Midnight Club: Los Angeles [BLES00362]
Started by Dante38490




6 posts in this topic
Dante38490
Guest


 
01-02-2016, 05:59 PM -
#1
With last build d3d12 branch of vlj


LLE :
CellSre
cellNetCtl
tambre
Guest


 
01-02-2016, 06:32 PM -
#2
(01-02-2016, 05:59 PM)Dante38490 Wrote: With last build d3d12 branch of vlj

basic lle requiered

"basic lle requiered"
Please list the LLE modules used, as per the guidelines.
Dante38490
Guest


 
01-02-2016, 09:13 PM -
#3
(01-02-2016, 06:32 PM)tambre Wrote:
(01-02-2016, 05:59 PM)Dante38490 Wrote: With last build d3d12 branch of vlj

basic lle requiered

"basic lle requiered"
Please list the LLE modules used, as per the guidelines.

yes sorry, just for me basic = cellspurs ^^
Grima04
Guest


 
06-08-2017, 01:43 PM -
#4
RPCS3 v0.0.2-5264-07932331 Alpha

Midnight Club Los Angeles is now technically fully playable. The car physics are working, races can be started and completed and the graphics are accurate apart from missing shadows and some brightness/lighting issues. The low FPS (~ 6 - 8 ) however make the game unplayable. The SPU LLVM implementation in the future should however give the game the speed needed to play it properly.

-Settings:
API: Vulkan
SPU: ASMJIT
PPU: LLVM
Lower SPU thread priority: Enabled
Bind SPU thread to secondary cores: Enabled
LLE: Load liblv2.sprx only
Use GPU texture scaling: Enabled
Resolution: 1280x720
Ratio: 16:9

Hardware:
Zotac GTX 970
i7 4790k @ 4,6 GHz
16 GB DDR 3 1600 MHz RAM
Windows 10 64 Bit
Ani
Administrator
*******


12
3,808 posts 96 threads Joined: Aug 2017
06-27-2017, 03:59 PM -
#5
Moving to Ingame. No discrepancies between SPU / PPU Precise / Fast anymore?
    Desktop: Ryzen 7 5800X,   Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
     Laptop: Intel i7 6700HQ, Intel HD 530,      2x8G DDR4 2133MHz, Manjaro Linux
Old Desktop: AMD FX-8350,     Radeon R9 280X,    2x4G DDR3 1600MHz, Windows 7
MarioSonic2987
RPCS3 Tester


4
295 posts 104 threads Joined: Aug 2017
06-27-2017, 04:13 PM -
#6
(06-27-2017, 03:59 PM)Annie Wrote: Moving to Ingame. No discrepancies between SPU / PPU Precise / Fast anymore?

https://github.com/RPCS3/rpcs3/issues/2825
Desktop: Intel Core i9-9900KF, Nvidia GeForce GTX 970 (OpenGL, DirectX12 & Vulkan), Windows 10
Laptop: Intel Core i7-7700HQ, Nvidia GeForce GTX 1060 (OpenGL, DirectX12 & Vulkan), Windows 11
Grima04
Member


0
2 posts 0 threads Joined: Aug 2017
09-05-2017, 09:19 PM -
#7
MCLA seems to have regressed on RPCS3 v0.0.3-3-d4d0d35 Alpha .

The game boots but gets immediately stuck in the loading screen.

The log is spammed the whole time with this error: 
U {PPU[0x1000008] Thread ([MC] Render Thread) [0x0073b660]} sceNp TODO: sceNpManagerUnregisterCallback()


Attached Files Thumbnail(s)
   

.rar   RPCS3_MCLA_LOG_05-09-2017.part001.rar (Size: 1 MB / Downloads: 36)
.rar   RPCS3_MCLA_LOG_05-09-2017.part002.rar (Size: 1 MB / Downloads: 21)
.rar   RPCS3_MCLA_LOG_05-09-2017.part003.rar (Size: 235.41 KB / Downloads: 24)


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