Game technically works, fps speeds are very low ~1-5fps although that maybe because my cpu isn't powerful enough. Due to that fact its not really playable at those speeds its still ingame unless you can ignore slow gameplay and audio distortion. Has anyone with better hardware tested on the updated version of RPCS3?
Game seems to have improved a lot over the last few months. Areas with more people still slow down to about 15fps, but more open areas and cutscenes run at about 25-30. Seems a lot more stable too. Played for over an hour with no crashes.
My specs: Build 0.0.6-8151
Rig:
RTX2080
I7-9700K@ 4.6 Ghz
16 GB Ram
Running with settings: LLVM recompiler for PPU and SPU 2 SPU threads load liblv2 only Enable thread scheduler Enable SPU loop detection SPU cache SPU block size: Giga TSX instructions: Enabled Vulkan renderer Write color buffers(way too much bloom from light sources at night if left off)
Game works, at between 5 to 30 fps, on crowded areas usually stays belos 15fps, lower if there are buildings around.
Sometimes crashes with these messages:
Code:
E {RSX [0x01089c4]} RSX: FIFO error: possible desync event (last cmd = 0x3c44bff1)
E {RSX [0x029d188]} RSX: CB chain has run out of free entries!
E {RSX [0x029d27c]} RSX: CB chain has run out of free entries!
E {RSX [0x029d938]} RSX: CB chain has run out of free entries!
E {RSX [0x029dd08]} RSX: CB chain has run out of free entries!
E {RSX [0x029e1b8]} RSX: CB chain has run out of free entries!
E {RSX [0x029e518]} RSX: CB chain has run out of free entries!
E {RSX [0x029e8d8]} RSX: CB chain has run out of free entries!
E {RSX [0x029ec38]} RSX: CB chain has run out of free entries!
E {RSX [0x02a0420]} RSX: CB chain has run out of free entries!
E {RSX [0x029f774]} RSX: CB chain has run out of free entries!
Ryzen 5 2600
GTX 1660 Super 6Gb
16Gb ram
EDIT:
New crashes, this time with this error:
Code:
·W 0:33:37.906876 {cellAudio Thread} cellAudio: Audio backend stopped unexpectedly, likely due to a buffer underrun
·W 0:33:37.972614 {PPU[0x1000000] Thread (main_thread) [HLE:0x018137b0, LR:0x01102880]} cellNetCtl: cellNetCtlGetInfo(code=0x4 (INFO_LINK), info=*0x15bc528)
·W 0:33:38.441152 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005a35b4]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:38.446125 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x00598a30]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:38.446432 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x00598a30]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:38.506929 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005a35b4]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:38.582709 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:38.640599 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:38.700603 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:38.770372 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:39.108354 {PPU[0x1000000] Thread (main_thread) [HLE:0x018137b0, LR:0x01102880]} cellNetCtl: cellNetCtlGetInfo(code=0x4 (INFO_LINK), info=*0x15bc528)
·W 0:33:39.182325 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x00414f20]} RSX: Cache miss at address 0x716E4E80. This is gonna hurt...
·W 0:33:39.461794 {PPU[0x1000000] Thread (main_thread) [0x00818e78]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:39.466277 {PPU[0x1000000] Thread (main_thread) [0x00818e78]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:39.466827 {PPU[0x1000000] Thread (main_thread) [0x00818e78]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:39.466962 {PPU[0x1000000] Thread (main_thread) [0x00818e78]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:39.737569 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:39.800726 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:40.105844 {PPU[0x1000000] Thread (main_thread) [0x00818e78]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:40.110704 {PPU[0x1000000] Thread (main_thread) [0x00818e78]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:40.111089 {PPU[0x1000000] Thread (main_thread) [0x00818860]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:40.111240 {PPU[0x1000000] Thread (main_thread) [0x00818860]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:40.144690 {PPU[0x1000000] Thread (main_thread) [HLE:0x018137b0, LR:0x01102880]} cellNetCtl: cellNetCtlGetInfo(code=0x4 (INFO_LINK), info=*0x15bc528)
·W 0:33:40.457985 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005988a8]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:40.458242 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005988a8]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:40.776864 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:41.187377 {PPU[0x1000000] Thread (main_thread) [HLE:0x018137b0, LR:0x01102880]} cellNetCtl: cellNetCtlGetInfo(code=0x4 (INFO_LINK), info=*0x15bc528)
·W 0:33:42.213300 {PPU[0x1000000] Thread (main_thread) [HLE:0x018137b0, LR:0x01102880]} cellNetCtl: cellNetCtlGetInfo(code=0x4 (INFO_LINK), info=*0x15bc528)
·W 0:33:43.266858 {PPU[0x1000000] Thread (main_thread) [HLE:0x018137b0, LR:0x01102880]} cellNetCtl: cellNetCtlGetInfo(code=0x4 (INFO_LINK), info=*0x15bc528)
·W 0:33:43.754533 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005a35b4]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:43.758959 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005920f4]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:43.759189 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005920f4]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:43.843545 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:43.904907 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:43.967531 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:44.026661 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005a35b4]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:44.031693 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005a35b4]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:44.032136 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005a37b8]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:44.032295 {PPU[0x100000c] Thread ([RDR2] Render Thread) [0x005a37b8]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:44.298244 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·W 0:33:44.328462 {PPU[0x1000000] Thread (main_thread) [HLE:0x018137b0, LR:0x01102880]} cellNetCtl: cellNetCtlGetInfo(code=0x4 (INFO_LINK), info=*0x15bc528)
·W 0:33:44.373481 {SPU[0x4000100] Thread (PrimaryCellSpursKernel4) [0x1224c]} RSX: Cache miss at address 0x716DCE00. This is gonna hurt...
