Uncharted 3: Drakes Deception Game of the Year [BCES01670]
Started by punknurface

8 posts in this topic

08-14-2017, 11:47 PM -
Game loads with the spinning ring icon in the lower right corner.

PPU - Recompiler (LLVM)
SPU - Recompiler (ASMJIT)

Only shows the icon in lower right corner when DX12 is used. All other API's show just a black screen.

Build: 0.0.3-3d8c449a Alpha

Using option "disable vertex cache" allows Vulkan to show the spinning icon.

1 posts 0 threads Joined: Apr 2018
04-13-2018, 10:56 AM -
"disable vertex cache"

162 posts 26 threads Joined: Aug 2017
11-06-2018, 07:27 PM -
RPCS3 v0.0.5-7480-11681f02 Alpha | HEAD


.gz   RPCS3.log.gz (Size: 659.49 KB / Downloads: 55)
[Image: CwrhKKk.png]
[Image: 4m5wb2-2.png]

117 posts 0 threads Joined: Mar 2020
04-13-2020, 02:15 PM -
Gameplay FPS is unstable.  The game is acceptably playable with non-default settings + patches.
  • More Playable with Res Scale=100% 720p
  • Correct menu/gameplay rendering mostly (No Blacksrceen/Blooming/Lighting bubbles)  
Res. upscaling randomly causes FPS drops in gameplay only.  Upscaling has higher FPS in Indoor areas, Low FPS in Outdoor areas.

# Gameplay FPS = (15~30)
# Cutscenes stable (29~30)
# RPCS3 v0.0.9-10194-b45d836b Alpha
# Whatcookie + Zerox patch used
# Intel i9-9900K @ 3.60GHz | 32GB RAM | 2070S 8GB Nvidia | NVMe storage (3500MB/2500MB Read/Write).

@ Lighting/Blooming/Depth Color problems (No patch)
Enable Write Color Buffers (GPU) 
Enable Force CPU Blit emulation (Debug) 

@ Lighting/Blooming/Lighting bubble problems || Better FPS But Not Stable (Using Whatcookie + Zerox patch)
Disable Write Color Buffers (GPU)
Enable Force CPU Blit emulation (Debug)    ==> Remove lighting bubbles @ menu/gameplay.
Enable Read Depth Buffers (Advanced)       ==> Remove Blooming @ menu/gameplay.
Enable Relaxed ZCULL Sync (Advanced)      ==> Useful few FPS Boost with Res. Upscaling= 150~300% Fullscreen.

@ IF Random Freeze/Crash
  # Select Load automatic and manual selection (Advanced)
                # Enable libssl.sprx (Advanced)
                # Enable libavcdec.sprx (Advanced)
                # Enable libvdec.sprx (Advanced)
This post was last modified: 10-18-2021, 02:10 PM by quick.sliver1.

Attached Files Thumbnail(s)

.7z   RPCS3_4K.7z (Size: 1.06 MB / Downloads: 41)
.7z   RPCS3_720p.7z (Size: 850.17 KB / Downloads: 41)

117 posts 0 threads Joined: Mar 2020
05-15-2020, 10:58 AM -
Beaten the game from start to finished.  Gameplay FPS is unstable.  Game is acceptably playable with non-default setting (CheatEngine patch).  Long gameplay (+2h) got no crash at all.
  • More Playable with Res Scale=100% 720p
  • All chapters are almost playable even with low FPS (Most area performs close to 30FPS)
  • Menu/Gameplay are correctly well-rendered even with Res. Upscaling (No Blurry Camera/lagging/discolors screen/graphic glitches)
# Gameplay FPS = (15~30)
# Cutscenes stable (29~30)
# Cutscenes stable (59~60) – By CheatEngine!!
# RPCS3 v0.0.10-10343-14969cd8 Alpha
# Non-default Setting [Res. Scale= 300% Fullscreen 4K]
Illusion + Zerox CheatEngine patch OR Patch.yml
# Intel i9-9900K @ 3.60GHz | 32GB RAM | 2070S 8GB Nvidia | NVMe storage (3500MB/2500MB Read/Write).
@ Lighting & Blooming/Blurry Lag camera control
Enable Read Depth Buffers (Advanced)                    ==> Better Blooming/Lighting reflection  & visible environment
Set Driver Wake-Up Delay = 350us (Advanced)
@ Graphic Depth Color/Too Much Blooming || More FPS Boost (Using Illusion/Zerox CheatEngine patch)
Set Mesh Trimming= 0                                                 ==> (0= Remove Trimming character face @ Res. Upscaling)
Set Bloom Control = 3                                                     
Set Frame Lock = 0                                                   ==> (0= 60FPS Cutscenes)
Set Depth Buffer Viewport = 1               
Set Depth Buffer = 2 
Other remain setting = 0 

@Projectile/Aiming Curve [FPS Drops by 7~10]
Enable Write Color Buffers (GPU)                           ==> Remove discolors & colorful dot.
Enable Force CPU Blit emulation (Debug)              ==> Visible Aiming Curve by removing blackscreen effect of MLAA when enabled.
Set MLAA (Post on Spu) = 1                                       ==> (1= Visible Aim Curve)
:: Ensure to apply above CheatEngine setting & delete old patches related to Last of Us/Uncharted 3, particularly MLAA patch!!

