[RESOLVED] SEGA Rally Online Arcade stuck on compiling PPU/shaders and loading
Started by tij




6 posts in this topic
tij
Member


0
8 posts 3 threads Joined: Jun 2023
06-28-2023, 05:54 PM -
#1
Running latest RPCS3 Version: 0.0.28-15259-554b27a8 Alpha | master

SEGA Rally Online Arcade (NPUB30375) version 1.01 gets stuck on loading when starting game (the start-up sequence is Logos display, then Copyright notice, then ESRB rating, then loading, then game menu). The log is attached after closing the game when its stuck and closing RPCS3.

This only happens when the game is started first after RPCS3 is started (log attached).

If other games were played after RPCS3 was started, then SEGA Rally Online Arcade starts without any problems.

When SEGA Rally Online Arcade does get stuck on loading, restarting the game from Main Window (ether using shortcut or button) clears the problem. Trying to restart the game from Game Window using Ctr+R crashed RPCS3 (started separate thread for that problem).

Any settings that can prevent the game from getting stuck on loading?

Thanks in advance for the help.
This post was last modified: 09-29-2023, 04:18 AM by tij.


Attached Files
.7z   RPCS3.7z (Size: 239.09 KB / Downloads: 2)
Ani
Administrator
*******


16
4,389 posts 107 threads Joined: Aug 2017
06-29-2023, 12:18 AM -
#2
A build was rolled back in the updater, try again
    Desktop: Ryzen 7 5800X,   Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
     Laptop: Ryzen 9 5900HX,  Radeon RX 6700M,   2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350,     Radeon R9 280X,    2x4G DDR3 1600MHz, Manjaro Linux
tij
Member


0
8 posts 3 threads Joined: Jun 2023
06-29-2023, 01:38 AM -
#3
Thank you for response.

RPCS3 updated to 0.0.28-15255-b0a34670 Alpha | master

same behavior:

If SEGA Rally Online Arcade is the first game launch after RPCS3 starts, then it gets stuck on loading screen (log attached). As before, this can be cleared if the game is restarted from Main Window.

If other games were played after RPCS3 was started, then SEGA Rally Online Arcade starts without any problems. This one is very strange behavior ... as if the game cannot initialize something from RPCS3 by itself.

I had a look at logs when the game gets stuck at loading and when the game does not get stuck.

I have no idea what those things are, but both log shows the game going through this loop

Code:
W 0:04:36.951341 {PPU[0x100000d] Thread (AudioUpdate) [0x0038080c]} sys_spu: sys_spu_thread_write_spu_mb(id=0x200, value=0xbd0500)
·W 0:04:36.954114 {PPU[0x1000000] Thread (main_thread) [libgcm_sys: 0x00eb1c44]} sys_rsx: sys_rsx_attribute(packageId=0x2, a2=0x1, a3=0x1, a4=0x0, a5=0x0)
·W 0:04:36.954132 {PPU[0x1000000] Thread (main_thread) [libgcm_sys: 0x00eb1c6c]} sys_rsx: sys_rsx_context_attribute(context_id=0x55555555, package_id=0x101, a3=0x1, a4=0x1, a5=0x0, a6=0x0)
·! 0:04:36.954159 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c21414, LR:0x00342680]} cellCamera: cellCameraReadEx(dev_num=0, read=0x9fc808)
·W 0:04:36.954168 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208c4, LR:0x00342694]} cellGem: cellGemGetInfo(info=*0xd0040440)
·W 0:04:36.954175 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c2095c, LR:0x003426f4]} cellGem: cellGemUpdateStart(camera_frame=*0x0, timestamp=0)
·W 0:04:36.954182 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c20954, LR:0x003426fc]} cellGem: cellGemUpdateFinish()
·W 0:04:36.954188 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208e4, LR:0x00342768]} cellGem: cellGemGetState(gem_num=0, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd0040360)
·W 0:04:36.954195 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208e4, LR:0x00342768]} cellGem: cellGemGetState(gem_num=1, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd0040360)
·W 0:04:36.954204 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208c4, LR:0x00341c70]} cellGem: cellGemGetInfo(info=*0xd00403e0)

the log that gets stuck on loading - goes through those indefinitely.

the log that doesnt get stuck has occasional

Code:
·W 0:04:36.954391 {RSX [0x0069268]} RSX: Framebuffer setup failed. Draw calls may have been lost
 

and eventually exits loop with:
Code:
·W 0:04:36.975271 {PPU[0x1000000] Thread (main_thread) [0x000242e4]} sys_timer: sys_timer_disconnect_event_queue(timer_id=0x11017900)
·W 0:04:36.975288 {PPU[0x1000000] Thread (main_thread) [0x000242f0]} sys_timer: sys_timer_destroy(timer_id=0x11017900)
·W 0:04:36.975295 {PPU[0x1000000] Thread (main_thread) [0x00024300]} sys_event: sys_event_queue_destroy(equeue_id=0x8d017a00, mode=1)
·W 0:04:36.975304 {PPU[0x1000000] Thread (main_thread) [0x00024300]} sys_event: sys_event_queue_destroy(): Forcefully awaken waiters (1):
PPU[0x1000018] Keyframe thread

