03-16-2017, 11:30 PM
Jusic
07-28-2017, 03:01 PM
Wtih load liblv2.sprx only i have error "class std::runtime_error thrown: Unimplemented syscall: _sys_spu_image_get_information", CS:GO has same error.
Witout load liblv2.sprx only "Thread (main_thread) [0x00455060]} SPU: RawSPUThread[0]: Read32(0xe0044034): unknown/illegal offset (0x4034)", CS:GO has same error.
Witout load liblv2.sprx only "Thread (main_thread) [0x00455060]} SPU: RawSPUThread[0]: Read32(0xe0044034): unknown/illegal offset (0x4034)", CS:GO has same error.
08-21-2017, 04:47 PM
09-02-2017, 06:20 AM
RPCS3 v0.0.3-3-ca6064b
Black Screen. tried all settings, but nothing
Black Screen. tried all settings, but nothing
01-10-2018, 11:19 PM
RPCS3 v0.0.4-6305-51a2b43d8 Alpha | HEAD
Black screen with FPS counter.
Black screen with FPS counter.
02-06-2018, 05:46 PM
RPCS3 v0.0.4-6396-5b5f2d424 Alpha | HEAD
Orange Box now goes In-Game!
Low FPS(10-5), has graphical bugs but renders in-game backgrounds and loads. Managed to load the first level of Episode 2 and play for a while.
Half Life 2, Episode 1, Episode 2 and Portal all load. Team Fortress 2 doesn't.
Proof: https://imgur.com/a/NeWl5
Orange Box now goes In-Game!
Low FPS(10-5), has graphical bugs but renders in-game backgrounds and loads. Managed to load the first level of Episode 2 and play for a while.
Half Life 2, Episode 1, Episode 2 and Portal all load. Team Fortress 2 doesn't.
Proof: https://imgur.com/a/NeWl5
08-19-2019, 08:04 AM
08-19-2019, 09:32 PM
If it's playable on master builds make a proper compatibility report that follows our guidelines: https://forums.rpcs3.net/thread-196671.html
You're missing version info and log file. Although by the looks of the comments on that video, it is not playable.
You're missing version info and log file. Although by the looks of the comments on that video, it is not playable.
12-17-2022, 12:08 AM
RPCS3 Version: 0.0.25-14478-812224f7 Alpha | master
Main Menu:
Works flawlessly, console spams:
Half Life 2:
[attachment=27819]
- Major performance issues, especially in open outdoor areas (10-15 fps at worst) that might be linked to this console message spam:
- Some models have incorrect lighting / turn black while indoors
- Putdoors distant background scenery sometimes flickers;
- I don't know if it's an emulator-related bug, but textures seem purple/blueish around certain predefined fire locations in Ravenholm
- Some sounds like healing packs / stations or combine dying seem slightly higher-pitched than usual
Half-Life 2 Episode 1 & 2:
- Same Performance issues & console spam as HL2
- Found the same blue textures around fires as in HL2 (here in the Episode 1 Chapter 1 Citadel), but remembered to screenshot it this time:
[attachment=27820]
- Same sound pitch issues as in HL2
Portal:
- Same performance issues and console spam as HL2
Team Fortress 2:
- Softlocks at flickering "Connecting to EA Online..." message, console only spams:
[attachment=27821]
Main Menu:
Works flawlessly, console spams:
Code:
PPU: 'MFC Events read' aborted
Half Life 2:
[attachment=27819]
- Major performance issues, especially in open outdoor areas (10-15 fps at worst) that might be linked to this console message spam:
Code:
W {PPU Thread (Interrupt PPU Thread)} PPU: 'sys_interrupt_thread_eoi' aborted
RSX: [Performance warning] Texture gather routine encountered too many objects!
