Metal Gear Solid 4: Guns of Patriots [BLES00246]
Started by Blackbird




106 posts in this topic
Gunzerker111
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0
5 posts 0 threads Joined: Mar 2018
04-22-2020, 04:27 PM -
#91
(02-20-2020, 06:43 PM)Batman420Gucci Wrote:
(01-31-2020, 07:09 PM)LudicrouslyLiam Wrote: When I boot this version of the game, for some reason it sets my monitor's refresh rate to 60. I can manually change it back to 144 but thought it was odd that it does this.

I can't seem to control anything when in the main menu, not sure why. Anyone else have this issue? I can provide the log if that will help.

Have you taken a look at your monitor display settings? It may be possible that there's some hidden setting for compatibility purposes that will force the monitor refresh rate to change depending on the application. Do you have any other games to test out this behaviour with?
What settings should I look up, because in general I cant control the menu? I dont know about this refresh rate stuff?
Batman420Gucci
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14 posts 0 threads Joined: Apr 2018
05-02-2020, 01:04 PM -
#92
(04-22-2020, 04:27 PM)Gunzerker111 Wrote:
(02-20-2020, 06:43 PM)Batman420Gucci Wrote:
(01-31-2020, 07:09 PM)LudicrouslyLiam Wrote: When I boot this version of the game, for some reason it sets my monitor's refresh rate to 60. I can manually change it back to 144 but thought it was odd that it does this.

I can't seem to control anything when in the main menu, not sure why. Anyone else have this issue? I can provide the log if that will help.

Have you taken a look at your monitor display settings? It may be possible that there's some hidden setting for compatibility purposes that will force the monitor refresh rate to change depending on the application. Do you have any other games to test out this behaviour with?
What settings should I look up, because in general I cant control the menu? I dont know about this refresh rate stuff?
Are you on a different account? I'm not sure if you're having the same issue as LudicrouslyLiam was having. 

Update on this game: The game now freezes with the error message "F {RSX [0x0d2f8b8]} VM: Access violation reading location 0x42abe7b0 (unmapped memory) ". Error logs below:

S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] Thread (HLE Video Decoder)} cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20258]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {RSX [0x0d21020]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d21030
E {RSX [0x0a2d5e0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a2de30
E {RSX [0x0a32f10]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a32f20
E {RSX [0x0a21960]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a21970
E {RSX [0x0a2cf20]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a2eb60
F {RSX [0x0d2f8b8]} VM: Access violation reading location 0x42abe7b0 (unmapped memory)
Batman420Gucci
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0
14 posts 0 threads Joined: Apr 2018
07-07-2020, 05:18 PM -
#93
After the latest video, the game now loads more of the title screen, but still errors out with an access violation. There's also the "Missing Disc" icon with a flashing question mark on the top left.
RPCS3 version: RPCS3 Version: 0.0.11-10627-5fae1b36 Alpha

Error log with crash:
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} PPU: LLVM: Loaded module v3-tane-ttuWcrR8vkrZXRoK2sr771-00000G-skylake.obj
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20258]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {RSX [0x0d5c060]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5c070
E {RSX [0x0d5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5abb0
E {RSX [0x0d26ba0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d32390
E {RSX [0x0a1d0a0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a1e0d0
E {RSX [0x0a128c0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a12b70
E {RSX [0x0d1cd90]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d1cda0
E {RSX [0x0d17510]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d17520
E {RSX [0x0a0e500]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a0ed90
E {RSX [0x0d127b0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d127c0
E {RSX [0x0a15d50]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a15d60
E {RSX [0x0a16910]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a169e0
E {RSX [0x0d12110]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d12310
E {RSX [0x0d19c40]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d19ea0
E {RSX [0x0d158e0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d158f0
E {RSX [0x0d128c0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d12b70
E {RSX [0x0d0fa60]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d10020
S {RSX Decompiler Thread} RSX: New program compiled successfully
E {RSX [0x0a17870]} RSX: NV4097_SET_BEGIN_END aborted due to invalid primitive!
E {RSX [0x0d1d0a0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d1d660
E {RSX [0x0d173b0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d173c0
E {RSX [0x0a0dc34]} RSX: NV4097_SET_BEGIN_END aborted due to invalid primitive!
E {RSX [0x0a15c50]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a15c60
F {RSX [0x0d1634c]} VM: Access violation reading location 0x42a2d760 (unmapped memory)
Batman420Gucci
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14 posts 0 threads Joined: Apr 2018
08-27-2020, 02:48 PM -
#94
Checking in on this game. With the latest update to RPCS3, I can now go into the main menu from the title screen! Unfortunately the game freezes soon after but still good to see progress.
RPCS3 Version: 0.0.11-10790-d000d648 Alpha

