RPCS3.7z (Size: 98.59 KB / Downloads: 3)
Game would be otherwise playable at good speeds, but crashing with dead FIFO. I tried(both on and off and mostly each individual or in small groups):
- xaudio2 & opengl(with and without buffering, I kept always downmix to stereo), no audio
- accurate GETLLAR and other "accurate" options in debug tab
- "GPU texture scaling" as well as "force CPU blit emulation"
- disabling vulkan memory allocator and FIFO reordering
- accurate PPU 128 reservations(enabled or off)
- I tried relaxed zcull sync as well as driver wake-up delay(50-4000us)
- all timer options
- PPU accurate vector NANs as well as "accurate RSX reservation access"
- both opengl and vulkan, with and without write color buffers and strict rendering(all combinations)(I use force 4:3 and 480 res.)
- framelimit auto and 30
- tried no. of shader compilers 1 and 2
- TSX off and forced
- accurate xfloat and SPU loop detection
- kept always SPU block size at "safe"
- SPU dec. fast interpreter, ASMJIT and LLVM
- PPU fast int. and LLVM
- SPU prefered threads 1 and 2
So I tried above options both on and off and in various combination. I always cleared at least SPU and shader cache in between runs. Probably biggest improvement was when I set PPU to fast interpreter. Then it always(if I recall) passed first cutscene but still hanged in early gameplay. ASMJIT also helped a bit. Driver wake-up delay seem to have no effect despite TTY log in the screenshot telling it should. Opengl or no audio instead xaudio2 made intro much smoother I think. Saw in log that audio crashed, issue could be if audio is handled with SPU's and game is sensitive. Because game would be playable at full speed on my 4c CPU, it help expose fragility of current implementation despite potentially running well on CPUs with more cores. I hope all this help.