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steppa66

Hey guys, i'm using RPCS3 since 2 weeks, playing Demon's Souls (eu version) but I encountered a heavy glitch in "Stonefangs Tunnels", level 2-1.
When you enter the cave right after the beginning of the level, after 2 rooms inside, half of the walls in the right are invisible.
I can see the enemies in the upper floor and so... But more importantly, my game crashed there and the save was UNREADABLE after that.
I started a new game and when i was in the same room in the cave, i quitted the game and now i can't load it anymore. (the game doesn't quitted normally, it hanged in black screen loading forever)
2 times in the same spot.
I played every other maps at least the first one in every world (1-1, 2-1; 3-1, 4-1, 4-2, 5-1) without encountering any issue apart from random crashes and minor glitches.

My config is:

i7 4790k @4.6ghz
32gb ram 1600mhz
Gtx 780ti
Windows 10 64bit

RPCS3 config:

LLVM + ASMJIT, Auto SPU, Automatic Libraries, Vulkan, Write Color Buffers, Invalidate Cache every frame (tried on/off: off glitchy shadows but less crashes for me)

I tried RPCS3 version:
5526
5520
5505
5479
5549

same error in every build, i cannot load my save (the game DOESN'T say it's corrupted and the emulator doesn't crash, it just hang in loading screen).

Any suggestion?

steppa66

This is what i mean (restarted a new game and got to the same level, now when i came back, EVERYTHING disappeared, even NPC and archstone in the beginning!
I touched it and it hanged in black screen, like before.

The first room glitched (second or third room in the first structure where the dreadling launches the stone from above)


Inside the room with stairs




When i got outside again


When i tried to touch the Archstone

Insomniac Doze

Tested on FX8320. Not playable, lots of slowdowns even at the start point in water + audio-echo glitch after the first enemy. I guess Vishera architecture is not well supported yet.
It's not that Vishera is not well supported, it's because that architecture is utter crap and suffers on CPU intensive tasks.
Cores are grouped by modules and share resources, if you use 0 2 4 6 only you may have better performance in various applications.
(07-31-2017, 11:58 PM)steppa66 Wrote: [ -> ]This is what i mean (restarted a new game and got to the same level, now when i came back, EVERYTHING disappeared, even NPC and archstone in the beginning!
I touched it and it hanged in black screen, like before.

The first room glitched (second or third room in the first structure where the dreadling launches the stone from above)


Inside the room with stairs




When i got outside again


When i tried to touch the Archstone

This should be fixed in the coming days.

steppa66

(08-01-2017, 11:17 PM)ssshadow Wrote: [ -> ]
(07-31-2017, 11:58 PM)steppa66 Wrote: [ -> ]This is what i mean (restarted a new game and got to the same level, now when i came back, EVERYTHING disappeared, even NPC and archstone in the beginning!
I touched it and it hanged in black screen, like before.

The first room glitched (second or third room in the first structure where the dreadling launches the stone from above)


Inside the room with stairs




When i got outside again


When i tried to touch the Archstone

This should be fixed in the coming days.


Thank you very much, ssshadow.
If you need any help testing, just let me know what branch will be fixing this.

dalmoko

Crash

F {SPU[0x2000002] Thread (DLSpursManagerCellSpursKernel2)} class std::runtime_error thrown: Halt
(in file C:\rpcs3\rpcs3\Emu\Cell\SPUThread.cpp:1795)

Another one, not sure if this helps?

U {PPU[0x100008e] Thread (ChrProxyThreadMan::Thread) [0x00a67d68]} libnet TODO: sys_net_free_thread_context(tid=0, flags=1)
E {PPU[0x1000000] Thread (main_thread) [0x00c3c44c]} 'sys_ppu_thread_detach' failed with 0x80010005 : CELL_ESRCH
U {PPU[0x100008d] Thread (ChrInsManThread::Thread) [0x00a67d68]} libnet TODO: sys_net_free_thread_context(tid=0, flags=1)
E {PPU[0x1000000] Thread (main_thread) [0x00c3c44c]} 'sys_ppu_thread_detach' failed with 0x80010005 : CELL_ESRCH

Huyustus

The game is not running at > 10 fps with PPU interpreter. You probably have a custom config in use but are looking at global. Either way, always use LLVM.

Also the fps counter is not accurate, it shows 30 fps when the game runs at full speed, but it could in reality be 15 fps with internal frame duplication.

Snek

Hi, i get this error can someone help me?
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