Gran Turismo® 6 [BCES01893]
Started by eoiz




91 posts in this topic
srs008
Member


0
1 posts 0 threads Joined: Nov 2020
11-28-2020, 03:59 PM -
#71
so i've tried running it on my rig.
ryzen 1800x (a monster masterair cooler on this)
32gb corsair @ 3000mhz
sapphire pulse rx590 8gb (powers two displays)     (from what i can gather, basically a rx 580)
1920x1080@75hz (freesync enabled)
1920x1080@60hz (hdmi intercept by home theatre amp, a sherwood from 2012)
dedicated 120gb ssd for windows.
500gb samsung NVME ssd for bigger or complex games (rpcs3 is here)
HDD for the rest of the games or ones that don't benefit from ssd...

-----
my settings for UPTO 20fps (my results do not match PY3AN)

gt6 updated version 1.05

**cpu**
PPU = LLVM
SPU = asmjit (it played up for me on llvm, and i had to use xfloat)
Thread scheduler = on
spu loop detection = on  (crashed without it for me)
spu cache = on
spu block size = mega (giga crashed)
preferred spu = auto (any setting seems lower for me)


**gpu**
renderer = vulkan (opengl was slower and more buggy)
default resolution = 1280x720
shader mode - async multithreaded
shader threads = auto
write color buffers = on (i think this was the black screen flicker, forgetton already)
strict rendering mode = OFF (allows setting slider for resolution scale)
resolution scale = 75% (almost readable without too much effort)
vsync = on (PROBABLY can be turned off)
stretch to display area = on
Multi-threaded RSX = ON

**advanced**
sleeptimers accuracy = all timers (it may not have been a default setting, so i'm listing it)
firmware settings = load liblv2.sprx only
read color buffers = on (forgot what this fixed)
driver wake up delay = 202 (rpcs complained once)
vblank = 60hz


**debug**
disable zcull occlusion queries = on
force cpu blit emulation = on
disable FIFO reordering = on
Accurate SPU DMA = on (seems to fix the crash when entering novice sunday cup's high speed ring)
use gpu texture scaling = on (does not seem to matter, but it's on right now)

================
notes
the game is visually ok, with layering bugs occuring in the sky, and car body shaping seeming to have some deformation, massive drops in fps in areas.
I think the INTERIOR mirror works, but not the other "bonnet" view mirror.
i've messed with the settings so much, i'm not sure if i needed to mess with the spu or ppu cores to get through the "buying the honda" part of the intro. or even the first race.
these settings are close though, change the cores around if it is a problem.
either way. I started with NO savedata, made a user, bought the car, and have raced the first track a few times now.
i've had crashes, and i'm not sure how many were things i did. so i'll say it'll probably crash.

my testing has been limited to high-speed ring. simply because it's a little too chuggy for me to handle playing right now. so i'm doing a lap, or race then exiting to the menu, and saving... rebooting the emulator with a changed setting.


=====
does anyone know why the single thread's highest usage was a 70% spike, and the all core 50%? same for the graphics? even using the 70% as a basis, i'm seeming to be lacking a bit on utilization...
nfsmurilo
Member


0
8 posts 0 threads Joined: Oct 2020
12-02-2020, 03:42 PM -
#72
(11-28-2020, 03:59 PM)srs008 Wrote: so i've tried running it on my rig.
ryzen 1800x (a monster masterair cooler on this)
32gb corsair @ 3000mhz
sapphire pulse rx590 8gb (powers two displays)     (from what i can gather, basically a rx 580)
1920x1080@75hz (freesync enabled)
1920x1080@60hz (hdmi intercept by home theatre amp, a sherwood from 2012)
dedicated 120gb ssd for windows.
500gb samsung NVME ssd for bigger or complex games (rpcs3 is here)
HDD for the rest of the games or ones that don't benefit from ssd...

