liblv2.sprx only
Use GPU texture scaling: Enabled
Resolution: 1280x720
Ratio: 16:9

Hardware:
Zotac GTX 970
i7 4790k @ 4,6 GHz
16 GB DDR 3 1600 MHz RAM
Windows 10 64 Bit
Moving to Ingame. No discrepancies between SPU / PPU Precise / Fast anymore?
(06-27-2017, 03:59 PM)Annie Wrote: [ -> ]Moving to Ingame. No discrepancies between SPU / PPU Precise / Fast anymore?

https://github.com/RPCS3/rpcs3/issues/2825
MCLA seems to have regressed on RPCS3 v0.0.3-3-d4d0d35 Alpha .

The game boots but gets immediately stuck in the loading screen.

The log is spammed the whole time with this error: 
U {PPU[0x1000008] Thread ([MC] Render Thread) [0x0073b660]} sceNp TODO: sceNpManagerUnregisterCallback()