Nier [BLUS30481]
Started by dannyloic33




62 posts in this topic
Narihari
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6 posts 0 threads Joined: Nov 2018
11-30-2018, 10:38 AM -
#41
(11-25-2018, 09:36 PM)Bigbywolf93 Wrote: Good evening everyone, 

Sorry If this is not the topic, I'm new and don't really know where to post it or if I do it right, but I have a "little" problem with the US version. 

Everything is fine until the first gameplay time. 
Then, the graphics gone crazy', everything became black (Even if I still barely see some character's layers), except for the weapon menu/map.

RPCS3 is updated, drivers too, I tried the game in Vulkan/ OpenGL, WCB on/off, every framerates available, and still nothing and no clue.
Too bad, the game looks awesome. My config should be good enough. 

Here, as you can see => https://imgur.com/a/fTfqqNx 

I give you the latest error I had in the Log too, don't know if this can help / is related. 

 Log : E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/TIMING/PIPE010.TIM” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/EVENT/EID_0050_A0020/EID_0050_A0020.EFV” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/EVENT/EID_0050_A0020/EID_0050_A0020.EFV” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/EVENT/EID_0050_A0020/EID_0050_A0020.EFP” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/EVENT/EID_0050_A0020/EID_0050_A0020.EFP” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/EVENT/EID_0050_A0020/EVENT_FR.2DP” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/EVENT/EID_0050_A0020/EVENT_FR.2DP” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/EVENT/EID_0050_A0020/EVENT_FR.2DV” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/EVENT/EID_0050_A0020/EVENT_FR.2DV” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/EVENT/EID_0050_A0020/EVENT.2DP” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/EVENT/EID_0050_A0020/EVENT.2DP” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/EVENT/EID_0050_A0020/EVENT.2DV” [1]
E {PPU[0x100000f] Thread (Func Thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/EVENT/EID_0050_A0020/EVENT.2DV” [1]
E {PPU[0x1000000] Thread (main_thread) [0x008f3cd4]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x1000002] Thread (CriThread) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000001] Thread (CriThread) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000003] Thread (CriThread) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000004] Thread (CriThread) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000005] Thread (CriThread) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000006] Thread (CriThread) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000008] Thread (CtDev) [0x008f3cd4]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x1000009] Thread (FileMan) [0x0073dbc8]} 'sys_timer_usleep' failed with 0x00000000 : 0 [1]
E {PPU[0x100000a] Thread (CContentMan) [0x008f3cd4]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x100000b] Thread (_gcm_intr_thread) [0x04c0833c]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x100000c] Thread (cgl::Thread) [0x00f7c3c0]} 'sys_timer_usleep' failed with 0x00000000 : 0 [1]
E {PPU[0x100000d] Thread (volume_clip) [0x008f3cd4]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x100000f] Thread (Func Thread) [0x0073dbc8]} 'sys_timer_usleep' failed with 0x00000000 : 0 [1]
E {PPU[0x1000010] Thread (Func Thread) [0x0073dbc8]} 'sys_timer_usleep' failed with 0x00000000 : 0 [1]
E {PPU[0x1000011] Thread (SpursHdlr1) [0x04c2b604]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x1000013] Thread (CriSr_ProcessServer) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000014] Thread (CriSr_SignalingServer) [0x007ee328]} 'sys_timer_usleep' failed with 0x00000000 : 0 [1]
E {PPU[0x1000015] Thread (_sys_mixerSurBusReq) [0x0089f584]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000016] Thread (_cellsurMixerMain) [0x008a2864]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x1000016] Thread (_cellsurMixerMain)} Stat: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [x133698]
E {PPU[0x1000017] Thread (CAudioLib) [0x008f3cd4]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x1000019] Thread (CAchieveMan) [0x008f3cd4]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x1000007] Thread (CriThread) [0x007ea9e0]} 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x100001a] Thread (Main Task) [0x008f3cd4]} 'sys_event_queue_receive' failed with 0x00000000 : 0 [1]
E {PPU[0x1000012] Thread (SpursHdlr0) [0x04c2948c]} 'sys_spu_thread_group_join' failed with 0x00000000 : 0 [1]
E {PPU[0x100000e] Thread (cglu_render) [0x00f79604]} 'sys_timer_usleep' failed with 0x00000000 : 0 [1]

Too bad, the game looks really good.

