10-06-2019, 11:17 PM -
Status:
Still Ingame, but only because of performance reasons. Might be Playable on stronger hardware.
Required settings:
Write Color Buffers: true
Recommended settings:
Preferred SPU Threads: 2
SPU loop detection: false
Max SPURS Threads: 3
Approximate xfloat: false
Renderer: Vulkan
Disable ZCull Occlusion Queries: true
Resolution Scale: 200
Vblank Rate: 120
Log: {sys_net: Fatal, cellNetCtl: Fatal}
Notes:
- The game seems to find new shaders and SPU modules no matter how many times I reload the same level, meaning that already seen shaders and SPU modules are not being properly recognized.
- The game very heavily spams network requests, which is why its recommended to have the related logging disabled.
- On my machine, using resolution scale quickly resulted in a "VRAM full" situation. Apply accordingly. (I have only 1 gigabytes of VRAM though, worths noting.)
- The game hovers around 5 fps for me (with res scaling at 100%) normally, around 23 fps when looking up at the sky, and around 13 fps with Null renderer. The game runs at locked 30 for @"RainbowCookie" on his AMD R7 1700 CPU with Null renderer, sometimes going even higher up to 40 fps; hovers around 7-10 fps for him otherwise.
- Thanks to @"RainbowCookie"'s testing, the game is confirmed to be fully compatible with the vblank override, hence I listed it among the settings.
- The initial cache building might be rough.
- Both the base version and the updated version perform and behave the same.
My system:
CPU: Intel Core i5 4440 @ 3.1 GHz
RAM: 2x4 GB DDR3 @ 1600 MHz
GPU: AMD Radeon HD 7700 (GHz Edition) (1 GB VRAM)
OS: Windows 8.1 Pro (v. 6.3 b. 9600)
FW: 4.84
EMU: RPCS3 v0.0.7-8834-aa659f3c Alpha
Image proof:
Logs:
RPCS3.log.gz (Size: 817.1 KB / Downloads: 0)
Still Ingame, but only because of performance reasons. Might be Playable on stronger hardware.
Required settings:
Write Color Buffers: true
Recommended settings:
Preferred SPU Threads: 2
SPU loop detection: false
Max SPURS Threads: 3
Approximate xfloat: false
Renderer: Vulkan
Disable ZCull Occlusion Queries: true
Resolution Scale: 200
Vblank Rate: 120
Log: {sys_net: Fatal, cellNetCtl: Fatal}
Notes:
- The game seems to find new shaders and SPU modules no matter how many times I reload the same level, meaning that already seen shaders and SPU modules are not being properly recognized.
- The game very heavily spams network requests, which is why its recommended to have the related logging disabled.
- On my machine, using resolution scale quickly resulted in a "VRAM full" situation. Apply accordingly. (I have only 1 gigabytes of VRAM though, worths noting.)
- The game hovers around 5 fps for me (with res scaling at 100%) normally, around 23 fps when looking up at the sky, and around 13 fps with Null renderer. The game runs at locked 30 for @"RainbowCookie" on his AMD R7 1700 CPU with Null renderer, sometimes going even higher up to 40 fps; hovers around 7-10 fps for him otherwise.
- Thanks to @"RainbowCookie"'s testing, the game is confirmed to be fully compatible with the vblank override, hence I listed it among the settings.
- The initial cache building might be rough.
- Both the base version and the updated version perform and behave the same.
My system:
CPU: Intel Core i5 4440 @ 3.1 GHz
RAM: 2x4 GB DDR3 @ 1600 MHz
GPU: AMD Radeon HD 7700 (GHz Edition) (1 GB VRAM)
OS: Windows 8.1 Pro (v. 6.3 b. 9600)
FW: 4.84
EMU: RPCS3 v0.0.7-8834-aa659f3c Alpha
Image proof:
Logs:
RPCS3.log.gz (Size: 817.1 KB / Downloads: 0)