(01-31-2020, 07:09 PM)LudicrouslyLiam Wrote: When I boot this version of the game, for some reason it sets my monitor's refresh rate to 60. I can manually change it back to 144 but thought it was odd that it does this.
I can't seem to control anything when in the main menu, not sure why. Anyone else have this issue? I can provide the log if that will help.
Have you taken a look at your monitor display settings? It may be possible that there's some hidden setting for compatibility purposes that will force the monitor refresh rate to change depending on the application. Do you have any other games to test out this behaviour with?
What settings should I look up, because in general I cant control the menu? I dont know about this refresh rate stuff?
(01-31-2020, 07:09 PM)LudicrouslyLiam Wrote: When I boot this version of the game, for some reason it sets my monitor's refresh rate to 60. I can manually change it back to 144 but thought it was odd that it does this.
I can't seem to control anything when in the main menu, not sure why. Anyone else have this issue? I can provide the log if that will help.
Have you taken a look at your monitor display settings? It may be possible that there's some hidden setting for compatibility purposes that will force the monitor refresh rate to change depending on the application. Do you have any other games to test out this behaviour with?
What settings should I look up, because in general I cant control the menu? I dont know about this refresh rate stuff?
Are you on a different account? I'm not sure if you're having the same issue as LudicrouslyLiam was having.
Update on this game: The game now freezes with the error message "F {RSX [0x0d2f8b8]} VM: Access violation reading location 0x42abe7b0 (unmapped memory)". Error logs below:
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200) U {PPU[0x100002b] Thread (HLE Video Decoder)} cellVdec TODO: Interlaced frames not supported (0x1) x3 U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0) U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0) E {PPU[0x100002d] Thread (SAVE) [0x00a20258]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1] E {RSX [0x0d21020]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d21030 E {RSX [0x0a2d5e0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a2de30 E {RSX [0x0a32f10]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a32f20 E {RSX [0x0a21960]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a21970 E {RSX [0x0a2cf20]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a2eb60 F {RSX [0x0d2f8b8]} VM: Access violation reading location 0x42abe7b0 (unmapped memory)
After the latest video, the game now loads more of the title screen, but still errors out with an access violation. There's also the "Missing Disc" icon with a flashing question mark on the top left.
RPCS3 version: RPCS3 Version: 0.0.11-10627-5fae1b36 Alpha
Error log with crash:
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} PPU: LLVM: Loaded module v3-tane-ttuWcrR8vkrZXRoK2sr771-00000G-skylake.obj
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20258]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {RSX [0x0d5c060]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5c070
E {RSX [0x0d5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5abb0
E {RSX [0x0d26ba0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d32390
E {RSX [0x0a1d0a0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a1e0d0
E {RSX [0x0a128c0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a12b70
E {RSX [0x0d1cd90]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d1cda0
E {RSX [0x0d17510]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d17520
E {RSX [0x0a0e500]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a0ed90
E {RSX [0x0d127b0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d127c0
E {RSX [0x0a15d50]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a15d60
E {RSX [0x0a16910]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a169e0
E {RSX [0x0d12110]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d12310
E {RSX [0x0d19c40]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d19ea0
E {RSX [0x0d158e0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d158f0
E {RSX [0x0d128c0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d12b70
E {RSX [0x0d0fa60]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d10020
S {RSX Decompiler Thread} RSX: New program compiled successfully
E {RSX [0x0a17870]} RSX: NV4097_SET_BEGIN_END aborted due to invalid primitive!
E {RSX [0x0d1d0a0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d1d660
E {RSX [0x0d173b0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d173c0
E {RSX [0x0a0dc34]} RSX: NV4097_SET_BEGIN_END aborted due to invalid primitive!
E {RSX [0x0a15c50]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a15c60
F {RSX [0x0d1634c]} VM: Access violation reading location 0x42a2d760 (unmapped memory)
Checking in on this game. With the latest update to RPCS3, I can now go into the main menu from the title screen! Unfortunately the game freezes soon after but still good to see progress.
RPCS3 Version: 0.0.11-10790-d000d648 Alpha
Logs in the menu:
S {PPU[0x1000025] Thread (OVERLAY_LOAD) [0x0001333c]} sys_overlay: Loaded overlay: “/dev_bdvd/PS3_GAME/USRDIR/mgs/mgs4.mself_x1f68d8” (id=0x2501a200)
E {PPU[0x1000027] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {PPU[0x1000028] Thread (trophy_setup) [0x00a200d0]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x1, handle=0x1, statusCb=*0x3d9d40, arg=*0x0, options=0x1)
E {PPU[0x100002a] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} ppu_loader: PRX library hash: PRX-fbf6a929bae3719f70e10ce7f6e0022492aa30b1 (<- 0)
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} PPU: LLVM: Loaded module v3-tane-ttuWcrR8vkrZXRoK2sr771-00000G-skylake.obj
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
S {RSX Decompiler Thread} RSX: New program compiled successfully x27
E {RSX [0x0a5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a5abb0
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
E {RSX [0x0d5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5ab50
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00a206e8]} cellSysutil TODO: cellAudioOutGetDeviceInfo(audioOut=1, deviceIndex=0, info=*0xd0032950) x37
I'm using 0.0.12.11000.
