Smoker1God of War: Ascension [NPUA80918]
Started by Smoker1




5 posts in this topic
Smoker1
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8 posts 3 threads Joined: Mar 2019
05-12-2019, 05:14 AM -
#1
Gets to the Santa Monica Studio Screen, then it fades and the FPS crashes to 1

Log File Attached

.7z   RPCS3.7z (Size: 85.83 KB / Downloads: 21)
This post was last modified: 04-12-2020, 03:14 PM by Ani.
Ani
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3,092 posts 75 threads Joined: Aug 2017
05-13-2019, 08:32 PM -
#2
Before submitting a game report, please read the Guidelines for submitting game reports.

Missing at least version identifier on post

Moved to General Discussion until thread is fixed
Smoker1
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8 posts 3 threads Joined: Mar 2019
05-14-2019, 09:23 PM -
#3
This was on RPCS3 v0.0.6-8091-1f82a26a Alpha | HEAD | Firmware version: 4.84

However now, under 8105-3753d27a Alpha, after the Santa Monica Studios Screen, the Emulator Closes out. I would Attach the Log File, but this Log File is apparently 700+MB in Size for some reason.
BaLuX
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1 posts 0 threads Joined: Feb 2020
02-19-2020, 07:03 PM -
#4
Using RPCS3 v0.0.8-9624-57a98442 Alpha on Windows.

CPU: i7-9700 @ 4.80Ghz
Memory: 16GB Ram
GPU: nVidia Geforce GTX 1060 6GB
SPU Decoder: LLVM Recompiler

Performance varies between 20fps (Wide open areas) to ~50ish fps (Small areas). Menus are always 60 fps. A few occasional crashes here and there but overall the game runs pretty well. I have currently played until Chapter 11.

A few graphical glitches, such as Megaera causing visual artifiacts can be solved by using ASMJIT Recompiler but the fps drop is around ~5fps.

Options:
- Backend: Vulkan
- Default resolution of 1280x720 is used with 100% scale. Switching to 150% resolution scale (1920 x 1080) also runs pretty well, but eventually leads to Out of Video Memory (VRAM).
- VSync: On
- Driver Wake-Up Delay: 400μs (This value prevents most crashes)

Also, the game starts and leads to a black screen after the Santa Monica logo unless one of the following conditions is met:

- Write Color Buffers: Enabled
- Force CPU blit emulation: Enabled

OR

MLAA is disabled using patch.yml:
Code:
SPU-77ce25dab2a5ca1d96038cc3dc57c50c705ce38c: # God of War Ascension
#SPUNAME: 'Z:/output/USint6/SPUMLAATask/PS3'
  - [ be32, 0x00004440, 0x40800002 ] # il r2 0
  - [ be32, 0x000056C4, 0x4080008a ] # il r10 0


I'm using the disable MLAA method since the performance is significantly better than using Write Color Buffers and Force CPU blit emulation.

All other options are default.


Attached Files
.gz   RPCS3.log.gz (Size: 431.23 KB / Downloads: 13)
ryu_joko
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11 posts 0 threads Joined: Dec 2018
04-12-2020, 01:09 AM -
#5
(05-13-2019, 08:32 PM)Ani Wrote: Before submitting a game report, please read the Guidelines for submitting game reports.

Missing at least version identifier on post

Moved to General Discussion until thread is fixed

im wondering how this Game ID is not in RPCS3 Compatibility List.

On Ryzen 5 3600x, 1660 Super, 16GB, FPS is around 13-40, but its very stable and ive finished this game using Approximate FCGT Approximate FMA, Accurate PUTLLUC, Accurate GETLLAR, Accurate RSX Reservation combinations, and Anti Aliasing Off.
Ani
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3,092 posts 75 threads Joined: Aug 2017
04-12-2020, 03:13 PM -
#6
Moving to Ingame as a report was provided


> On Ryzen 5 3600x, 1660 Super, 16GB, FPS is around 13-40, but its very stable and ive finished this game using Approximate FCGT Approximate FMA, Accurate PUTLLUC, Accurate GETLLAR, Accurate RSX Reservation combinations, and Anti Aliasing Off.

There is no such thing as "Approximate FCGT"


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