03-12-2019, 06:48 AM -
RPCS3 v0.0.6-7857-1875dc3f Alpha | HEAD
AMD Athlon™ X4 760K Quad Core Processor | 4 Threads | 11.96 GiB RAM | AVXx
These are the settings I'm using currently after much testing to get best FPS. (03/21/2019) These are not the settings I was using when I originally made this post.
--
Core:
PPU Decoder: Recompiler (LLVM)
PPU Threads: 2
PPU Debug: false
Save LLVM logs: false
Use LLVM CPU: ""
Max LLVM Compile Threads: 3
Enable thread scheduler: false
Set DAZ and FTZ: false
SPU Decoder: Recompiler (LLVM)
Lower SPU thread priority: true
SPU Debug: false
Preferred SPU Threads: 2
SPU delay penalty: 3
SPU loop detection: true
SPU Block Size: Mega
Accurate GETLLAR: false
Accurate PUTLLUC: false
SPU Verification: true
SPU Cache: true
Enable TSX: Enabled
Accurate xfloat: false
Approximate xfloat: true
Debug Console Mode: false
Lib Loader: Load liblv2.sprx only
Hook static functions: false
Load libraries:
[]
HLE lwmutex: false
VFS:
$(EmulatorDir): ""
/dev_hdd0/: $(EmulatorDir)dev_hdd0/
/dev_hdd1/: $(EmulatorDir)dev_hdd1/
/dev_flash/: ""
/dev_usb000/: $(EmulatorDir)dev_usb000/
/dev_bdvd/: ""
/app_home/: ""
Enable /host_root/: false
Initialize Directories: true
Limit disk cache size: false
Disk cache maximum size (MB): 5120
Video:
Renderer: Vulkan
Resolution: 1280x720
Aspect ratio: 16:9
Frame limit: Off
Write Color Buffers: false
Write Depth Buffer: false
Read Color Buffers: false
Read Depth Buffer: false
Log shader programs: false
VSync: false
Debug output: false
Debug overlay: false
Use Legacy OpenGL Buffers: false
Use GPU texture scaling: false
Stretch To Display Area: false
Force High Precision Z buffer: false
Strict Rendering Mode: false
Disable ZCull Occlusion Queries: false
Disable Vertex Cache: false
Disable FIFO Reordering: false
Enable Frame Skip: false
Force CPU Blit: false
Disable On-Disk Shader Cache: false
Disable Vulkan Memory Allocator: false
Use full RGB output range: true
Disable Asynchronous Shader Compiler: false
Strict Texture Flushing: false
Consecutive Frames To Draw: 1
Consecutive Frames To Skip: 1
Resolution Scale: 100
Anisotropic Filter Override: 8
Minimum Scalable Dimension: 16
Driver Recovery Timeout: 1000000
D3D12:
Adapter: AMD Radeon R9 200 Series
Vulkan:
Adapter: AMD Radeon R9 200 Series
Force FIFO present mode: false
Force primitive restart flag: false
Performance Overlay:
Enabled: true
Detail level: Medium
Metrics update interval (ms): 350
Font size (px): 10
Position: Top Right
Font: n023055ms.ttf
Horizontal Margin (px): 50
Vertical Margin (px): 50
Center Horizontally: false
Center Vertically: false
Opacity (%): 70
Body Color (hex): "#FFE138FF"
Body Background (hex): "#002339FF"
Title Color (hex): "#F26C24FF"
Title Background (hex): "#00000000"
Shader Compilation Hint:
Position X (px): 20
Position Y (px): 690
Shader Loading Dialog:
Allow custom background: true
Darkening effect strength: 30
Blur effect strength: 0
Audio:
Renderer: XAudio2
Dump to file: false
Convert to 16 bit: false
Downmix to Stereo: false
Start Threshold: 1
Master Volume: 50
Enable Buffering: true
Desired Audio Buffer Duration: 75
Sampling Period Multiplier: 100
Enable Time Stretching: false
Time Stretching Threshold: 90
--
![[Image: a39fc8112e86fc98d794c9fccf0458c1.png]](https://i.gyazo.com/a39fc8112e86fc98d794c9fccf0458c1.png)
Also, I was able to get in game last night.
![[Image: 67d38e37462bd127892b600e8be21231.jpg]](https://i.gyazo.com/67d38e37462bd127892b600e8be21231.jpg)
![[Image: 8e3e8f3c11495028430d9dc70d13e83b.jpg]](https://i.gyazo.com/8e3e8f3c11495028430d9dc70d13e83b.jpg)
(In the latest build I was able to complete a race, Midtown Parkway, with 150 shaders)
You can set/change this games status to 'Ingame' from 'Not listed in compatibility database'
Needs at least 119 shaders compiled to get this far.
