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Mugen Souls Z [BLES02022]
#1
Tested on recent master build. Using OGL shows broken menus and crashes on loading screen after dialogs. Requires libSre, SpursJq and L10n LLE'd.
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#2
Tested on recent master build v0.0.1-9eba0ac5 (PR #2317). Still shows broken menus and crashes after characters dialogs.
Code:
E {rsx::thread} RSX: Src type 3 used, please report this to a developer.
E {rsx::thread} RSX: Src type 3 used, please report this to a developer.
E {rsx::thread} RSX: Src type 3 used, please report this to a developer.
E {rsx::thread} RSX: Failed to compile shader: 0(153) : error C0000: syntax error, unexpected '.', expecting ')' at token "."
0(154) : error C0000: syntax error, unexpected '.', expecting ')' at token "."
0(155) : error C0000: syntax error, unexpected '.', expecting ')' at token "."
0(156) : error C0000: syntax error, unexpected '.', expecting ')' at token "."

F {rsx::thread} class gl::glsl::link_exception thrown: linkage failed: 'Fragment info
-------------
0(153) : error C0000: syntax error, unexpected '.', expecting ')' at token "."
0(154) : error C0000: syntax error, unexpected '.', expecting ')' at token "."
0(155) : error C0000: syntax error, unexpected '.', expecting ')' at token "."
0(156) : error C0000: syntax error, unexpected '.', expecting ')' at token "."
(0) : error C2003: incompatible options for link
'

LLE used
Code:
- libadec.prx
- libat3dec.prx
- libatrac3plus.prx
- libatxdec.prx
- libl10n.prx
- libpamf.prx
- libresc.prx
- librtc.prx
- libspurs_jq.prx
- libsre.prx
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#3
rpcs3-v0.0.2-2017-03-28-5d08e130_win64

Goes ingame now.
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#4
Moving to ingame
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#5
Game tested using rpcs3-v0.0.3-2017-07-25-ff772dd2_win64 on an i7 4770K @ 3.5 GHz, GTX 1070, 16 GB DDR3 running Windows 10-64 with the following settings:

PPU decoder: Recompiler (LLVM)
SPU decoder: Recompiler (ASMJIT)
Load liblv2.sprx only
GPU settings: OpenGL; Vulkan @ 1280x720 w/ VSync, Frame limit set to 60
Audio settings: XAudio2
Input/Output: DualShock 4

Despite an error message when selecting "New game" (see screenshot #2), the game starts normally.

I've had great results using Vulkan for this game. Video sequences run nicely at full 60 fps. Battles and in-game cutscenes run at about 20-30 fps with most effects intact. There are a few visual glitches here and there (see screenshots 7-9). Running around on an overworld, performance drops down to around 12 fps at worst (see screenshot #11).

With OpenGL, the game runs much worse for me. Some of the ingame cutscenes look okay but most of the FMVs are broken, as are the ingame graphics after a certain point in the game (see screenshot #12). The framerate is also quite a bit lower than Vulkan.

I don't know if this should go into Playable yet as I haven't tested it beyond the first half hour of the game... there might be issues later on. It does look a lot better than during the previous tests, though Big Grin
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#6
Good post, report back if it should be moved to playable.
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#7
Reporting back Smile

Well, I haven't played through the whole game (not my type of game at all to be honest) but I did put a couple more hours into it without running into game breaking issues. Same build and settings as before.

The absolute worst framerate I got with Vulkan was about 12 fps when running around on an overworld. Not great but still playable. Usually it stays around 20 fps, sometimes higher.

The error message (see my previous post, screenshot #2) did pop up once more later in the game but didn't seem to have any effect whatsoever. It happened randomly during a cutscene.

As I said above, most of the ingame graphics are intact and look quite nice. Some effects appear glitchy; as you can see in my screenshots above, there's a certain fuzziness to most of the lighting effects. It's noticeable but never prevents you from actually playing the game.

Other notable visual glitches:

The mini map in overworld sections seems to break out of its box, showing more than it should (see screenshot #1). At one point I ran into a very glitched cutscene background image (see screenshot #2), however, this only happened once. The black bars in world introduction sequences sometimes let pieces of the image behind them clip through (see screenshot #3).

Your call, but if I had to decide, I'd move this one to Playable.
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#8
Great, moving to playable.
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