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Shadow of the Colossus [NPEA00280]
#1
Audio:
Convert to 16 bit: false
Dump to file: false
Renderer: XAudio2

Core:
Hook static functions: true
Load liblv2.sprx only: false

Load libraries:
- libfiber.prx
- libfs.prx
- libio.prx
- librtc.prx
- libspurs_jq.prx
- libsre.prx


PPU Decoder: Interpreter (precise)
SPU Decoder: Recompiler (ASMJIT)
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#2
the game now shows a few screens  , but crash with a black screen (Intro)

tested with build  rpcs3-v0.0.3-2017-11-04-6782b226_win64 

used ps3 offical firmware version 4.81 from playstation's website.


Attached Files
.gz   RPCS3.log.gz (Size: 134.8 KB / Downloads: 9)
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#3
where is screenshot.
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#4
RPCS3 v0.0.3-3-6782b22 Alpha
Ingame

Enable Write Color Buffers or the screen will be mostly white when ingame and use OpenGL or the colors will be mostly yellow/green.
Finally make sure you enable the "Full Pixel Mode" setting which is in the ingame options menu so it displays to the full window size.
[Image: 6e2a0ed34e.jpg]
[Image: f7b86237a5.jpg]
Nothing can be done about the excessive motion blur, I tried every GPU setting.


Attached Files
.gz   RPCS3.log.gz (Size: 82.99 KB / Downloads: 11)
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#5
Hi, I'm not sure whether that thread should be kept clean for configuration recipes, or if it's also a proper place for reporting issues.

Issue:
  • Summary: game randomly hangs
  • Description: not recoverable (i.e. requires an emulator reboot); when using full-screen mode, alt-tabbing back-and-forward to the game window renders a freezed game intro/loading screen;
  • Config: https://pastebin.com/D2XmTWNg
  • Log: https://pastebin.com/xfWQukC2
  • Note 1: Not using the https://forums.rpcs3.net/thread-177185-p...#pid240785 recipe, as it gave worst results
  • Note 2: Not using the in-game "full pixel mode" option
  • Note 3: With the attached configuration, I defeated 5 colossus, but had to retry Gaius (colossus 3) and Avion (colossus 5) a few times, due to this issue. When retrying, issue was never triggering in the same place or gameplay context (i.e. sometimes when running, sometimes when swimming, sometime when waiting on the giant shoulder)

Also, is there a way to timestamp logs? This would help to find out what log entries are really involved at the crash time, even if it probably has a big performance cost.

Thanks for your great achievement and effort, I stay tuned for additional testing and reporting Wink
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#6
Hello, with the latest RPCS3 version, and using OpenGL, I could (almost) beat the game, with a low framerate (~15 f/s on an i7 6th gen with 32 GB DDR4 RAM and a Geforce GTX 770 2 GB VRAM). With Vulkan, the game seems very unstable (crashes after [30-300] seconds after booting).

But during the ending credits sequence, there is a fatal game freeze (when the "Character designer" section appears, that's about 30 seconds after the Credits Roll starts). It prevents the final game save to occur, and the further NG+ features (fighting bosses directly, collecting explosive arrow and so on). I tried 3 times, got the exact same error 3 times, at the same instant.

My machine is not overclocked, running at default/standard clocks.

The game is unaltered: this is a Playstation Network game (I read that the same issue was suspected to be caused by modified game files on some other games threads, but I modified none, nor did I get a shady altered copy of the game).

I play in windowed mode, maximized on a 1920*1080 desktop.

Here is the RPCS3 error log :
-------
RPCS3 v0.0.7-8692-7fdb4976 Alpha | HEAD | Firmware version: 4.83
Intel® Core™ i7-6700K CPU @ 4.00GHz | 8 Threads | 31.94 GiB RAM | TSC: 4.01GHz | AVX+ | TSX
E {PPU[0x1000000] Thread (main_thread) [0x01f8ff0c]} '_sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]
E {PPU[0x1000000] Thread (main_thread) [0x01f8ff0c]} '_sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [2]
E {PPU[0x1000001] Thread (BPETrophyInitThread) [0x01f60078]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x1, handle=0x1, statusCb=*0x71ce20, arg=*0x0, options=0x0)
E {PPU[0x1000000] Thread (main_thread) [0x01f61138]} 'cellPadGetInfo2' failed with 0x80121104 : CELL_PAD_ERROR_UNINITIALIZED [1]
E {PPU[0x1000000] Thread (main_thread) [0x01f61138]} 'cellPadGetInfo2' failed with 0x80121104 : CELL_PAD_ERROR_UNINITIALIZED [2]
E {PPU[0x1000000] Thread (main_thread) [0x01f61138]} 'cellPadGetInfo2' failed with 0x80121104 : CELL_PAD_ERROR_UNINITIALIZED [3]
E {PPU[0x1000000] Thread (main_thread) [0x01f854ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x1000000] Thread (main_thread) [0x01f854ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x1000000] Thread (main_thread) [0x01f854ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [3]
E {RSX [0x0000010]} RSX: FIFO error: possible desync event
E {RSX [0x01b9314]} RSX: FIFO error: possible desync event
E {PPU[0x1000001] Thread (BPETrophyInitThread) [0x01f600c8]} sceNpTrophy: sceNpTrophyUnlockTrophy(context=0x1, handle=0x1, trophyId=16, platinumId=*0xd001af20)
E {PPU[0x1000001] Thread (BPETrophyInitThread) [0x01f600c8]} 'sceNpTrophyUnlockTrophy' failed with 0x80022915 : SCE_NP_TROPHY_ERROR_ALREADY_UNLOCKED [1]
E {RSX [0x11337000]} RSX: FIFO error: possible desync event
F {PPU[0x1000000] Thread (main_thread) [0x002c7174]} MEM: Access violation reading location 0x8
-------
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#7
RPCS3 v0.0.8-9452-ad8988af Alpha
Now playable as of the above version! Can see my gameplay and the improvement here: https://www.youtube.com/watch?v=WkZXOYDvKcU towards the end.
One of our testers finished it with 0 crashes, and no issues by increasing the new setting on the advanced tab, "Driver Wake-Up Delay" to change it, you need to right-click the game and create a custom config. Set it to around 200 and it should stop the RSX Desync crashes. If it doesn't completely fix it, try 400. Going too high will reduce performance, but below 600 or so and the difference should be unnoticeable.

