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MotorStorm: Pacific Rift [BCES00129] - Printable Version

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+--- Thread: MotorStorm: Pacific Rift [BCES00129] (/showthread.php?tid=173356)

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RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - Asinine - 04-16-2018

We cant move this to ingame until a proper report is made https://forums.rpcs3.net/thread-196671.html


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - youbill36 - 04-28-2018

ID the game: BCES00129
Vulkan, spu threads 2 and writing colors buffer the rest by default, for me at this time in the best way.
my pc: it is an i5 6600k, ram 16 ddr4, msi gtx1050ti 4oc.
As seen in the video works after the introduction, move to the game
tested in compilation 0.0.5-6675-bd1d4de4 Alpha
https://www.youtube.com/watch?v=1vk_oaoGtxk
https://www.pastiebin.com/5ae494973f511
https://www.pastiebin.com/5ae49515eb980
https://www.pastiebin.com/5ae4954c5fc3b
RPCS3.log:
https://drive.google.com/file/d/1FRUFG5q...sp=sharing


I'm sorry, I did not know about the links, regards


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - legend80 - 04-28-2018

Anyone else get this working? It freezes on the first screen and I get this with the above settings:
F {PPU[0x100000c] Thread (207b25c0) [0x00438970]} MEM: Access violation reading location 0x10

To be fair, I have the USA version, so it could be different behavior (BCUS98155).


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - youbill36 - 04-28-2018

(04-28-2018, 04:08 PM)legend80 Wrote: Anyone else get this working? It freezes on the first screen and I get this with the above settings:
F {PPU[0x100000c] Thread (207b25c0) [0x00438970]} MEM: Access violation reading location 0x10

To be fair, I have the USA version, so it could be different behavior (BCUS98155).

in the case of BCES00129 European version it is also frozen in the logo of the game.
to work, it needs to be updated (EP9000-BCES00129_00-00000MSEUPATCH32-A0103-V0100-PE)
the version uses I imagine that it will be the same in that case since it also has update.
The update for use is (UP9000-BCUS98155_00-00000MSUSPATCH32-A0103-V0100-PE)


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - legend80 - 04-29-2018

Thanks for the reply. I don't see a TU available for the US version in the db though (disc).

BTW, there are too many versions of this title!

BCUS98155 MotorStorm: Pacific Rift
BCES00129 MotorStorm: Pacific Rift
BCAS20035 MotorStorm: Pacific Rift
NPUA70095 MotorStorm: Pacific Rift
NPEK00126 MotorStorm: Pacific Rift
NPHK80089 MotorStorm: Pacific Rift
NPUA70022 MotorStorm: Pacific Rift [Demo]
NPEA90030 MotorStorm: Pacific Rift [Demo]
NPUA70033 MotorStorm: Pacific Rift [Demo] v2.0
NPEA90033 MotorStorm: Pacific Rift [Demo] v2.0


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - youbill36 - 05-03-2018

ID the game: BCES00129
Vulkan, spu spun 2 and writing colors store the rest by default, for me at this time in the best way.
my pc: it is an i5 6600k, ram 16 ddr4, msi gtx1050ti 4oc.
As seen in the video works after the introduction, move on to the game
tested in compilation 0.0.5-6675-bd1d4de4 Alpha
https://www.youtube.com/watch?v=1vk_oaoGtxk
https://www.pastiebin.com/5ae494973f511
https://www.pastiebin.com/5ae49515eb980
https://www.pastiebin.com/5ae4954c5fc3b


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - Asinine - 05-06-2018

Moving to ingame, thanks for the test.

With that CPU I would never use lower SPU Thread Priority and keep frame limiter off as well unless the game runs to fast and you need it enabled. Most games have an inbuilt frame limiter already adding RPCS3's limiter on top just slows the game down with no benefits.


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - youbill36 - 05-06-2018

(05-06-2018, 07:19 AM)Asinine Wrote: Moving to ingame, thanks for the test.

With that CPU I would never use lower SPU Thread Priority and keep frame limiter off as well unless the game runs to fast and you need it enabled. Most games have an inbuilt frame limiter already adding RPCS3's limiter on top just slows the game down with no benefits.

Ok I'll keep it in mind. To work in this way it is necessary to enable the write colors buffers, if not only everything is white, until the emulator is improved and also needs this update if it does not get stuck in the initial logo (EP9000 -BCES00129_00-00000MSEUPATCH32-A0103-V0100-PE) pkg, greetings.


RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - Daasss - 11-14-2018

https://youtu.be/25zni8T1X_8

Works with color buffers enabled, requires some thread pausing to boost performance and reduce sound stutter. 10-20 fps, sometimes up to 30.
Code:
[BCES00129] MOTORSTORM®: PACIFIC RIFT
Ingame since 2018-05-03 (PR #4422)
Build Info
RPCS3 v0.0.5-7496-0e0a82e5 Alpha | HEAD | Windows
Intel(R) Core(TM) i7-8700K CPU @‍ 3.70GHz | 12 Threads | 15.95 GiB RAM | AVX+ | TSX
GPU: GeForce GTX 1070 (411.70)
Per-game CPU Settings
PPU Decoder: ‍ ‍ ‍ ‍ Recompiler (LLVM)
SPU Decoder: ‍ ‍ ‍ ‍ Recompiler (LLVM)
SPU Lower Thread Priority: ‍ ‍ ‍ ‍ [ ]
SPU Loop Detection: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍[ ]
Thread Scheduler: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍[ ]
SPU Threads: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ 2
SPU Block Size: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ Safe
Accurate xfloat: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ [x]
Force CPU Blit: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍[ ]
Lib Loader: ‍ ‍Load liblv2.sprx only
Per-game GPU Settings
Renderer: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ Vulkan
Aspect ratio: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ 16:9
Resolution: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ 1280x720
Resolution Scale: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍200
Resolution Scale Threshold: ‍ ‍ ‍ ‍ 16
Write Color Buffers: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ [x]
Anisotropic Filter: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ Auto
Frame Limit: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍30
Disable Async Shaders: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ [ ]
Disable Vertex Cache: ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍[ ]



RE: MOTORSTORM: PACIFIC RIFT [BCES00129] - BFG9000 - 06-01-2019

Tested on version 0.0.6-8179-cafa4521
Framerate is around 15-20 fps. Some UI elements are missing and shadows in game are pixelated. Other than that, graphics seems fine.
Works fine with LLVM Recompiler, also "Write Color Buffers" needs to be enabled, otherwise bloom will cover most of the screen.

CPU: R5 1600
GPU: RX480
RAM: 8GB-3000

P. S. I forgot to turn on the performance overlay. Sorry.