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Silent Hill: Homecoming [BLES00460]
[b167b708]-Allow UE3 games to startup

*Screenshots from Rpcs3
[Image: t2798845_2.jpg] [Image: t2798851_3.jpg] [Image: t2798852_4.jpg]

Quote:.E PPU: [0x0039b978] 0x0039b9a8: Error: MTFSF
·E PPU: [0x0039bc08] 0x0039bc08: Error: MFFS
·E LLVM: Linkage failed for __stswi
·E LLVM: Symbol requested __chkstk -> 0x00007ffc68719a00
·E LLVM: Linkage failed for __lswi

·F {PPU[0x70000000] Thread (main_thread) [0x00010230]} class std::runtime_error thrown: Null function
(in file C:\rpcs3\Utilities\JIT.cpp:86)]

Log: https://gist.github.com/SakataGintokiYT/...b72700ed85


Settings :
-DX12 / OpenGL
-VSync OFF
-Frame limit 'OFF'

*PPU Decoder:
-Interpreter (fast)

*SPU Decoder:
-Recompiler (ASMJIT)



Get back to Windows 10 10586.164 (1511 ).... xd
the same problem --> https://github.com/RPCS3/rpcs3/issues/2230
[quote='Yagami Light9' pid='238328' dateline='1481609136']
Get back to Windows 10 10586.164 (1511 ).... xd
the same problem --> https://github.com/RPCS3/rpcs3/issues/2230

I can work DX12-naruto....thank

Got the first save under OpenGL, ingame work nice but with "Pixelization" effect of OpenGL. Trying load that save with different render and get this after loading

under Vulkan

F {rsx::thread} class std::runtime_error thrown: vertex buffer not found (in file C:\rpcs3\rpcs3\Emu\RSX\VK\VKProgramPipeline.cpp:104)

Under Directx

F {rsx::thread} class std::range_error thrown: bad conversion
Homecoming is playable. Game is a little dark and videos are lagging. But Gameplay is good.

PPU Decoder
Interpreter (fast)

SPU Decoder


Intel Core i7-7700K
Geforce GTX 1080 Ti

Attached Files Thumbnail(s)
RPCS3 v0.0.5-6647-64992f758 Alpha | HEAD

Intel® Core™ i5-6600K CPU @ 3.50GHz | 4 Threads | 15.92 GiB RAM | AVX+ | TSX

Really close to playable, but just a touch outside of it.
Graphics were completely fine on Vulkan, no crashes. My fps was generally okay but a lower in outdoor or large areas (15-20). Was close to 30 a lot of the time.

The main reasons why I'm don't think this should be playable-
As I said, any large areas hurt fps a decent bit. Still felt pretty smooth, though.
Audio pops. Tried setting SPU threads low, turning off SPU loop detection. Still happens, especially when framerate is lower. Probably would be fixed if the game ran at 30 in general.
A lot of cutscenes lag horribly. An especially large problem with some cutscenes is the audio runs at full speed while any fps drops slow the video down, leading to some hefty audio desync by the end of the cutscene.

If the problems I listed don't matter to you, you'll have a good time.
Played until the cemetery save point.

Attached Files Thumbnail(s)

.7z   RPCS3.7z (Size: 1.47 MB / Downloads: 3)

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