Logs in the menu:
S {PPU[0x1000025] Thread (OVERLAY_LOAD) [0x0001333c]} sys_overlay: Loaded overlay: “/dev_bdvd/PS3_GAME/USRDIR/mgs/mgs4.mself_x1f68d8” (id=0x2501a200)
E {PPU[0x1000027] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {PPU[0x1000028] Thread (trophy_setup) [0x00a200d0]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x1, handle=0x1, statusCb=*0x3d9d40, arg=*0x0, options=0x1)
E {PPU[0x100002a] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} ppu_loader: PRX library hash: PRX-fbf6a929bae3719f70e10ce7f6e0022492aa30b1 (<- 0)
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} PPU: LLVM: Loaded module v3-tane-ttuWcrR8vkrZXRoK2sr771-00000G-skylake.obj
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
S {RSX Decompiler Thread} RSX: New program compiled successfully x27
E {RSX [0x0a5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a5abb0
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
E {RSX [0x0d5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5ab50
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00a206e8]} cellSysutil TODO: cellAudioOutGetDeviceInfo(audioOut=1, deviceIndex=0, info=*0xd0032950) x37
Daskunksta
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6 posts 1 threads Joined: Oct 2020
10-28-2020, 03:34 PM -
#95
I'm using 0.0.12.11000.
I've an i9 10k9, nvidia rtx 2080 ti.
It costed some puzzling, but ...
Both on LLVM,
enable thread shedule:yes
lower spu:nu
enable spu loop:yes
spu cache:yes
accurate float:NO
spu block sizeConfusedafe
preffered spu:auto
gpu:vulkan
aspect:16:9
framelimit:off
ansisotropic:auto
anti-alias:auto
resolution:1280x720
resolution scale: 50 (default)
resolution scale threshold:1 (default)
shader mode:async (multi threaded)
additional settings:
multithreaded RSX:yes, rest NO!
advanced:
debug console:no
accurate llvm:yes (disabled to control)
accurate rsx:no
PPU LLVM: YESS
silence all:no
advanced gpu:
the 3 buffers enabled
brings me to actually being able to play the game, without stuttering sound on a avg framerate between 25-40 and runs actually pretty descent, better then i expected of the fps.
LOG not included, didn't see the use.
except for next line:
E {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c454ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]

the mutex fails more often then once, how less speedproblems u've how less it occurs.
When a load doesn't reload but u hang, restart the emulator. It has been my salvation several times now!
Batman420Gucci
Member


0
14 posts 0 threads Joined: Apr 2018
10-29-2020, 03:04 PM -
#96
(10-28-2020, 03:34 PM)Daskunksta Wrote: I'm using 0.0.12.11000.
I've an i9 10k9, nvidia rtx 2080 ti.
It costed some puzzling, but ...
Both on LLVM,
enable thread shedule:yes
lower spu:nu
enable spu loop:yes
spu cache:yes
accurate float:NO
spu block sizeConfusedafe
preffered spu:auto
gpu:vulkan
aspect:16:9
framelimit:off
ansisotropic:auto
anti-alias:auto
resolution:1280x720
resolution scale: 50 (default)
resolution scale threshold:1 (default)
shader mode:async (multi threaded)
additional settings:
multithreaded RSX:yes, rest NO!
advanced:
debug console:no
accurate llvm:yes (disabled to control)
accurate rsx:no
PPU LLVM: YESS
silence all:no
advanced gpu:
the 3 buffers enabled
brings me to actually being able to play the game, without stuttering sound on a avg framerate between 25-40 and runs actually pretty descent, better then i expected of the fps.
LOG not included, didn't see the use.
except for next line:
E {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c454ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]

the mutex fails more often then once, how less speedproblems u've how less it occurs.
When a load doesn't reload but u hang, restart the emulator. It has been my salvation several times now!

