The Idolmaster One For All [BLJS10260]
Started by BlackDaemon




28 posts in this topic
なんな
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1 posts 0 threads Joined: Aug 2024
08-05-2024, 06:14 PM -
#29
I've been playing this for 30 hours, and it works mostly great! Here are some problems I've seen (and solutions to them):

Audio

Audio has crackles if the buffer duration is medium-to-high (e.g. the default of 100 ms), or gaps if the buffer is low/disabled.

Solution: I initially solved this by launching the application manually via GameMode (since the app does not directly support it yet). Then I completely disabled audio buffering, and I haven't had audio issues since! But that only helped with 3-girl performances. To get 5-girl performances to work without audio issues, I had to additionally set SPU size to "Mega", as suggested by nikgtasa above, and I also increased the Linux memlock limits to 2 GB, which was suggested on the GitHub issue tracker.

Progress bars & hearts

Many places in the game utilize progress bars. There are also hearts which are essentially vertical progress bars. It seems that the rendering for them breaks whenever you load a save state. The bars are empty when they should be filled. Here's an example where the progress bar should be already midway through:

[Image: TQnLFoa.png]

The gameplay in the performance sections of the game suffer the most from this, since you can't time your Memory Appeals or Burst Appeals in an optimal manner without seeing the bars.

Solution: If you just boot the game normally every time, the bars and hearts are rendered correctly. I could not get them to work when using save states, though. I tried the settings Write Color Buffers and Strict Rendering Mode, but neither of them helped (tried both separately and at the same time).


Asset loading/lickering

This problem has only happened once for me. During a performance, the background shortly flashed black. During this, only the character models were visible for a short while.

Dance animation is sped up to an extreme during performance

This too has only happened once. When the performance gameplay starts, the character models started doing the dance several times faster than normally. The animation went through the whole performance in ~20 seconds, but the gameplay and song played normally. This means that when the animation of the characters was finished, they just kept standing there until the song ended. I was caught off guard, but this bug didn't affect gameplay directly.



My system information
  • OS: Fedora 40 (X11)
  • CPU: AMD Ryzen 7 3700X
  • GPU: AMD Radeon RX 6800 XT
  • RPCS3 version: v0.0.33-16917-0a54e34a Alpha | HEAD (AppImage)
This post was last modified: 09-09-2024, 07:03 PM by なんな. Edit Reason: Added more information about problems/solutions after testing more. Tweaked wording and version info.


Messages In This Thread
RE: The Idolmaster One For All [BLJS10260] - by なんな - 08-05-2024, 06:14 PM
RE: The Idolmaster One For All [BLJS10260] - by zeroyon04 - 03-24-2017, 10:06 AM
RE: The Idolmaster One For All [BLJS10260] - by Keksus - 03-24-2017, 05:05 PM
RE: The Idolmaster One For All [BLJS10260] - by zeroyon04 - 06-14-2017, 11:00 AM
RE: The Idolmaster One For All [BLJS10260] - by zeroyon04 - 06-28-2017, 12:17 PM
RE: The Idolmaster One For All [BLJS10260] - by OSad - 07-01-2017, 06:25 PM

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