-----
my settings for UPTO 20fps (my results do not match PY3AN)

gt6 updated version 1.05

**cpu**
PPU = LLVM
SPU = asmjit (it played up for me on llvm, and i had to use xfloat)
Thread scheduler = on
spu loop detection = on  (crashed without it for me)
spu cache = on
spu block size = mega (giga crashed)
preferred spu = auto (any setting seems lower for me)


**gpu**
renderer = vulkan (opengl was slower and more buggy)
default resolution = 1280x720
shader mode - async multithreaded
shader threads = auto
write color buffers = on (i think this was the black screen flicker, forgetton already)
strict rendering mode = OFF (allows setting slider for resolution scale)
resolution scale = 75% (almost readable without too much effort)
vsync = on (PROBABLY can be turned off)
stretch to display area = on
Multi-threaded RSX = ON

**advanced**
sleeptimers accuracy = all timers (it may not have been a default setting, so i'm listing it)
firmware settings = load liblv2.sprx only
read color buffers = on (forgot what this fixed)
driver wake up delay = 202 (rpcs complained once)
vblank = 60hz


**debug**
disable zcull occlusion queries = on
force cpu blit emulation = on
disable FIFO reordering = on
Accurate SPU DMA = on (seems to fix the crash when entering novice sunday cup's high speed ring)
use gpu texture scaling = on (does not seem to matter, but it's on right now)

================
notes
the game is visually ok, with layering bugs occuring in the sky, and car body shaping seeming to have some deformation, massive drops in fps in areas.
I think the INTERIOR mirror works, but not the other "bonnet" view mirror.
i've messed with the settings so much, i'm not sure if i needed to mess with the spu or ppu cores to get through the "buying the honda" part of the intro. or even the first race.
these settings are close though, change the cores around if it is a problem.
either way. I started with NO savedata, made a user, bought the car, and have raced the first track a few times now.
i've had crashes, and i'm not sure how many were things i did. so i'll say it'll probably crash.

my testing has been limited to high-speed ring. simply because it's a little too chuggy for me to handle playing right now. so i'm doing a lap, or race then exiting to the menu, and saving... rebooting the emulator with a changed setting.


=====
does anyone know why the single thread's highest usage was a 70% spike, and the all core 50%? same for the graphics? even using the 70% as a basis, i'm seeming to be lacking a bit on utilization...

Try to download my config in the previous post and test it, your pc is a way better than mine, shold have better framerates and no issues in the graphics... Use the last build of RPCS3 for better performance, aways keep update!
raidenninjamgs4
Member


0
12 posts 3 threads Joined: Jan 2021
01-02-2021, 08:18 PM -
#73
RPCS3 v0.0.14-11581-c06707c8 Alpha | HEAD | Firmware version: 4.87

Version 01.00

Vulkan:

Tested with default settings and SPU loop detection disabled.

Game boots and goes ingame. In race the game stays above 30FPS but with massive blinking. Replay mode goes below 30FPS. Runs at 60FPS in menu and race selection screens. Emulator crashes while closing the game. This will only work (at least for me) the first time you boot the game from a clean start. Once you boot it a second time, the game will crash and wont allow you to play it anymore.

Log file: RPCS3.log.rar




RPCS3 v0.0.14-11584-a2e8e309 Alpha | HEAD | Firmware version: 4.87

OpenGL:

Tested with default settings, SPU loop detection disabled and:

 - PPU Decoder Interpreter (fast).
 - SPU Decoder Recompiler (ASMJIT).
 - Lower SPU thread priority enabled (You may wanna keep this uncheck).

Game boots and goes ingame but it's barely playable. The game runs at 10-15FPS in race, has massive blinking and it's very buggy. Menu and race select screens will run at 60FPS. This settings wont crash the emulator and will be able to boot it a second time and played it without crashes or errors.

Log file: RPCS3.log.gz

This post was last modified: 01-17-2021, 06:43 PM by raidenninjamgs4.
PY3AN
Member


0
3 posts 0 threads Joined: Apr 2020
01-10-2021, 06:42 PM -
#74
raidenninjamgs4, You can go through the initial screen on version 1.05, go through the training steps and save, after that you can update the game and it will start normally (runs on version 1.09 and RPCS3 v0.0.14-11509)
This post was last modified: 01-10-2021, 06:43 PM by PY3AN.
raidenninjamgs4
Member


0
12 posts 3 threads Joined: Jan 2021
01-14-2021, 12:41 PM -
#75
(01-10-2021, 06:42 PM)PY3AN Wrote: raidenninjamgs4, You can go through the initial screen on version 1.05, go through the training steps and save, after that you can update the game and it will start normally (runs on version 1.09 and RPCS3 v0.0.14-11509)

Tried and didn't work. Thanks for the advice anyway.
ammoune78
Member


0
3 posts 0 threads Joined: Jan 2021
02-06-2021, 11:45 PM -
#76
So far my best result using V01.22 is 12.59FPS and average of 69% CPU usage, i'm using these settings to get everything to be shown. I did not tested everything, because it's a quantum puzzle, but, yesterday, i had great result, with no fliquering and audio issue, but the sad thing, i didn't saved that config, and therefore forgot what i did inside.

