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Okami HD [BLJM60467]
Operating System: Windows 8.1
CPU: Intel Core i5-4570
GPU: Geforce GTX 770 2GB
rpcs3 0.0.2-5089 (RPCS3 v0.0.2-5-99dea21 Alpha)

Game runs at a stable 30 fps, no visual glitches as far as I can tell. The audio works initially but after a few minutes, the music cuts out abruptly. Sometimes after a cutscene or event it will resume, only to cut out again within seconds. I've been able to reliably reproduce this, and have attached a log file from when it occured. Below is a line which is repeated many times in the log file which I figure might give some clue to the issue:
·W 0:00:03.270642 {Audio Thread} XAudio2Thread : too many buffers enqueued (33, pos=0)
I have the following issue: after some time of playing (between 15 mins ~ 1 hour) the emulator crashes. sometimes the audio gets cut off completely beforehand and sometimes the emulator just crashes without a tell.
it always happen and I always get the following error message:

--------------------------- Fatal error --------------------------- Unhandled Win32 exception 0xC0000005. Segfault reading location 0000000000000050 at 000000000031a1c4. Instruction address: 000000000031a1c4. Function address: 000000000031a150 (base+0x30a150). Module name: 'rpcs3.exe'. Module base: 0000000000010000. RPCS3 image base: 0000000000010000. HOW TO REPORT ERRORS: Check the FAQ, README, other sources. Please, don't send incorrect reports. Thanks for understanding. Press (Ctrl+C) to copy this message. --------------------------- OK ---------------------------
Operating System: Windows 8.1
CPU: Intel Core i7-5820K
GPU: Geforce GTX 970
RAM: 16 GB
rpcs3 0.0.2-6 (RPCS3 v0.0.2-6-fd3083f Alpha)

This seems a similar description to what it can happen on Demon's Souls. When audio dies, you're prone to crash a few minutes or second afterwards.
Is this constant on some part of the game or random?
It seems random, haven't been able to re-create it by intention.
Had a freeze today.
game froze, had to restart. this lines appeared repeatedly in the log:

U {PPU[0x100000b] Thread (201003e0) [0x00153198]} cellCamera TODO: cellCameraReadEx
U {PPU[0x100000b] Thread (201003e0) [0x00152d9c]} cellGem TODO: cellGemUpdateStart
U {PPU[0x100000b] Thread (201003e0) [0x00152e00]} cellGem TODO: cellGemUpdateFinish
U {PPU[0x100000b] Thread (201003e0) [0x00152e08]} cellGem TODO: cellGemGetState(gem_num=0, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd004b8b0)
U {PPU[0x100000b] Thread (201003e0) [0x00152a04]} cellGem TODO: cellGemGetState(gem_num=1, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd004b970)
U {PPU[0x100000b] Thread (201003e0) [0x00152a04]} cellGem TODO: cellGemGetState(gem_num=2, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd004ba30)
U {PPU[0x100000b] Thread (201003e0) [0x00152a04]} cellGem TODO: cellGemGetState(gem_num=3, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd004baf0)

hope it helps.
Use "load liblv2.sprx only"
(07-11-2017, 04:30 PM)ssshadow Wrote: Use "load liblv2.sprx only"

Already using it.
Guys, 2D graphics are very glitchy under Vulkan and OpenGL.

RPCS3 v0.0.3-3-47b121a Alpha | HEAD
Intel® Core™ i7-4710MQ CPU @ 2.50GHz | 8 Threads | 19.92 GiB RAM | AVX
Geforce GTX 870M


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