Enable write color buffers
   
crispy81
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175 posts 19 threads Joined: Jan 2018
12-01-2018, 01:38 PM -
#42
Game works fine for me, using Write Colour Buffers. Although my character runs at light speed. Not really my sort of game, kind of boring to play, but it works.
TacoDeBoss
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3 posts 0 threads Joined: Jun 2018
12-11-2018, 10:59 PM -
#43
Does anyone have a solution for the audio crackle? Best I can figure, it's either something up with the _gcm_intr_thread or the CellSpursKernel0 thread. Stopping the gcm thread sometimes makes the audio crackle go away or lessen, but kills performance to <1 FPS and stopping CellSpursKernel0 stops all audio processing altogether. Maybe I don't know what I'm talking about though. Someone let me know if they can figure this out - this is easily one of my favorite games of all time and I'd love to have a backup solution in case my old PS3 dies.
EDIT: It seems like I actually fixed most of the audio stutter by simply wiping my rpcs3 folder in ~/.config. There's an annoying little "bzzt" sound intermittently now but I'm not even sure that's related to the emulator.
This post was last modified: 12-19-2018, 02:48 AM by TacoDeBoss.
smoothtoast
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3 posts 0 threads Joined: Sep 2017
12-27-2018, 08:02 PM -
#44
(12-11-2018, 10:59 PM)TacoDeBoss Wrote: Does anyone have a solution for the audio crackle? Best I can figure, it's either something up with the _gcm_intr_thread or the CellSpursKernel0 thread. Stopping the gcm thread sometimes makes the audio crackle go away or lessen, but kills performance to <1 FPS and stopping CellSpursKernel0 stops all audio processing altogether. Maybe I don't know what I'm talking about though. Someone let me know if they can figure this out - this is easily one of my favorite games of all time and I'd love to have a backup solution in case my old PS3 dies.
EDIT: It seems like I actually fixed most of the audio stutter by simply wiping my rpcs3 folder in ~/.config. There's an annoying little "bzzt" sound intermittently now but I'm not even sure that's related to the emulator.

There's a new PR coming that added an audio buffer and fixed most of the audio stutter for me.
Retr0Fissi0n
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2 posts 0 threads Joined: Jan 2019
01-07-2019, 05:08 PM -
#45
(11-12-2018, 10:48 AM)LordHelmii Wrote:
(10-15-2018, 06:27 PM)Asinine Wrote: Faster cpu = better audio. It's not really caused by running the game at 30. The game is supposed to run at 30 anyway it's just that RPCS3 doesn't cap it properly unless you use the framelimiter.


I'm also having problems with the audio stutter in NieR (BLUS30481). I've tried to play it on my PC and my Laptop, but I have severe audio stutter on both of them.
I'm using the same versions of rpcs3 (v0.0.5-7491-986bb243 Alpha) and all necessary programs on PC and Laptop.

Specs:
PC:
Intel Core i5-4460
8GB RAM
Radeon R9 280X

Laptop:
Intel Core i7-8550U
16GB RAM
(Intel UHD Graphics 620: not in use)
NVIDIA GeForce 930MX: in use with Vulkan, OpenGL won't even start the game

Even though my Laptop has better specs (except for the graphics card), the audio stutter is even worse there. However, it seems to be more of an audio stutter/lag 
instead of the crackling sound I'm getting on the PC. I've probably already tried all changeable options in the rpcs3 options and config files, but I can't seem to find
a solution. I managed to lower the crackling on my PC by setting the Preferred SPU Threads to 1(Edit: I reset all options on my PC today to once again check all options one by one. Turns out that setting the Preferred to SPU Threads to a lower value actually made no difference for Audio or FPS. One more thing: The overall performance in FPS resembles the audio "quality", since the audio crackling gets worse when the FPS drop and almost vanish once I get smooth 30 FPS), but it still remains to the point where I can't see myself playing it for more than 10 minutes.
I have little to no complains about the overall performance, I'm getting 20-30 FPS on both devices (which I don't really get, since nothings really being used more
than 70% on my Laptop, not even my graphics card or the CPU).

