Game loads with the spinning ring icon in the lower right corner.
Settings:
PPU - Recompiler (LLVM)
SPU - Recompiler (ASMJIT)
DX12
xaudio
1280x720
Only shows the icon in lower right corner when DX12 is used. All other API's show just a black screen.
Build: 0.0.3-3d8c449a Alpha
Using option "disable vertex cache" allows Vulkan to show the spinning icon.
"disable vertex cache"
I have found a set of settings so that the game can play smoothly for a while but at around 10 fps (Ryzen 3600 GTX 1050ti). I'm still trying to figure out how to use a patch.yml and specifically Illusion + Zerox CheatEngine patch. How is this done?
Almost Playable
Updating of post
#4,
#5,
projectile/Aiming graphic effect & performance improvement are adaptively well-rendered using some new patches & config. Multiple intel CPUs shows proportional performance in FPS
- 4C8T [i7-4800MQ] – Ingame, Extremely Laggy/Stuttering Gameplay, 60FPS Cutscenes (SSD @ SATA 3.0)
- 6C12T [i7-8750H] – Fine after multiple run with random crashes (NVMe @ PCIe 3)
- 8C16T [i7-11800H] – Blackscreen after boot (NVMe @ PCIe 3) – AVX-512
- 8C16T [i9-10980HK] – Flawless (NVMe @ PCIe 3)
- 8C16T [i9-9900K] – Flawless (NVMe @ PCIe 3)
# Gameplay
Variable FPS = (29~39~60)
– Unlocked FPS
# Cutscenes Movie
stable (59~60)
# RPCS3 v0.0.18-12902-683c061e Alpha
# Non-Default setting [Res. Scale= 300%
Fullscreen 4K]
# RPCS3 Patch Manager used
(thanks to RPCS3 teams & the contributors illusion001 & Zerox latest patches)
# Intel i9-9900K @ 3.60GHz | 32GB RAM | 2070S 8GB Nvidia | NVMe storage (3500MB/2500MB Read/Write).
@ Graphic Config
#
Enable list of patches depicted in attached picture (Patch Manager)
#
Enable Fix Aiming Reticle (Patch Manager)
==> Clean Projectile Graphic Effect
#
Enable disable native float16 support (Advanced)
==> Clean Projectile Graphic Effect
#
Enable Read Color Buffers (Advanced)
==> Visible Environment
@ CPU Config @ 9900K
#
Set Driver Wake-Up Delay = 350us (Advanced)
#
Enable TSX Instruction (CPU)
@ CPU Preferable FPS++ Performance & Support
#
Enable Accurate RSX reservation access (Advanced)
– AMD/non-TSX Intel
#
Set ZCULL Accuracy = Approximate (GPU)
Finally completed the entire trilogy on RPCS3
Same as the other two, played Uncharted 3 on RPCS3 0.0.20-13151-9766d871 Alpha with i5-12400F, GTX1650, 16GBx2 DDR4
Used all the patches retrieved by the patch manager other than dev menu
Turned Accurate RSX Reservation Access on
Set Driver Wake Up Delay to 600 (got just one hang after this but nothing intolerable)
At first had ZCull Accuracy set to Precise but the blur thing was happening so as instructed by the wiki, I set it to Relaxed and had it that way for the rest of the game
As with the previous two games, had a solid 30 FPS for the most part with dropping to low-mid 20s occasionally during heavy scenes
Only noticeable issue I had was seemingly random black artifacts over the screen when those spiders start crawling around you (This was particularly noticeable in the chateau chapter)
Big log again so:
https://pixeldrain.com/u/T5Gt6Uv6
EDIT: Almost forgot. When I first booted the game, I got an "Unknown register name: unk" kind of error and the game would get stuck on a black screen after the initial ring spinning loading screen. The solution to this turned out to be clearing the shader cache for the game. I don't know how or why this happens, but that solution I found after some random googling, and it worked out.
Finished on 0.0.24-14337-5210df68 Alpha
Performance is all over the place from low 20 (large outdoor areas) to solid 60 fps (mostly cut scenes)
The biggest problem, beside low fps and occasional crackling audio in some areas., was freezing, had to replay some sections multiple times to reach the next checkpoint.
Custom configuration:
GPU: Resolution Scale -> 200%
For stability:
Advanced: Driver Wake-up Delay -> between 300 and 500μs depending on area
Advanced: Accurate RSX reservation access
Glitches (damage indicator causing strange blur):
GPU: ZCULL Accuracy -> Approximate (Fast)
Patch:
Everything in 01.19 except Bloom/Camera Shake and Dev/Debug Menu