·F 0:33:45.159839 {RSX [0x0068754]} SIG: Thread terminated due to fatal error: Verification failed: Incompatible driver (MacOS?)
(in file D:\a\1\s\rpcs3\Emu\RSX\VK\VKVertexBuffers.cpp:341)
This post was last modified: 12-01-2020, 03:42 AM by nandru.
Played from start to finish, went out of my way to experiment with as many side activities, challenges and stranger missions as I could, got a ton of different outfits, completed the requirements to get said outfits, everything went well.
Settings Used the settings on the wiki and FSR set to its default 50% value, played with vsync on for most of my playthrough except on my last session, this was because I been wanting to stop using vsync, not because of something related to the emulator nor the game itself.
I also used the base version of the game, tried to update the game but the performance was reduced substantially, like it dropped 10 to 15fps with the update 1.02.
Bugs, problems I experienced a couple of graphical glitches, such as the flickering windows mentioned in the wiki, some popping here and there as well, which I don't know if that's an issue with the emulator or with the game. Through three missions in different parts in the game I encountered a bug where npc's wouldn't move when they should, in these cases throwing dynamite at them, or shooting at nearby soldiers made them react, for the most part, after I restarted the checkpoint. There were some crashes but I believe these mostly had to do with me taking a bunch of screenshots and alt-tabbing, also these crashes happened mainly yesterday and the day before yesterday, I update the emulator when there's any new updates so it could've been because of those versions; the one from today went perfectly fine. In total there were three crashes through my entire 20hr playthrough, most of which happened late, late during the game, like in the last blackwater missions and one in a mission with Jack, other than that everything went fine, no crashes through most of my playthrough, no more crashes after disabling the steam overlay.
Conclusion I'm attaching two videos I took at different parts during my playthrough, the first one (named "second test" appropriately enough) has a framerate counter, I tried in both to capture the settings window but I had problems getting OBS to do that, I’ve also heard OBS lowers performance a bit so just picture the same performance shown in the video only a tad bit more stable and a little bit higher. The towns were the main problem performance wise, but you really don’t do that much in towns other than walking around, going to shops, or accepting missions. In the open world and combat scenarios within missions or emergent events throughout the game the fps was mainly at a stable 30fps, with only in some very few circumstances dropping to the low 20’s, 23-25fps. This wasn’t that much of a problem, nor it did made the game unplayable for the simple reason that the game has a targeting system that literally, by default, aims for you, this targeting system gets disabled when using the gatling gun in some missions that can get pretty hectic, with a lot of enemies and explosions and npc’s and sounds, even in those missions that were -ironically enough- the one’s where performance dropped to the low 20’s, the game played fine, even when disabling the aim assist while using the gatling, this is because the game is also fairly balanced to be more on the forgiving, “easy” side.
The side activities, treasure hunting, mini games, bounty hunts, stranger missions, etc... Behaved perfectly well.
Generally I think this game is definitely playable, just a bit demanding and with some problems here and there.
I tried to attached the log and TTY file but the log was to big and the TTY wasn't allowed as a file type, so I packed them both in a .rar, wanted it to be a .zip so people could descompress them without any additional software, but sadly that also wasn't allowed as a file type.
Thanks once again to the RPCS3 team for their amazing work in this emulator, it was a fantastic experience to replay this game again, it was beautiful, and fairly sad around the end.
EDIT: And... I forgot to turn off my "brown noise" in the background of the first video so it got caught up in the recording, one would think I learned, oh well... At least I remembered to turn it off for the first one, that's a noise coming from a recording I have, it has nothing to do with the emulator or the game. Sorry...
This post was last modified: 11-08-2021, 02:38 AM by Wolfinston85.
Edit Reason: Messed up by having background noise in the first video, wanted to mentioned it so people didn't think that was an issue with the game.