I hope someone can help me with the audio. If you need more information about specs or settings please tell me.

Yeah, I'm having the exact same problem as you here. I'm running on version [RPCS3 v0.0.5-9a66ed56 Alpha | osk], which I'm having to use since it fixes the issue I was having with Invalid Name Input at the main menu.

Specs:
AMD FX-8350 
16GB RAM
NVIDIA GeForce GTX 1050Ti

I have little to no experience with RPCS3 but through trial and error I've arrived at the configuration as follows:

CPU:
LLVL Recompiler
ASNJIT Recompiler
Load libv2.sprx only
Enable thread scheduler
Enable SPU loop detection
SPU Cache
2 SPU Threads
Giga SPU Block Size

GPU:
Vulkan
Framelimit - 30
Auto Anistropic Filtering
1280x720 with Default Res Scale and Res Scale Threshold
Write Color Buffers On

Like you, in certain areas where the FPS drops below 30, usually to about 24 at the lowest (however it can drop as low as 18 in the village for some reason), the audio crackling starts to pick up. The game is by no means unplayable, but the crackling is an annoyance and I hope someone will be able to help myself and others find a fix soon.
Mute
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1 posts 0 threads Joined: Jan 2019
01-12-2019, 08:50 PM -
#46
[Hardware: i7-8700K @5GHz, Non-OC GTX 970, 16GB DDR4]

On earlier versions I had to disable the native user interface to load and save games. Screen would only come up for the span of a few frames before closing again.
Thankfully, the latest version looks to have fixed this. No-longer any issues. The native user interface works again, perfectly. Thank-you!   Heart

--------------------

I'm having no trouble running the LLVM Recompiler with 2 prefered SPU threads, instead of the ASMJIT recompiler.
As it's supposed to be the fastest SPU Decoder option, and I've seen no issues I'll be sticking with this (or this + accurate xfloat) until such a time that I start to see any.

SPU Block Size must be at Mega (or Safe). All of RPCS3 crashes when Giga Block Size is used with the LLVM SPU Decoder. (I've yet to confirm if this is specific to my machine or not. If anyone can confirm I would appreciate that.)

With higher resolution scales;
- At 400% I'm getting frame-drops with heavy audio stuttering. Frame-rate 20 - 25fps. 
- At 200% Still very little audio stuttering. I'm staying around 30fps, dipping to around 25 in the village. Lows of 23 to in higher-demand areas.

This is likely down to my hardware. Mentioning anyway.

Running at 200% (1440p) at the moment.
I'd like to go higher (this aliasing is terrible), but the audio stuttering is irritating.

Lower and especially unstable frame-rates about around and under the 25fps mark seem to be about where the audio stuttering gets bad.
Low frame-rates end up with PC walking animation jittering ahead slightly in the direction you're moving. Somewhat subtle, but it's there. (I'd assume it's the player animation not keeping up to movement?)

--------------------

I'm seeing occasional shader errors with Vulkan. In the village, take a look at the clockwork above the save-point -visible through the brick. I'm not sure how many more of these there might be.

The lighting problems we're dealing with are another issue. A sort of eye-adaptation effect, with the camera exposure adjusting depending on angle in a scene.
Same lighting problem on OpenGL, but worse with Vulkan in-terms of extremity. I'm not experiencing a performance benefit to Vulkan (or at least not noticing it) so I've stuck with OpenGL.

Looking at footage from an actual console, if these bloom/camera exposure effect weren't so broken the game would look a lot better. It really adds to some scenes.
It's difficult for me to tell, but it seems like Strict Rendering makes the problem a little better (it doesn't fit it, only.. makes it less pronounced?); although the price for that is running the game at native resolution. 