I've an i9 10k9, nvidia rtx 2080 ti.
It costed some puzzling, but ...
Both on LLVM,
enable thread shedule:yes
lower spu:nu
enable spu loop:yes
spu cache:yes
accurate float:NO
spu block sizeafe
preffered spu:auto
gpu:vulkan
aspect:16:9
framelimit:off
ansisotropic:auto
anti-alias:auto
resolution:1280x720
resolution scale: 50 (default)
resolution scale threshold:1 (default)
shader mode:async (multi threaded)
additional settings:
multithreaded RSX:yes, rest NO!
advanced:
debug console:no
accurate llvm:yes (disabled to control)
accurate rsx:no
PPU LLVM: YESS
silence all:no
advanced gpu:
the 3 buffers enabled
brings me to actually being able to play the game, without stuttering sound on a avg framerate between 25-40 and runs actually pretty descent, better then i expected of the fps.
LOG not included, didn't see the use.
except for next line: E {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c454ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]
the mutex fails more often then once, how less speedproblems u've how less it occurs. When a load doesn't reload but u hang, restart the emulator. It has been my salvation several times now!
(10-28-2020, 03:34 PM)Daskunksta Wrote: I'm using 0.0.12.11000.
I've an i9 10k9, nvidia rtx 2080 ti.
It costed some puzzling, but ...
Both on LLVM,
enable thread shedule:yes
lower spu:nu
enable spu loop:yes
spu cache:yes
accurate float:NO
spu block sizeafe
preffered spu:auto
gpu:vulkan
aspect:16:9
framelimit:off
ansisotropic:auto
anti-alias:auto
resolution:1280x720
resolution scale: 50 (default)
resolution scale threshold:1 (default)
shader mode:async (multi threaded)
additional settings:
multithreaded RSX:yes, rest NO!
advanced:
debug console:no
accurate llvm:yes (disabled to control)
accurate rsx:no
PPU LLVM: YESS
silence all:no
advanced gpu:
the 3 buffers enabled
brings me to actually being able to play the game, without stuttering sound on a avg framerate between 25-40 and runs actually pretty descent, better then i expected of the fps.
LOG not included, didn't see the use.
except for next line: E {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c454ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]
the mutex fails more often then once, how less speedproblems u've how less it occurs. When a load doesn't reload but u hang, restart the emulator. It has been my salvation several times now!
I gave it a shot with these settings, seemed to improve framerate slightly but I am still stuck on the Main Menu. When I scroll through the options or attempt to start a new game, the picture freezes, though the FPS counter continues to vary.
Errors in the log: U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x115 U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0) U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0) E {PPU[0x100002d] Thread (SAVE) [HLE:0x00a20770, LR:0x00285c2c]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1] U {PPU[0x1000001] Thread (MGS4 MAIN) [HLE:0x00a20b48, LR:0x0026379c]} cellSysutil TODO: cellAudioOutGetDeviceInfo(audioOut=1, deviceIndex=0, info=*0xd0032950) x56
RPCS3 v0.0.14-11578-aaaeb66c Alpha | HEAD | Firmware version: 4.87
Tested with default settings and Thread Scheduler enabled.
Game boots, installs and shows main menu screen. Menu screen is deadlocked and wont allow neither movement nor selection not even getting back. Then, the game crashes.
Hi guys, just wanted to report, I think we can move this game to fully playable!
I'm playing [BLUS30109] Version 2.0, on latest master release 0.0.14-11647.