Code:
Core:
  PPU Decoder: Interpreter (precise)
  PPU Threads: 2
  PPU Debug: false
  Save LLVM logs: false
  Use LLVM CPU: ""
  Max LLVM Compile Threads: 0
  PPU LLVM Greedy Mode: false
  Enable thread scheduler: false
  Set DAZ and FTZ: false
  SPU Decoder: Recompiler (LLVM)
  Lower SPU thread priority: false
  SPU GETLLAR polling detection: false
  SPU Debug: false
  Preferred SPU Threads: 0
  SPU delay penalty: 3
  SPU loop detection: false
  Max SPURS Threads: 6
  SPU Block Size: Safe
  Accurate GETLLAR: false
  Accurate SPU DMA: false
  Accurate Cache Line Stores: false
  Accurate RSX reservation access: false
  SPU Verification: true
  SPU Cache: true
  SPU Profiler: false
  Enable TSX: Disabled
  Accurate xfloat: true
  Approximate xfloat: true
  LLVM Accurate DFMA: true
  PPU LLVM Java Mode Handling: false
  Accurate PPU 128-byte Reservation Op Max Length: 0
  PPU LLVM Accurate Vector NaN values: true
  Stub PPU Traps: 0
  Debug Console Mode: false
  Hook static functions: false
  Libraries Control:
    []
  HLE lwmutex: false
  SPU LLVM Lower Bound: 0
  SPU LLVM Upper Bound: 18446744073709551615
  TSX Transaction First Limit: 800
  TSX Transaction Second Limit: 2000
  Clocks scale: 100
  Sleep Timers Accuracy: Usleep Only
  Performance Report Threshold: 500
  Enable Performance Report: false
  Lib Loader: Load liblv2.sprx only
  Load libraries: []
VFS:
  $(EmulatorDir): ""
  /dev_hdd0/: $(EmulatorDir)dev_hdd0/
  /dev_hdd1/: $(EmulatorDir)dev_hdd1/
  /dev_flash/: $(EmulatorDir)dev_flash/
  /dev_usb000/: $(EmulatorDir)dev_usb000/
  /dev_bdvd/: ""
  /app_home/: ""
  Enable /host_root/: false
  Initialize Directories: true
  Limit disk cache size: false
  Disk cache maximum size (MB): 5120
Video:
  Renderer: Vulkan
  Resolution: 1280x720
  Aspect ratio: 16:9
  Frame limit: Off
  MSAA: Disabled
  Shader Mode: Async Shader Recompiler
  Write Color Buffers: true
  Write Depth Buffer: false
  Read Color Buffers: true
  Read Depth Buffer: true
  Log shader programs: false
  VSync: false
  Debug output: false
  Debug overlay: false
  Use Legacy OpenGL Buffers: false
  Use GPU texture scaling: true
  Stretch To Display Area: false
  Force High Precision Z buffer: false
  Strict Rendering Mode: false
  Disable ZCull Occlusion Queries: true
  Disable Vertex Cache: false
  Disable FIFO Reordering: true
  Enable Frame Skip: false
  Force CPU Blit: false
  Disable On-Disk Shader Cache: false
  Disable Vulkan Memory Allocator: true
  Use full RGB output range: true
  Strict Texture Flushing: false
  Disable native float16 support: false
  Multithreaded RSX: false
  Relaxed ZCULL Sync: false
  Enable 3D: false
  Debug Program Analyser: false
  Consecutive Frames To Draw: 1
  Consecutive Frames To Skip: 1
  Resolution Scale: 300
  Anisotropic Filter Override: 0
  Texture LOD Bias Addend: 0
  Minimum Scalable Dimension: 16
  Shader Compiler Threads: 0
  Driver Recovery Timeout: 1000000
  Driver Wake-Up Delay: 1
  Vblank Rate: 100
  DECR memory layout: false
  Vulkan:
    Adapter: Radeon RX 580 Series
    Force FIFO present mode: false
    Force primitive restart flag: false
  Performance Overlay:
    Enabled: true
    Enable Framerate Graph: false
    Enable Frametime Graph: false
    Detail level: Low
    Metrics update interval (ms): 350
    Font size (px): 10
    Position: Top Left
    Font: n023055ms.ttf
    Horizontal Margin (px): 50
    Vertical Margin (px): 50
    Center Horizontally: false
    Center Vertically: false
    Opacity (%): 70
    Body Color (hex): "#FFE138FF"
    Body Background (hex): "#002339FF"
    Title Color (hex): "#F26C24FF"
    Title Background (hex): "#00000000"
  Shader Compilation Hint:
    Position X (px): 20
    Position Y (px): 690
  Shader Loading Dialog:
    Allow custom background: true
    Darkening effect strength: 30
    Blur effect strength: 0
Audio:
  Renderer: XAudio2
  Dump to file: false
  Convert to 16 bit: false
  Audio Channels: Downmix to Stereo
  Start Threshold: 1
  Master Volume: 100
  Enable Buffering: true
  Desired Audio Buffer Duration: 100
  Sampling Period Multiplier: 100
  Enable Time Stretching: false
  Time Stretching Threshold: 75
  Microphone Type: "Null"
  Microphone Devices: "@@@@@@@@@@@@"
Input/Output:
  Keyboard: "Null"
  Mouse: Basic
  Camera: "Null"
  Camera type: Unknown
  Move: "Null"
System:
  License Area: SCEA
  Language: English (US)
  Keyboard Type: English keyboard (US standard)
  Enter button assignment: Enter with cross
  Console time offset (s): 0
Net:
  Internet enabled: Disconnected
  IP address: 0.0.0.0
  DNS address: 8.8.8.8
  IP swap list: ""
  PSN status: Disconnected
Miscellaneous:
  Automatically start games after boot: true
  Exit RPCS3 when process finishes: false
  Start games in fullscreen mode: true
  Prevent display sleep while running games: true
  Show trophy popups: true
  Show shader compilation hint: true
  Use native user interface: true
  GDB Server: 127.0.0.1:2345
  Silence All Logs: false
  Window Title Format: "FPS: %F | %R | %V | %T [%t]"
Log: {}


