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God of War Collection [BCES00791]
#31
(12-11-2017, 08:12 AM)Snatch Wrote: So, it looks like it's working with latest kd-11 build (0.0.4-1188). I'm assume that it will be after merging with master.

(12-11-2017, 07:29 PM)Snatch Wrote:
(12-11-2017, 07:15 PM)mickeyindahouse Wrote: time to load/compile shader ($/enginesupport/shaders/PS3/FlashUI.ps3fx [Unknown combination string, disable USE_PRECALCULATED_SHADER_CRCS in CGOWShader.cpp]) 1 ms

I had different kind of errors: failed to recover and failed to compile vertex shader. So maybe it's something with your disc-rip

Ok i gonna try another rip,   will take some time and then tell if it worked out.  Thanx for helping me buddy,  i appreciate that!

edit: Nope,  it didn't work,  got exactly the same error again.  And luckily i can exclude the save as being the cause,  i knew it wasn't but i had to be 100% sure.
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#32
Nope, freezes is still here but with rare occasions. And I'm 80% sure that the problem is unstable shader compilation.
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#33
(12-11-2017, 08:12 AM)Snatch Wrote: So, it looks like it's working with latest kd-11 build (0.0.4-1188). I'm assume that it will be after merging with master.

Three days later and it still hasn't been merged...
What does it do anyway??
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#34
(12-14-2017, 05:38 PM)hecta Wrote:
(12-11-2017, 08:12 AM)Snatch Wrote: So, it looks like it's working with latest kd-11 build (0.0.4-1188). I'm assume that it will be after merging with master.

Three days later and it still hasn't been merged...
What does it do anyway??

No, those changes had been merged already but I'm still using kd's build for GoW. Honestly I don't know what they are really doing.
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#35
(12-14-2017, 11:14 PM)Snatch Wrote:
(12-14-2017, 05:38 PM)hecta Wrote:
(12-11-2017, 08:12 AM)Snatch Wrote: So, it looks like it's working with latest kd-11 build (0.0.4-1188). I'm assume that it will be after merging with master.

Three days later and it still hasn't been merged...
What does it do anyway??

No, those changes had been merged already but I'm still using kd's build for GoW. Honestly I don't know what they are really doing.

Do you mind posting your settings/specs? I keep hearing wildly different things on what CPU/GPU settings to use and independent of what hardware people have.
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#36
No checks in gpu tab. All auto except resolution scale is 300%(4k)
In cpu: 2 threads, and checks on lower spu thread and spu loop detection. It's the most "stable" preferences for me.
But I prefer disabled loop detection because it makes sound normal(but makes lower fps also).
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#37
Vulkan is selected. But game is freezes.
What is wrong?

OpenGL does not freeze when selected.
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#38
RPCS3 version: 0.0.5 6461
GPU: Vulkan (GTX 960)
CPU: 8700k
Resolution Scale: 300%
Everything else on default.

Playable, but after every 10/15 minutes, game hangs with "Failed to compile vertex shader" error.
Here is the last one i've got:

E {rsx::thread} RSX: FIFO: RET found without corresponding CALL. Discarding queue
E {rsx::thread} RSX: dst index out of range: 16
E {rsx::thread} RSX: Bad src2 reg type: 0
E {rsx::thread} RSX: Bad src2 reg type: 0
E {rsx::thread} RSX: Bad src2 reg type: 0
E {rsx::thread} RSX: Bad src2 reg type: 0
E {rsx::thread} RSX: ERROR: 0:213: 'dst_reg16' : undeclared identifier
ERROR: 0:213: 'yz' : vector swizzle selection out of range
ERROR: 0:213: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.


E {rsx::thread} RSX:
F {rsx::thread} class std::runtime_error thrown: Failed to compile vertex shader
(in file Emu\RSX\VK\VKVertexProgram.cpp:350)
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#39
hi.. in first work it fine and stack ..
E {PPU[0x100000c] Thread (BPETrophyInitThread) [0x000fe080]} sceNpTrophy: sceNpTrophyUnlockTrophy(context=0x1, handle=0x1, trophyId=9, platinumId=*0xd0081d90)... please help
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#40
@Kirza that error wont happen with OpenGL.
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