Log file attached.
AMD Athlon™ X4 760K Quad Core Processor | 4 Threads | 11.96 GiB RAM | AVXx
These are the settings I'm using currently after much testing to get best FPS. (03/21/2019) These are not the settings I was using when I originally made this post.
--
Core:
PPU Decoder: Recompiler (LLVM)
PPU Threads: 2
PPU Debug: false
Save LLVM logs: false
Use LLVM CPU: ""
Max LLVM Compile Threads: 3
Enable thread scheduler: false
Set DAZ and FTZ: false
SPU Decoder: Recompiler (LLVM)
Lower SPU thread priority: true
SPU Debug: false
Preferred SPU Threads: 2
SPU delay penalty: 3
SPU loop detection: true
SPU Block Size: Mega
Accurate GETLLAR: false
Accurate PUTLLUC: false
SPU Verification: true
SPU Cache: true
Enable TSX: Enabled
Accurate xfloat: false
Approximate xfloat: true
Debug Console Mode: false
Lib Loader: Load liblv2.sprx only
Hook static functions: false
Load libraries:
[]
HLE lwmutex: false
VFS:
$(EmulatorDir): ""
/dev_hdd0/: $(EmulatorDir)dev_hdd0/
/dev_hdd1/: $(EmulatorDir)dev_hdd1/
/dev_flash/: ""
/dev_usb000/: $(EmulatorDir)dev_usb000/
/dev_bdvd/: ""
/app_home/: ""
Enable /host_root/: false
Initialize Directories: true
Limit disk cache size: false
Disk cache maximum size (MB): 5120
Video:
Renderer: Vulkan
Resolution: 1280x720
Aspect ratio: 16:9
Frame limit: Off
Write Color Buffers: false
Write Depth Buffer: false
Read Color Buffers: false
Read Depth Buffer: false
Log shader programs: false
VSync: false
Debug output: false
Debug overlay: false
Use Legacy OpenGL Buffers: false
Use GPU texture scaling: false
Stretch To Display Area: false
Force High Precision Z buffer: false
Strict Rendering Mode: false
Disable ZCull Occlusion Queries: false
Disable Vertex Cache: false
Disable FIFO Reordering: false
Enable Frame Skip: false
Force CPU Blit: false
Disable On-Disk Shader Cache: false
Disable Vulkan Memory Allocator: false
Use full RGB output range: true
Disable Asynchronous Shader Compiler: false
Strict Texture Flushing: false
Consecutive Frames To Draw: 1
Consecutive Frames To Skip: 1
Resolution Scale: 100
Anisotropic Filter Override: 8
Minimum Scalable Dimension: 16
Driver Recovery Timeout: 1000000
D3D12:
Adapter: AMD Radeon R9 200 Series
Vulkan:
Adapter: AMD Radeon R9 200 Series
Force FIFO present mode: false
Force primitive restart flag: false
Performance Overlay:
Enabled: true
Detail level: Medium
Metrics update interval (ms): 350
Font size (px): 10
Position: Top Right
Font: n023055ms.ttf
Horizontal Margin (px): 50
Vertical Margin (px): 50
Center Horizontally: false
Center Vertically: false
Opacity (%): 70
Body Color (hex): "#FFE138FF"
Body Background (hex): "#002339FF"
Title Color (hex): "#F26C24FF"
Title Background (hex): "#00000000"
Shader Compilation Hint:
Position X (px): 20
Position Y (px): 690
Shader Loading Dialog:
Allow custom background: true
Darkening effect strength: 30
Blur effect strength: 0
Audio:
Renderer: XAudio2
Dump to file: false
Convert to 16 bit: false
Downmix to Stereo: false
Start Threshold: 1
Master Volume: 50
Enable Buffering: true
Desired Audio Buffer Duration: 75
Sampling Period Multiplier: 100
Enable Time Stretching: false
Time Stretching Threshold: 90
--
![[Image: a39fc8112e86fc98d794c9fccf0458c1.png]](https://i.gyazo.com/a39fc8112e86fc98d794c9fccf0458c1.png)
Also, I was able to get in game last night.
![[Image: 67d38e37462bd127892b600e8be21231.jpg]](https://i.gyazo.com/67d38e37462bd127892b600e8be21231.jpg)
![[Image: 8e3e8f3c11495028430d9dc70d13e83b.jpg]](https://i.gyazo.com/8e3e8f3c11495028430d9dc70d13e83b.jpg)
(In the latest build I was able to complete a race, Midtown Parkway, with 150 shaders)
You can set/change this games status to 'Ingame' from 'Not listed in compatibility database'
Needs at least 119 shaders compiled to get this far.
Log file attached.
This post was last modified: 03-21-2019, 12:57 PM by Veritas0923.