My settings are based on the Illusion custom build settings, but with some small changes, mostly just disabling relaxed ZCULL SYNC, Disable 'Disable ZCULL Occlusion Queries', and Driver Wakeup Delay of 200 microseconds. Full settings below:
Code:
Core:
PPU Decoder: Recompiler (LLVM)
PPU Threads: 2
PPU Debug: false
Save LLVM logs: false
Use LLVM CPU: ""
Max LLVM Compile Threads: 0
Enable thread scheduler: true
Set DAZ and FTZ: false
SPU Decoder: Recompiler (LLVM)
Lower SPU thread priority: false
SPU GETLLAR polling detection: false
SPU Debug: false
Preferred SPU Threads: 0
SPU delay penalty: 3
SPU loop detection: true
Max SPURS Threads: 3
SPU Block Size: Safe
Accurate GETLLAR: false
Accurate SPU DMA: false
Accurate Cache Line Stores: false
Accurate RSX reservation access: false
SPU Verification: true
SPU Cache: true
SPU Profiler: false
Enable TSX: Disabled
Accurate xfloat: false
Approximate xfloat: true
LLVM Accurate DFMA: true
PPU LLVM Java Mode Handling: false
Accurate PPU 128-byte Reservation Op Max Length: 0
PPU LLVM Accurate Vector NaN values: false
Stub PPU Traps: 32
Debug Console Mode: false
Hook static functions: false
Libraries Control:
[]
HLE lwmutex: false
SPU LLVM Lower Bound: 0
SPU LLVM Upper Bound: 18446744073709551615
TSX Transaction First Limit: 800
TSX Transaction Second Limit: 2000
Clocks scale: 100
Sleep Timers Accuracy: Usleep Only
Performance Report Threshold: 500
Enable Performance Report: false
SPURS Urgent queue size: 2
FCGT accuracy: Approximate
FCMGT accuracy: Default
FM accuracy: Approximate
FNMS accuracy: Approximate
FMA accuracy: Default
FMS accuracy: Default
FREST accuracy: Default
FRSQEST accuracy: Default
FI accuracy: Default
FA accuracy: Default
FS accuracy: Default
FESD accuracy: Default
FRDS accuracy: Default
FCEQ accuracy: Default
FCMEQ accuracy: Default
CFLTS accuracy: Default
CFLTU accuracy: Default
CSFLT accuracy: Default
CUFLT accuracy: Default
Lib Loader: Load automatic and manual selection
Load libraries: []
Accurate PUTLLUC: false
Approx FCGT: true
Accurate FM: false
Approx FM: false
Approx FMA: false
Approx FS: false
MGS4 Stuff: false
Sleep timers accuracy: Host
Accurate PUTLLC: false
SPU Wake-Up Delay: 0
SPU Wake-Up Delay Thread Mask: 63
VFS:
$(EmulatorDir): ""
/dev_hdd0/: $(EmulatorDir)dev_hdd0/
/dev_hdd1/: $(EmulatorDir)dev_hdd1/
/dev_flash/: $(EmulatorDir)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
/dev_flash2/: $(EmulatorDir)dev_flash2/
Video:
Renderer: Vulkan
Resolution: 1280x720
Aspect ratio: 16:9
Frame limit: 60
MSAA: Auto
Shader Mode: Async Shader Recompiler
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
Strict Texture Flushing: false
Disable native float16 support: false
Multithreaded RSX: true
Relaxed ZCULL Sync: false
Enable 3D: false
Debug Program Analyser: false
Consecutive Frames To Draw: 1
Consecutive Frames To Skip: 1
Resolution Scale: 250
Anisotropic Filter Override: 0
Texture LOD Bias Addend: 0
Minimum Scalable Dimension: 16
Shader Compiler Threads: 0
Driver Recovery Timeout: 1000000
Driver Wake-Up Delay: 200
Vblank Rate: 240
DECR memory layout: false
Vulkan:
Adapter: GeForce RTX 2080
Force FIFO present mode: false
Force primitive restart flag: false
Performance Overlay:
Enabled: false
Enable Framerate Graph: false
Enable Frametime Graph: false
Detail level: Minimal
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: false
Darkening effect strength: 30
Blur effect strength: 0
Reprotect Hack: false
Vulkan Event Hack: false
ZCull query default value: 1
Disable Asynchronous Shader Compiler: false
No Reprotect: false
VK Event hack: false
GoW3 hack: false
Gondemned hack: false
D3D12:
Adapter: ""
Audio:
Renderer: XAudio2
Dump to file: false
Convert to 16 bit: false
Audio Channels: Downmix to Stereo
Start Threshold: 1
Master Volume: 100
Enable Buffering: true
Desired Audio Buffer Duration: 50
Sampling Period Multiplier: 100
Enable Time Stretching: false
Time Stretching Threshold: 75
Microphone Type: "Null"
Microphone Devices: "@@@@@@@@@@@@"
Downmix to Stereo: true
Input/Output:
Keyboard: "Null"
Mouse: Basic
Camera: "Null"
Camera type: Unknown
Move: "Null"
Pad: Keyboard
System:
License Area: SCEA
Language: English (US)
Keyboard Type: English keyboard (US standard)
Enter button assignment: Enter with cross
Console time offset (s): 0
Net:
Internet enabled: Disconnected
IP address: 0.0.0.0
DNS address: 8.8.8.8
IP swap list: ""
PSN status: Disconnected
NPID: ""
Connection status: Disconnected
Miscellaneous:
Automatically start games after boot: true
Exit RPCS3 when process finishes: false
Start games in fullscreen mode: false
Prevent display sleep while running games: true
Show trophy popups: true
Show shader compilation hint: false
Use native user interface: true
GDB Server: 127.0.0.1:2345
Silence All Logs: false
Window Title Format: "%R | %V | %T [%t]"
Show FPS counter in window title: true
Port: 2345
Log: {}
My Specs:
AMD Ryzen 5800x, at 4.5ghz
16GB DDR4
Nvidia 2080 rtx
I made it through the entire game with only 2 crashes: one in chapter one, and one during the motorcycle segment in Europe. Both were flukes and didn't require any settings changes. The game played between 30 and 60fps for pretty much 95% of the time, with some weird framerate issues only being during the motorcycle scene (which led to the crash).
Thanks so much to the rpcs3 team for this, I haven't been able to play this game in 10 years.
Hmm so... tried the game... To be clear a legit one I extracted myself... And when I start a game I just have wierd FMVs... Am I doing something wrong?