Performance improves significantly if you use the patch to disable MLAA, it can be found here: https://wiki.rpcs3.net/index.php?title=H...s#SPU_MLAA . If i change vblank on the advanced settings tab i can run over the game's 30fps cap and even hit over a hundred fps depending on the location.

Screenshots below are from puffledude who finished the game. Log is from me, but has correct settings.


Attached Files Thumbnail(s)
       

.gz   RPCS3.log.gz (Size: 90.62 KB / Downloads: 19)
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#8
(01-28-2020, 09:48 PM)Asinine Wrote: RPCS3 v0.0.8-9452-ad8988af Alpha
Now playable as of the above version! Can see my gameplay and the improvement here: https://www.youtube.com/watch?v=WkZXOYDvKcU towards the end.
One of our testers finished it with 0 crashes, and no issues by increasing the new setting on the advanced tab, "Driver Wake-Up Delay" to change it, you need to right-click the game and create a custom config. Set it to around 200 and it should stop the RSX Desync crashes. If it doesn't completely fix it, try 400. Going too high will reduce performance, but below 600 or so and the difference should be unnoticeable.

Performance improves significantly if you use the patch to disable MLAA, it can be found here: https://github.com/RPCS3/rpcs3/wiki/Game-Patches . If i change vblank on the advanced settings tab i can run over the game's 30fps cap and even hit over a hundred fps depending on the location.

Screenshots below are from puffledude who finished the game. Log is from me, but has correct settings.

Question, can you increase the internal resolution in this game? I tested the latest version of RPCS3 with the patch and everything is fine and dandy but why is the game in low quality even though I increased the resolution? If the internal resolution can't be increased (yet) then I believe that playing this game in PCSX2 is still the better solution.

BTW, keep up the good work guys.

Edit:

After googling this issue it appears that games using MLAA has issues when increasing the internal resolution, oh well, hopefully a fix in the future can resolve this inconvenience. For now I'll stick with PCSX2 to play this game.
[CPU]: Intel Core i7-4790K 4.0GHz
[GPU]: EVGA GeForce GTX 970 Superclocked ACX 2.0 4GB GDDR5
[PSU]: EVGA SuperNOVA G1 1000W (80 Plus Gold)
[RAM]: Corsair Vengeance 16GB (2x8GB) DDR3 1600MHz
[MOBO]: MSI Z97-GAMING 5
[PC CASE]: ENERMAX Ostrog GT (Red)
[CPU FAN]: Cooler Master: Hyper 212 EVO
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#9
You can fix res scaling not working by enabling Force CPU Blit which can be found in the config.yml. But, you should only change it in a custom config specifically for SoTC. So, right-click the game, make the custom config, hit save, then right-click the game again and go to custom config folder and open the .yml file it selects and change "Force CPU Blit" from "FALSE" to "TRUE".

This same method works with some of the MLAA titles if you're using the patch, e.g Sly Cooper Thieves in Time. I think someone said it caused a graphical issue though, so i don't know..
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#10
(01-28-2020, 09:48 PM)Asinine Wrote: RPCS3 v0.0.8-9452-ad8988af Alpha
Now playable as of the above version! Can see my gameplay and the improvement here: https://www.youtube.com/watch?v=WkZXOYDvKcU towards the end.
One of our testers finished it with 0 crashes, and no issues by increasing the new setting on the advanced tab, "Driver Wake-Up Delay" to change it, you need to right-click the game and create a custom config. Set it to around 200 and it should stop the RSX Desync crashes. If it doesn't completely fix it, try 400. Going too high will reduce performance, but below 600 or so and the difference should be unnoticeable.

Performance improves significantly if you use the patch to disable MLAA, it can be found here: https://wiki.rpcs3.net/index.php?title=H...s#SPU_MLAA . If i change vblank on the advanced settings tab i can run over the game's 30fps cap and even hit over a hundred fps depending on the location.

Screenshots below are from puffledude who finished the game. Log is from me, but has correct settings.

Great news, thank you so much guys!

Also Asinine, could you please upload/attach the whole custom-config file for the title? Because currently, a few config tips were given in a previous older post ( https://forums.rpcs3.net/thread-177185-p...#pid291800 ), a few are given in the quoted message, so it's unclear if one overrides the other or if both should be mixed. The custom-config file would be ubiquitous for that matter.

The custom-config is fully logged into the log file your provided  Big Grin
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