Is there anything down the pipe we know of that may fix this lighting issue?
That probably assumes we know well-enough what difference through emulation causes it.

--------------------


I've attached my configuration, even if just for the sake of giving anybody else a reference point from where I am.

All the best!
         
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canmom
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3 posts 0 threads Joined: Feb 2018
02-03-2019, 03:59 PM -
#47
I recently tried running NieR on my new laptop, and I'm having a similar time running it to Mute above - but amazing improvement from where it was last year!

Specs:
RPCS3 v0.0.6-7776-8920eda3 Alpha | HEAD
Intel Core i7 8750H (2.20GHz, 12 threads)
NVIDIA GeForce GTX 1050 Ti
16GB DDR4 RAM

At 150% resolution scaling (i.e. 1080p), the game is mostly running really well (when it launches). There's a few problems I'm having.
  • very often, the game freezes with a black screen when it launches, after it's loaded compiled modules but before it shows the first loading screen or any of the opening titles. This seems to happen more often when I turn framelimit off, and regardless of which SPU options I've selected. When this happens, the log is always stuck at this point before I close the game: (full log attached below)
Quote:U {PPU[0x1000000] Thread (main_thread) [0x00f7bdb8]} cellSysutil TODO: cellVideoOutConfigure(videoOut=0, config=*0xd0080808, option=*0x0, waitForEvent=0)
U {PPU[0x1000000] Thread (main_thread) [0x0074bb88]} cellSysutil TODO: cellVideoOutConfigure(videoOut=0, config=*0xd0080470, option=*0x0, waitForEvent=0)
U {PPU[0x1000000] Thread (main_thread) [0x04c27d80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x1000000] Thread (main_thread) [0x04b9ff0c]} sys_prx TODO: _sys_prx_get_module_id_by_name(name=“cellLibprof”, flags=0, pOpt=*0x0)
E {PPU[0x1000000] Thread (main_thread) [0x04b9ff0c]} '_sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]
S {cellAudio Thread} XAudio 2.9 initialized
E {PPU[0x1000016] Thread (_cellsurMixerMain) [0x04b954ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x1000016] Thread (_cellsurMixerMain) [0x04b954ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x1000016] Thread (_cellsurMixerMain) [0x04b954ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [3]
E {PPU[0x1000000] Thread (main_thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/2D/SYSTEM_US.2DP” [1]
E {PPU[0x1000000] Thread (main_thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/2D/SYSTEM_US.2DP” [1]
E {PPU[0x1000000] Thread (main_thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/2D/SYSTEM_US.2DV” [1]
E {PPU[0x1000000] Thread (main_thread) [0x04c61ee4]} 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_bdvd/PS3_GAME/USRDIR/MEDIA/STABLE/2D/SYSTEM_US.2DV” [1]
S {PPU[0x1000000] Thread (main_thread) [0x04ba09ac]} PPU: LLVM: Loaded module v1-tane-ZAhea3FFhakpfMa36ZvaNx-000000-skylake.obj
S {PPU[0x1000000] Thread (main_thread) [0x04ba09ac]} sys_prx: Loaded module: /dev_flash/sys/external/librtc.sprx
U {PPU[0x1000000] Thread (main_thread) [0x000c30d4]} sceNp TODO: sceNpBasicRegisterHandler
E {PPU[0x1000008] Thread (CtDev) [0x04c62000]} 'sys_fs_opendir' failed with 0x80010006 : CELL_ENOENT [1]
  • I'm occasionally getting audio desync in the longer cutscenes, mostly only on the first time playing through a cutscene - though nowhere near as bad as it used to. It seems to run better on ASMJIT+Giga, or LLVM+Mega, but it might just be running better because I've already compiled all the cutscene shaders, I'll need to test on a later cutscene to be sure.
  • Without framelimit, I'm nominally getting 40fps in the village, but the motion is very jerky and Nier seems to be running a bit too fast. It also seems to fail to start more often. Setting framelimit to 30 and the game runs smoothly at the correct speed, without jerky movement (except very occasionally).
  • I am also seeing the strange adaptive lighting issues. In outdoor areas, it's not too much of a problem, but in a few places such as the library, or going from the top to bottom floor of Nier and Yonah's house, the screen gets extremely dim. I don't have a real PS3 to hand to compare, unfortunately.
  • There's a weird interaction between the LLVM recompiler and the block size:
    • If I try to use the LLVM recompiler with SPU block size on 'giga', RPCS3 crashes entirely before the game window even opens. (log attached)
    • If I put the block size to 'mega', the game runs perfectly (at least, through the prologue and running around in the village, and going through the Lost Shrine through the Hansel and Gretel fight).
    • However, if I put the block size to 'safe', the entire emulator (not just the game) freezes on a black screen after the Squeenix/Cavia/etc. titles but before the "Weiss! You dumbass!" intro video, and I have to kill RPCS3 with Windows. (log attached)
  • The shadows in the prologue cutscenes look really weird - not just pixellated but full of weird banding and aliasing. There's a bit of that in the real PS3 footage, but it seems to be a lot more noticeable in RPCS3. That might just be a result of upscaling the resolution though.
  • Occasionally in outdoor areas I can see shadows of objects through walls. For example, on the approach to the Lost Shrine, I can see a shadow of some crates.
  • The shadow artefacts are pretty strong on Hansel and Gretel, unfortunately I didn't manage to get a screenshot. There were also a couple of textures not rendering when the Shrine collapsed, though that might be because the shaders didn't load in time.
Overall, I think it's running well enough that I could stream this game from RPCS3, which was my aim, and I'll have lots of videos when I do.