@ Smooth gameplay || No crashes/freezing VM: Access violation writing/reading location (unmapped Memory)
  # Select Load automatic and manual selection (Advanced)
                # Enable libssl.sprx (Advanced)
                # Enable libavcdec.sprx (Advanced)
                # Enable libvdec.sprx (Advanced)
This post was last modified: 10-18-2021, 02:09 PM by quick.sliver1.

Attached Files Thumbnail(s)

.7z   RPCS3_+2h.7z (Size: 5.5 MB / Downloads: 87)
.7z   uc31.19.CT.7z (Size: 651 bytes / Downloads: 87)

6 posts 1 threads Joined: Apr 2020
07-12-2020, 11:09 AM -
I have found a set of settings so that the game can play smoothly for a while but at around 10 fps (Ryzen 3600 GTX 1050ti). I'm still trying to figure out how to use a patch.yml and specifically Illusion + Zerox CheatEngine patch. How is this done?

117 posts 0 threads Joined: Mar 2020
10-18-2021, 02:22 PM -
Almost Playable
Updating of post #4, #5, projectile/Aiming graphic effect & performance improvement are adaptively well-rendered using some new patches & config.  Multiple intel CPUs shows proportional performance in FPS 
  • 4C8T [i7-4800MQ] – Ingame, Extremely Laggy/Stuttering Gameplay, 60FPS Cutscenes (SSD @ SATA 3.0)
  • 6C12T [i7-8750H] – Fine after multiple run with random crashes (NVMe @ PCIe 3)
  • 8C16T [i7-11800H] – Blackscreen after boot (NVMe @ PCIe 3) – AVX-512
  • 8C16T [i9-10980HK] – Flawless (NVMe @ PCIe 3)
  • 8C16T [i9-9900K] – Flawless (NVMe @ PCIe 3)
# Gameplay Variable FPS = (29~39~60) – Unlocked FPS
# Cutscenes Movie stable (59~60)
# RPCS3 v0.0.18-12902-683c061e Alpha
# Non-Default setting [Res. Scale= 300% Fullscreen 4K]
# RPCS3 Patch Manager used (thanks to RPCS3 teams & the contributors illusion001 & Zerox latest patches)
# Intel i9-9900K @ 3.60GHz | 32GB RAM | 2070S 8GB Nvidia | NVMe storage (3500MB/2500MB Read/Write).

@ Graphic Config
# Enable list of patches depicted in attached picture (Patch Manager)
# Enable Fix Aiming Reticle (Patch Manager)                        ==> Clean Projectile Graphic Effect
# Enable disable native float16 support (Advanced)         ==> Clean Projectile Graphic Effect
# Enable Read Color Buffers (Advanced)                                ==> Visible Environment

@ CPU Config @ 9900K
# Set Driver Wake-Up Delay = 350us (Advanced)
# Enable TSX Instruction (CPU)  

@ CPU Preferable FPS++ Performance & Support
# Enable Accurate RSX reservation access (Advanced)     – AMD/non-TSX Intel
# Set ZCULL Accuracy = Approximate (GPU)

Attached Files Thumbnail(s)

.7z   RPCS3+TTY [4C,6C,8C].7z (Size: 3.98 MB / Downloads: 45)

3 posts 0 threads Joined: Jan 2022
01-21-2022, 06:52 AM -
Finally completed the entire trilogy on RPCS3 

Same as the other two, played Uncharted 3 on RPCS3 0.0.20-13151-9766d871 Alpha with i5-12400F, GTX1650, 16GBx2 DDR4

Used all the patches retrieved by the patch manager other than dev menu
Turned Accurate RSX Reservation Access on
Set Driver Wake Up Delay to 600 (got just one hang after this but nothing intolerable)
At first had ZCull Accuracy set to Precise but the blur thing was happening so as instructed by the wiki, I set it to Relaxed and had it that way for the rest of the game

As with the previous two games, had a solid 30 FPS for the most part with dropping to low-mid 20s occasionally during heavy scenes  
Only noticeable issue I had was seemingly random black artifacts over the screen when those spiders start crawling around you (This was particularly noticeable in the chateau chapter) 

Big log again so: https://pixeldrain.com/u/T5Gt6Uv6

EDIT: Almost forgot. When I first booted the game, I got an "Unknown register name: unk" kind of error and the game would get stuck on a black screen after the initial ring spinning loading screen. The solution to this turned out to be clearing the shader cache for the game. I don't know how or why this happens, but that solution I found after some random googling, and it worked out.
This post was last modified: 01-21-2022, 11:35 AM by starjet905.

Attached Files Thumbnail(s)

1 posts 0 threads Joined: Oct 2022
10-27-2022, 05:45 AM -
Finished on 0.0.24-14337-5210df68 Alpha

Performance is all over the place from low 20 (large outdoor areas) to solid 60 fps (mostly cut scenes)

The biggest problem, beside low fps and occasional crackling audio in some areas., was freezing, had to replay some sections multiple times to reach the next checkpoint.

Custom configuration:
GPU: Resolution Scale -> 200%

For stability:
Advanced: Driver Wake-up Delay -> between 300 and 500μs depending on area
Advanced: Accurate RSX reservation access

Glitches (damage indicator causing strange blur):
GPU: ZCULL Accuracy -> Approximate (Fast)

Everything in 01.19 except Bloom/Camera Shake and Dev/Debug Menu

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