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Full Version: NIER [BLUS30481] Crashing RPCS3
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RPCS3 v0.0.5-6626-717f2b0ac Alpha | HEAD
Intel® Core™ i7-7700K CPU @ 5.00GHz | 8 Threads | 15.96 GiB RAM | AVX+ | TSX
nVidia gtx 1080ti (driver 391.35)
RPCS3 and iso on same SSD as Windows 10 x64 OS

NIER BLUS30481 03.1500

EDIT: I found a surprise work around!
On windows: Disabling Write Color Buffers let the loading finish and I was able to continue. However at all other times WCB should be enabled or the lighting can turn everything unplayable on transitions. I will continue testing the game.

On Linux: had no issue with the door, regardless of color buffers.

RPCS3 settings attempts (All crash when opening doors to left of attached save point and crash during loading screen)
1: Defaults (15-20 fps)
CPU: PPU&SPU = Fastest, SPU threads= 1, Firmware= Load libv2.sprx only, Additional= Enable thread scheduler
GPU: Renderer= Vulkan, Framelimit off, Default Resolution 720p, Additional= Write Color Buffer

console:
RSX Bit request denied because the destination region does not fit!
pop-up:
RPCS3 Fatal Error
unhandled Win 32 exception 0xC0000005...
https://i.imgur.com/f62ieCM.png

2: OpenGL attempt (10-15 fps) (no seg fault, just stuck on unanimated/froz
CPU: PPU&SPU = Fastest, SPU threads= Auto, Firmware= Load libv2.sprx only, Additional= Enable thread scheduler
GPU: Renderer= OpenGL, Framelimit off, Default Resolution 720p, Additional= Write Color Buffer
console:
RSX: Attempted to download rtt texture, but texture handle was invalid! (0xB3)

3. slow combatibility attempt (5 fps)
CPU: PPU&SPU = Precise, SPU threads= Auto, Firmware= Load libv2.sprx only, Additional= Enable thread scheduler, enable SPU loop detection
GPU: Renderer= Vulkan, Framelimit 30, Default Resolution 480p, Additional= Write Color Buffer, Gpu texture scaling, Strict Rendering, Vsync, Disable Vertex Cache
Audio: disabled

fatal error just like attempt 1
RSX Bit request denied because the destination region does not fit!

Seperate issues:
Any attempt to launch in Default Resolution 1080p anywhere in the game results crash on last shader/pipeline load
F {PPU[0x100000e] Thread (cglu_render) [0x00f7c73c]} MEM: Access violation reading location 0x0

Was able to see outline of crates through a wall on way between areas with save points but I can provide no picture or nearby save. (known zcull issue like demons souls?)
EDIT added screenshot of crate cull issue.
https://i.imgur.com/GIv48TK.jpg

Second EDIT:
Seafront Lighthouse crashes in vulkan but works in opengl for me on linux.