I gave it a shot with these settings, seemed to improve framerate slightly but I am still stuck on the Main Menu. When I scroll through the options or attempt to start a new game, the picture freezes, though the FPS counter continues to vary.

Errors in the log:
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x115
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [HLE:0x00a20770, LR:0x00285c2c]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
U {PPU[0x1000001] Thread (MGS4 MAIN) [HLE:0x00a20b48, LR:0x0026379c]} cellSysutil TODO: cellAudioOutGetDeviceInfo(audioOut=1, deviceIndex=0, info=*0xd0032950) x56
raidenninjamgs4
Member


0
12 posts 3 threads Joined: Jan 2021
01-06-2021, 12:36 AM -
#97
RPCS3 v0.0.14-11578-aaaeb66c Alpha | HEAD | Firmware version: 4.87

Tested with default settings and Thread Scheduler enabled.

Game boots, installs and shows main menu screen. Menu screen is deadlocked and wont allow neither movement nor selection not even getting back. Then, the game crashes.

Version 01.00

Vulkan:

Quote:Access violation reading location 0x42adcbe0 (unmapped memory) [type=u0]

.gz   MGS4.01.00.Vulkan.log.gz (Size: 271.15 KB / Downloads: 21)

OpenGL:

Quote:Access violation reading location 0x42a0c040 (unmapped memory) [type=u0]

.gz   MGS4.01.00.OpenGL.log.gz (Size: 1.83 MB / Downloads: 9)

RPCS3 v0.0.14-11579-3567c43f Alpha | HEAD | Firmware version: 4.87

Version 02.00

Vulkan:

Quote:Access violation reading location 0x4243ab20 (unmapped memory) [type=u0]

.gz   MGS4.02.00.Vulkan.log.gz (Size: 216.17 KB / Downloads: 19)

OpenGL:

Quote:Access violation reading location 0x42587500 (unmapped memory) [type=u0]

.gz   MGS4.02.00.OpenGL.log.gz (Size: 1.76 MB / Downloads: 5)
This post was last modified: 01-15-2021, 10:17 PM by raidenninjamgs4.
Batman420Gucci
Member


0
14 posts 0 threads Joined: Apr 2018
01-16-2021, 02:33 PM -
#98
RPCS3 Version: 0.0.14-11579-3567c43f Alpha

Tested on version 2.00 of the game with Thread Scheduler enabled as well.

Game is now stuttering to load the initial message box, and I am unable to progress past this window anymore- FPS is less than 1 on average.

I would also like to request this game's status to be moved back to intro.
makotech222
Member


0
2 posts 0 threads Joined: Aug 2019
01-31-2021, 03:51 PM -
#99
Hi guys, just wanted to report, I think we can move this game to fully playable!

I'm playing [BLUS30109] Version 2.0, on latest master release 0.0.14-11647.

My settings are based on the Illusion custom build settings, but with some small changes, mostly just disabling relaxed ZCULL SYNC, Disable 'Disable ZCULL Occlusion Queries', and Driver Wakeup Delay of 200 microseconds. Full settings below:

