09-24-2017, 07:45 AM -
The MEM access violation bug is very annoying.
Using SPU recompiler gives performance gain, but very high chance of triggering the bug.
Workaround suggested by Green did work.
I no longer encounter access violation on SPU thread but I get access violation from PPU thread.
I was playing the final part of this game, more than 40+mins without the chance of saving. (progress lost, need to replay again. )
Then I get this.
It seems different than the one from SPU thread(audio related).
The audio was working fine, no self-repeating, no fade out, the whole game just suddenly freeze with the fatal error above.
I was using this build.
PPU LLVM with SPU interpreter fast.
Load liblv2.sprx only.
Vulkan with invalidate cache, GPU texture scaling and strict mode enabled.
Log file: https://drive.google.com/open?id=0B-lDKK...DJ4UExKWmM
Sorry for not upload the log file here, it is slightly too big(>2MB).
Using SPU recompiler gives performance gain, but very high chance of triggering the bug.
Workaround suggested by Green did work.
I no longer encounter access violation on SPU thread but I get access violation from PPU thread.
I was playing the final part of this game, more than 40+mins without the chance of saving. (progress lost, need to replay again. )
Then I get this.
Code:
·F 0:42:34.682991 {PPU[0x1000000] Thread (main_thread) [0x000306f4]} MEM: Access violation reading location 0x76a939bf
It seems different than the one from SPU thread(audio related).
The audio was working fine, no self-repeating, no fade out, the whole game just suddenly freeze with the fatal error above.
I was using this build.
PPU LLVM with SPU interpreter fast.
Load liblv2.sprx only.
Vulkan with invalidate cache, GPU texture scaling and strict mode enabled.
Log file: https://drive.google.com/open?id=0B-lDKK...DJ4UExKWmM
Sorry for not upload the log file here, it is slightly too big(>2MB).
This post was last modified: 09-24-2017, 02:18 PM by alex88510.
Edit Reason: forgot to link the build