05-06-2018, 11:01 AM -
Game is running quite well in general (except for audio stuttering when fighting more than a handful of enemies as mentioned by others, but I think there's no setting that can alleviate that on an i5 4690k). I am generally getting getting better audio when playing on Windows with XAudio2 than on Linux with any choices of audio backend.
There is one issue that hasn't been mentioned: there's some kind of rendering glitch - looks like inverted normals - that's causing a lot of shading weirdness on the final boss. I've got some recordings from when I had a PS3 available, so I've made a comparison video in the hopes that it's helpful.
RPCS3 version: v0.0.5-6694-25ec899cf Alpha | HEAD.
Hardware: i5 4690k @ 3.50Ghz, GTX 760, Windows 10, 8GB RAM. Problem is exhibited in both Linux Mint (would need to reboot to find out version) and Windows 10.
Settings:
CPU: Preferred SPU threads 1, SPU loop detection disabled, lower SPU thread priority enabled, thread scheduler enabled
GPU: Vulkan renderer, not sure exactly which graphics settings were used in this specific example, but I have identical results whether or not I have Write Color Buffers, Strict Rendering Mode, GPU Texture Scaling or Disable Vertex Cache turned on.
The attached log is from a different run to the above video, but also showing the same problem.
There is one issue that hasn't been mentioned: there's some kind of rendering glitch - looks like inverted normals - that's causing a lot of shading weirdness on the final boss. I've got some recordings from when I had a PS3 available, so I've made a comparison video in the hopes that it's helpful.
RPCS3 version: v0.0.5-6694-25ec899cf Alpha | HEAD.
Hardware: i5 4690k @ 3.50Ghz, GTX 760, Windows 10, 8GB RAM. Problem is exhibited in both Linux Mint (would need to reboot to find out version) and Windows 10.
Settings:
CPU: Preferred SPU threads 1, SPU loop detection disabled, lower SPU thread priority enabled, thread scheduler enabled
GPU: Vulkan renderer, not sure exactly which graphics settings were used in this specific example, but I have identical results whether or not I have Write Color Buffers, Strict Rendering Mode, GPU Texture Scaling or Disable Vertex Cache turned on.
The attached log is from a different run to the above video, but also showing the same problem.
This post was last modified: 05-06-2018, 11:07 AM by canmom.