Attached Files
.gz   RPCS3-LLVM giga (emulator crashes before game opens).log.gz (Size: 79.67 KB / Downloads: 2)
.gz   RPCS3-LLVM safe (emulator becomes unresponsive).log.gz (Size: 555.29 KB / Downloads: 1)
.gz   RPCS3-ASMJIT giga (emulator occasionally freezes on black screen at start).log.gz (Size: 223.62 KB / Downloads: 0)
.gz   config-LLVM-mega-working.yml.gz (Size: 1.6 KB / Downloads: 7)
Dalaye
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2 posts 0 threads Joined: May 2018
05-12-2019, 08:12 AM -
#48
Hello everyone,

A few months ago, I played through this game on RPCS3. It had a few problems (sound crackling, a few texture bugs, and an audio desync during cutscenes), but I still really enjoyed it, and I'd like to go for a NG+ run.

The problem is that, since I'm a moron, I forgot to back-up my saves when I updated RPCS3. I lost my files, and can't get them back anymore.

Does anyone here have a NG+ save I could use ?

I'll most likely do a follow-up post after finishing the NG+ run detailing how well the game runs on current RPCS3 version.

Anyway, thanks for reading, love y'all !
dejawho
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2 posts 0 threads Joined: May 2018
08-05-2019, 10:35 AM -
#49
Can someone give me some tips about the configuration to have this running? I've enabled the write color buffer and the game is rendered well, but after the tutorial (the open zone) the framerate is terrible and with constant spikes and the pg move at lightspeed, even if I set the fps limiter to 30. I have a 1070 and an i5 8600K with 16GB of ram, so it should run well. I'm using the build 8437.
EmDash0
Member


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2 posts 0 threads Joined: Aug 2019
08-11-2019, 05:31 AM -
#50
(08-05-2019, 10:35 AM)dejawho Wrote: Can someone give me some tips about the configuration to have this running? I've enabled the write color buffer and the game is rendered well, but after the tutorial (the open zone) the framerate is terrible and with constant spikes and the pg move at lightspeed, even if I set the fps limiter to 30. I have a 1070 and an i5 8600K with 16GB of ram, so it should run well. I'm using the build 8437.
Have you tried:
* Open RPCS3/config/custom_configs/config_BLUS30481.yml
* Added this line to the "Core" section
  Sleep timers accuracy: Usleep


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