Code:
Core:
  PPU Decoder: Recompiler (LLVM)
  PPU Threads: 2
  PPU Debug: false
  Save LLVM logs: false
  Use LLVM CPU: ""
  Max LLVM Compile Threads: 0
  Enable thread scheduler: true
  Set DAZ and FTZ: false
  SPU Decoder: Recompiler (LLVM)
  Lower SPU thread priority: false
  SPU GETLLAR polling detection: false
  SPU Debug: false
  Preferred SPU Threads: 0
  SPU delay penalty: 3
  SPU loop detection: true
  Max SPURS Threads: 3
  SPU Block Size: Safe
  Accurate GETLLAR: false
  Accurate SPU DMA: false
  Accurate Cache Line Stores: false
  Accurate RSX reservation access: false
  SPU Verification: true
  SPU Cache: true
  SPU Profiler: false
  Enable TSX: Disabled
  Accurate xfloat: false
  Approximate xfloat: true
  LLVM Accurate DFMA: true
  PPU LLVM Java Mode Handling: false
  Accurate PPU 128-byte Reservation Op Max Length: 0
  PPU LLVM Accurate Vector NaN values: false
  Stub PPU Traps: 32
  Debug Console Mode: false
  Hook static functions: false
  Libraries Control:
    []
  HLE lwmutex: false
  SPU LLVM Lower Bound: 0
  SPU LLVM Upper Bound: 18446744073709551615
  TSX Transaction First Limit: 800
  TSX Transaction Second Limit: 2000
  Clocks scale: 100
  Sleep Timers Accuracy: Usleep Only
  Performance Report Threshold: 500
  Enable Performance Report: false
  SPURS Urgent queue size: 2
  FCGT accuracy: Approximate
  FCMGT accuracy: Default
  FM accuracy: Approximate
  FNMS accuracy: Approximate
  FMA accuracy: Default
  FMS accuracy: Default
  FREST accuracy: Default
  FRSQEST accuracy: Default
  FI accuracy: Default
  FA accuracy: Default
  FS accuracy: Default
  FESD accuracy: Default
  FRDS accuracy: Default
  FCEQ accuracy: Default
  FCMEQ accuracy: Default
  CFLTS accuracy: Default
  CFLTU accuracy: Default
  CSFLT accuracy: Default
  CUFLT accuracy: Default
  Lib Loader: Load automatic and manual selection
  Load libraries: []
  Accurate PUTLLUC: false
  Approx FCGT: true
  Accurate FM: false
  Approx FM: false
  Approx FMA: false
  Approx FS: false
  MGS4 Stuff: false
  Sleep timers accuracy: Host
  Accurate PUTLLC: false
  SPU Wake-Up Delay: 0
  SPU Wake-Up Delay Thread Mask: 63
VFS:
  $(EmulatorDir): ""
  /dev_hdd0/: $(EmulatorDir)dev_hdd0/
  /dev_hdd1/: $(EmulatorDir)dev_hdd1/
  /dev_flash/: $(EmulatorDir)dev_flash/
  /dev_usb000/: $(EmulatorDir)dev_usb000/
  /dev_bdvd/: ""
  /app_home/: ""
  Enable /host_root/: false
  Initialize Directories: true
  Limit disk cache size: false
  Disk cache maximum size (MB): 5120
  /dev_flash2/: $(EmulatorDir)dev_flash2/
Video:
  Renderer: Vulkan
  Resolution: 1280x720
  Aspect ratio: 16:9
  Frame limit: 60
  MSAA: Auto
  Shader Mode: Async Shader Recompiler
  Write Color Buffers: false
  Write Depth Buffer: false
  Read Color Buffers: false
  Read Depth Buffer: false
  Log shader programs: false
  VSync: false
  Debug output: false
  Debug overlay: false
  Use Legacy OpenGL Buffers: false
  Use GPU texture scaling: false
  Stretch To Display Area: false
  Force High Precision Z buffer: false
  Strict Rendering Mode: false
  Disable ZCull Occlusion Queries: false
  Disable Vertex Cache: false
  Disable FIFO Reordering: false
  Enable Frame Skip: false
  Force CPU Blit: false
  Disable On-Disk Shader Cache: false
  Disable Vulkan Memory Allocator: false
  Use full RGB output range: true
  Strict Texture Flushing: false
  Disable native float16 support: false
  Multithreaded RSX: true
  Relaxed ZCULL Sync: false
  Enable 3D: false
  Debug Program Analyser: false
  Consecutive Frames To Draw: 1
  Consecutive Frames To Skip: 1
