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Full Version: Call of Duty: Advanced Warfare [NPUB31553]
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RPCS3 v0.0.5-7345-ed8aa774 Alpha | HEAD
The game freezes on the intro movie.
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RPCS3 v0.0.6-8437-f0bd0b5a Alpha | HEAD | Firmware version: 4.84
Ingame with graphic bugs.
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Ingame

PSN Version + DLC + 1.20 Update

Game freezes up during the intro to the first campaign mission (when it tells you to hit square to lower the blast shield)  It did not let me take a screenshot at that point but did let me exit out of the player.

System information:

RPCS3 v0.0.13-11265-28cbba5a Alpha | HEAD | Firmware version: 4.86
Intel® Core™ i7-8700K CPU @ 3.70GHz | 12 Threads | 63.94 GiB RAM | TSC: 3.696GHz | AVX+ | FMA3 | TSX
Operating system: Windows, Major: 10, Minor: 0, Build: 18363, Service Pack: none, Compatibility mode: 0
Qt version: Compiled against Qt 5.14.2 | Run-time uses Qt 5.14.2
·! 0:00:00.000000 SYS: Initialization times before main(): 0.296683Gc
·A 0:00:00.042080 RSX: Found vulkan-compatible GPU: 'GeForce RTX 2080' running on driver 457.30.0.0
·! 0:00:00.085037 CFG: Setting the default renderer to Vulkan. Default GPU: 'GeForce RTX 2080')
·! 0:00:00.091356 SYS: Logged in as user '00000001' with the username 'User'
·! 0:00:00.203842 GUI: Current language changed to English (en)
·! 0:00:00.702102 Compat: Finished reading database from file: F:/Emulators/rpcs3/GuiConfigs/compat_database.dat
·S 0:00:02.763275 UPDATER: RPCS3 is up to date!


Screenshot:

Graphical glitch prior to game freezing - instead of showing the inside of the drop pod it shows trails.

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Tried a second run and I was able to get somewhat further, to the point where you open the door of the drop pod, before freezing again. The graphical glitch above was NOT repeated:

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- RPCS3 v0.0.15-11994-cd07ab5b Alpha


Game runs well in some multiplayer gameplay i tested earlier, seems to be a enjoyable experience. Do not know if you could call it playable though.
Status: Playable (NPUB31553 v1.20 with DLC)

RPCS3 v0.0.22-13821-7842812e Alpha | master

Hardware: Ryzen 9 3900X | 5700XT

Info: Game is playable, usually having 60fps, though sometimes in vast open areas, it can dip down to 30fps, but due to the game being adaptive, it still runs at 100% speed at half FPS. I then tested with Multithreaded RSX, Asynch Texture Streaming, and SPU Loop Detection to see if this helped with the FPS dropping... Minor improvement by 1 or 2 FPS. No graphical issues seen on either one.

Screenshots:

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