·E 0:04:36.975307 {PPU[0x1000018] Thread (Keyframe thread) [0x00024370]} SYS: 'sys_event_queue_drain' failed with 0x80010005 : CELL_ESRCH [2]
·! 0:04:36.975374 {PPU[0x1000018] Thread (Keyframe thread) [liblv2: 0x00e44eac]} PERF: Perf stats for STCX reload: successs 0, failure 0
·! 0:04:36.975382 {PPU[0x1000018] Thread (Keyframe thread) [liblv2: 0x00e44eac]} PERF: Perf stats for instructions: total 0
·W 0:04:36.975389 {PPU[0x1000018] Thread (Keyframe thread) [liblv2: 0x00e44eac]} PPU: '_sys_ppu_thread_exit' aborted (0.000045s)
·! 0:04:36.975402 {PPU[0x1000018] Keyframe thread} SIG: Thread time: 0.000000s (0.055484Gc); Faults: 0 [rsx:0, spu:0]; [soft:0 hard:0]; Switches:[vol:0 unvol:0]; Wait:[20.034s, spur:0]
·W 0:04:36.977037 {PPU[0x1000017] Thread (CriMvFileReaderThread) [liblv2: 0x00e44eac]} PPU: '_sys_ppu_thread_exit' aborted (0.000008s)
·! 0:04:36.977059 {PPU[0x1000017] CriMvFileReaderThread} SIG: Thread time: 0.000000s (0.000230Gc); Faults: 0 [rsx:0, spu:0]; [soft:0 hard:0]; Switches:[vol:0 unvol:0]; Wait:[20.052s, spur:0]

I have no idea what that means, but hopefully it will help identify the problem

Please find attach log for when it does not get stuck on loading (for compparison)
This post was last modified: 06-29-2023, 09:22 AM by tij.


Attached Files
.7z   RPCS3.7z (Size: 190.34 KB / Downloads: 2)
.7z   Log-success.7z (Size: 1.1 MB / Downloads: 0)
LeSpank
Member


0
1 posts 0 threads Joined: Jul 2023
07-21-2023, 09:19 AM -
#4
Posting to report and confirm that I have the same issue with SROA.
tij
Member


0
8 posts 3 threads Joined: Jun 2023
08-09-2023, 07:41 PM -
#5
On latest 0.0.29-15468-58e9e54b SEGA Rally Online Arcade still freezes on compiling/loading screen.

Tried today to find latest version where it still works. Downloaded RPCS3 from RPCS3 - Builds History. So here are my findings:

0.0.22-13780-cb2c0733 - working
0.0.28-15417-9b3a878c - working
0.0.29-15421-70e127b2 - working
0.0.29-15422-bb2d7063 - working (seems like latest version were it still work)

0.0.29-15427-39a0ff99 - hangs on compiling or load
0.0.29-15429-804665df - hangs on compiling or load
0.0.29-15431-9f625de5 - hangs on compiling or load
0.0.29-15440-aee97e41 - hangs on compiling or load
0.0.29-15468-58e9e54b - hangs on compiling or load

What is strange ... for version that are working. The game hangs on loading screen if the game is the first game that is started after RPCS3 starts (restarting the game will make it work). If the game is not the first game that is started after RPCS3 starts, then no problem.

Settings are
[CPU]
PPU Decoder: ✅Recompiler (LLVM)
SPU Decoder: ✅Recompiler (LLVM)
SPU Xfloat Accuracy: ✅Approximate xfloat
SPU Block Size: Safe
Preferred SPU Thread: Auto
[GPU]
Renderer: Vulkan
Aspect Ratio: 16:9
Framelimit: Auto
ZCULL Accuracy: Approximate (Fast)
Anti-Aliasing: Auto
Default Resolution: 1280x720
Resolution Scale: 200% (2560x1440)
Shader Mode: ✅Async (Multi threaded)
Additional Settings: ✅Asynchronous Texture Streaming
[AUDIO]
Audio Out: Cubeb
Audio Format: Stereo
RSXAudio Avport: HDMI 0
Music Handler: Qt
Buffering: ✅Enable Buffering
Audio Buffer Duration: 100ms

[ADVANCED]
Core:
✅PPU Non-Java Mode Fixup
✅PPU LLVM Precompilation
Vulkan Queue Scheduler: Safe
RSX FIFO Accuracy: Fast



░▒▓▓▓[CPU]▓▓▓▒░
gausstek
Member


0
1 posts 0 threads Joined: Aug 2023
08-14-2023, 05:54 PM -
#6
Just wanted to report that the issue persists in the latest build 0.0.29-15482. The game freezes at the loading screen, and there's no way to bypass that. You have to rollback to previous builds to use the restart method described above,

Thanks for the hard work!!
tij
Member


0
8 posts 3 threads Joined: Jun 2023
09-29-2023, 04:16 AM -
#7
For anybody having this issue ... put PPU decoder on Static (leave SPU decoder on LLVM Recompiler) ... and everything works fine - no more stucking at "loading" (even if the game is the first one to start) ... i tried it with 0.0.29-15655 and it works like a charm.

Movies (like Sega or Sumo logos) are a bit choppy ... but these are not important. Loading tracks is a bit longer too ... but still better than original PS3 ... gameplay is totally fine with no dropdown, which is important part

Tried with 0.0.29-15422 (last version that kinda worked with PPU LLVM) too ... same results. If you prefer smooth movies and fast loading times, 0.0.29-15422 is the way. To avoid hanging on "loading" when game is the first game to launch after RPCS3 starts (a scenario for ppl using front end launchers like Launchbox) ... pause during Sega or Sumo logo, then unpause - there should be no stucking on "loading" after that ... this can be easily automated with Auto Hotkey (but I am too lazy for that ... so will stick with Static recompiler)


Forum Jump:


Users browsing this thread: 1 Guest(s)