  Resolution Scale: 250
  Anisotropic Filter Override: 0
  Texture LOD Bias Addend: 0
  Minimum Scalable Dimension: 16
  Shader Compiler Threads: 0
  Driver Recovery Timeout: 1000000
  Driver Wake-Up Delay: 200
  Vblank Rate: 240
  DECR memory layout: false
  Vulkan:
    Adapter: GeForce RTX 2080
    Force FIFO present mode: false
    Force primitive restart flag: false
  Performance Overlay:
    Enabled: false
    Enable Framerate Graph: false
    Enable Frametime Graph: false
    Detail level: Minimal
    Metrics update interval (ms): 350
    Font size (px): 10
    Position: Top Right
    Font: n023055ms.ttf
    Horizontal Margin (px): 50
    Vertical Margin (px): 50
    Center Horizontally: false
    Center Vertically: false
    Opacity (%): 70
    Body Color (hex): "#FFE138FF"
    Body Background (hex): "#002339FF"
    Title Color (hex): "#F26C24FF"
    Title Background (hex): "#00000000"
  Shader Compilation Hint:
    Position X (px): 20
    Position Y (px): 690
  Shader Loading Dialog:
    Allow custom background: false
    Darkening effect strength: 30
    Blur effect strength: 0
  Reprotect Hack: false
  Vulkan Event Hack: false
  ZCull query default value: 1
  Disable Asynchronous Shader Compiler: false
  No Reprotect: false
  VK Event hack: false
  GoW3 hack: false
  Gondemned hack: false
  D3D12:
    Adapter: ""
Audio:
  Renderer: XAudio2
  Dump to file: false
  Convert to 16 bit: false
  Audio Channels: Downmix to Stereo
  Start Threshold: 1
  Master Volume: 100
  Enable Buffering: true
  Desired Audio Buffer Duration: 50
  Sampling Period Multiplier: 100
  Enable Time Stretching: false
  Time Stretching Threshold: 75
  Microphone Type: "Null"
  Microphone Devices: "@@@@@@@@@@@@"
  Downmix to Stereo: true
Input/Output:
  Keyboard: "Null"
  Mouse: Basic
  Camera: "Null"
  Camera type: Unknown
  Move: "Null"
  Pad: Keyboard
System:
  License Area: SCEA
  Language: English (US)
  Keyboard Type: English keyboard (US standard)
  Enter button assignment: Enter with cross
  Console time offset (s): 0
Net:
  Internet enabled: Disconnected
  IP address: 0.0.0.0
  DNS address: 8.8.8.8
  IP swap list: ""
  PSN status: Disconnected
  NPID: ""
  Connection status: Disconnected
Miscellaneous:
  Automatically start games after boot: true
  Exit RPCS3 when process finishes: false
  Start games in fullscreen mode: false
  Prevent display sleep while running games: true
  Show trophy popups: true
  Show shader compilation hint: false
  Use native user interface: true
  GDB Server: 127.0.0.1:2345
  Silence All Logs: false
  Window Title Format: "%R | %V | %T [%t]"
  Show FPS counter in window title: true
  Port: 2345
Log: {}

My Specs:

AMD Ryzen 5800x, at 4.5ghz
16GB DDR4
Nvidia 2080 rtx

I made it through the entire game with only 2 crashes: one in chapter one, and one during the motorcycle segment in Europe. Both were flukes and didn't require any settings changes. The game played between 30 and 60fps for pretty much 95% of the time, with some weird framerate issues only being during the motorcycle scene (which led to the crash).

Thanks so much to the rpcs3 team for this, I haven't been able to play this game in 10 years.


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Loacoon
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15 posts 0 threads Joined: May 2020
03-05-2021, 08:29 PM -
Hmm so... tried the game... To be clear a legit one I extracted myself... And when I start a game I just have wierd FMVs... Am I doing something wrong?


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