here are some screenshots:

   

   

   

   

   

   

   

Here are the logs from both, on screen and log file from RPCS3 folder

If there's anything that i can do to let the game plays better, please point me, i'm really new with RPCS3, so my knowledge is limited with few days of trying.
The Log: 
.rar   RPCS3.part01.rar (Size: 5 MB / Downloads: 10)
              
             
.rar   RPCS3.part02.rar (Size: 3.98 MB / Downloads: 10)
This post was last modified: 02-07-2021, 01:02 PM by Ani.
ammoune78
Member


0
3 posts 0 threads Joined: Jan 2021
02-07-2021, 12:13 AM -
#77
With the v01.05, here's the settings that i'm using: 
.7z   config_BCES01893.7z (Size: 2.27 KB / Downloads: 50) , it does allow 23 FPS for maximum and the CPU UTIL is 65%.
Note that my system is:
-i7 4770
-GA-Z87X-UD3H-F11c with NVME support
-RX 580 PULSE 8GB dual bios
-G-SKILLS 16 GB 1600MHz 
-TEAM 256 SSD
-SEAGATE 1TB HDD
Any help to get more FPS, is much more appreciated.
Ani
Administrator
*******


16
4,264 posts 105 threads Joined: Aug 2017
02-07-2021, 01:03 PM -
#78
Never copy paste any log text walls in the post itself, removed that. The log file is the file itself, nothing copy pasted from the emulator is required.
    Desktop: Ryzen 7 5800X,   Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
     Laptop: Ryzen 9 5900HX,  Radeon RX 6700M,   2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350,     Radeon R9 280X,    2x4G DDR3 1600MHz, Manjaro Linux
ammoune78
Member


0
3 posts 0 threads Joined: Jan 2021
02-13-2021, 02:32 PM -
#79
I'm wondering where to put my own music in this game please
nitorinitori
Member


0
4 posts 0 threads Joined: Feb 2021
02-23-2021, 11:36 AM -
#80
I'm stuck at copyright screen, game still running, loading and nothing happens.

changing Interpreter (fast) or LLVM no differences

previously i can make it running past loading screen but stuck at 15 years aniv screen, even if I update the game to latest version 1.22

PC Spec
AMD Ryzen 5 5600X 3.70GHz
GTX 1050Ti 4GB GDDR5
32GB DDR4 CL16
Asus TUF B550 Plus
Game Build BCUS98296 1.00
rpcs3 0.0.14-11764-c8fefc44 Alpha


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