- Putdoors distant background scenery sometimes flickers;
- I don't know if it's an emulator-related bug, but textures seem purple/blueish around certain predefined fire locations in Ravenholm
- Some sounds like healing packs / stations or combine dying seem slightly higher-pitched than usual
Half-Life 2 Episode 1 & 2:
- Same Performance issues & console spam as HL2
- Found the same blue textures around fires as in HL2 (here in the Episode 1 Chapter 1 Citadel), but remembered to screenshot it this time:
[attachment=27820]
- Same sound pitch issues as in HL2
Portal:
- Same performance issues and console spam as HL2
Team Fortress 2:
- Softlocks at flickering "Connecting to EA Online..." message, console only spams:
Code:
Thread (Interrupt PPU Thread) PPU: 'sys_interrupt_thread_eoi' aborted
[attachment=27821]
03-31-2023, 07:17 PM
Update as of 31st March 2023 (commit 8408d51359b7393f31fa7b43cf749e267a109c3a - rev 0.0.27-14834. SPU loop detection enabled + Vulkan API and Cubeb combo. Played with DualShock 4 controller):
PS3_GAME/USRDIR/bin/app_chooser.self - Fully usable and can execute other SELF files from bin directory. Suffers from perf regressions and eventually deadlocks after an extended period of time of idling.
PS3_GAME/USRDIR/bin/hl2.self - Fully playable. No perf regressions, but does exhibit flashing lights during script_intro transitions (e.g.: intro in d1_trainstation_01.ps3.bsp).
PS3_GAME/USRDIR/bin/episodic.self - Fully playable with slight graphical artifacts - Similar to hl2, script_intro/env_fade entities exhibit flashing lights. HDR skyboxes do not display correctly on each side, VortWarp vertex shader broken. Projected textures require full shader recompilation to account for additional flashlight viewport camera. Small perf regression during Dog pullout sequence, quickly relieves itself afterwards
PS3_GAME/USRDIR/bin/ep2.self - Fully playable - binary is 1:1 identical to episodic.self (as is the case with regular Ep1/Ep2 PC steam release w/ one shared binary). Perf regressions throughout first half of ep2_outland_01.
PS3_GAME/USRDIR/bin/portal.self - Fully playable. Same symptoms observed within hl2 and episodic; no perf regressions through intro sequence however.
PS3_GAME/USRDIR/bin/tf.self - Ingame with significant issues. Servers for TF's PS3 port were shut down on 29th March 2023. Engine deadlocks upon attempting to connect to EA servers the second vgui finishes initializing - can be circumvented by adding an autoexec.cfg that launches a local game server to PS3_GAME/USRDIR/game/tf/cfg. PPU crashes with memory access violation when picking a class; spectator mode usable at the very least.
PS3_GAME/USRDIR/bin/app_chooser.self - Fully usable and can execute other SELF files from bin directory. Suffers from perf regressions and eventually deadlocks after an extended period of time of idling.
PS3_GAME/USRDIR/bin/hl2.self - Fully playable. No perf regressions, but does exhibit flashing lights during script_intro transitions (e.g.: intro in d1_trainstation_01.ps3.bsp).
PS3_GAME/USRDIR/bin/episodic.self - Fully playable with slight graphical artifacts - Similar to hl2, script_intro/env_fade entities exhibit flashing lights. HDR skyboxes do not display correctly on each side, VortWarp vertex shader broken. Projected textures require full shader recompilation to account for additional flashlight viewport camera. Small perf regression during Dog pullout sequence, quickly relieves itself afterwards
PS3_GAME/USRDIR/bin/ep2.self - Fully playable - binary is 1:1 identical to episodic.self (as is the case with regular Ep1/Ep2 PC steam release w/ one shared binary). Perf regressions throughout first half of ep2_outland_01.
PS3_GAME/USRDIR/bin/portal.self - Fully playable. Same symptoms observed within hl2 and episodic; no perf regressions through intro sequence however.
PS3_GAME/USRDIR/bin/tf.self - Ingame with significant issues. Servers for TF's PS3 port were shut down on 29th March 2023. Engine deadlocks upon attempting to connect to EA servers the second vgui finishes initializing - can be circumvented by adding an autoexec.cfg that launches a local game server to PS3_GAME/USRDIR/game/tf/cfg. PPU crashes with memory access violation when picking a class; spectator mode usable at the very least.