morcyUncharted: Drake's Fortune [NPUA80697]
Started by morcy




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Riggi
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2 posts 0 threads Joined: Jan 2020
01-11-2020, 08:49 AM -
#11
RPCS3 0.0.8-9365-aeed349a alpha - Vulkan renderer

Progresses normally and performs well without any exotic settings (steady 30, drops to low 20s in large environments with R9 Fury+1800X).

At level 4 (Plane-wrecked), following the first cutscene with the aircraft going down, the game is just a flat white screen, with HUD elements. Persists on strict rendering mode. Unable to progress.
This post was last modified: 01-12-2020, 02:16 AM by Riggi.
RainbowCookie
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37 posts 12 threads Joined: Mar 2018
01-22-2020, 12:16 AM -
#12
(01-11-2020, 08:49 AM)Riggi Wrote: RPCS3 0.0.8-9365-aeed349a alpha - Vulkan renderer

Progresses normally and performs well without any exotic settings (steady 30, drops to low 20s in large environments with R9 Fury+1800X).

At level 4 (Plane-wrecked), following the first cutscene with the aircraft going down, the game is just a flat white screen, with HUD elements. Persists on strict rendering mode. Unable to progress.
You need to enable Write color buffers for at least that chapter. I know others past it don't need it, but I don't know exactly which ones do.


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starjet905
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3 posts 0 threads Joined: Jan 2022
01-12-2022, 11:24 AM -
#13
Managed to complete this game from beginning to end on RPCS3 0.0.20-13151-9766d871 Alpha 
 
PC specs: i5-12400F, GTX 1650, 16GBx2 DDR4 memory, Samsung 860 Evo SSD 
 
For the most part, the game ran at a solid 30 FPS, with drops down to low 20s occasionally. The exception to this was the very last chapter where for a good amount of time the frame rate was close to 20. The game was initially freezing at random places, but setting Driver Wake Up Delay to 200 microseconds appear to have eliminated this problem. Chapter 4 and 6 needed "Write Color Buffers" on, and I forgot to turn it off after Chapter 6 so I don't know which later ones needed it specifically. Turned on the "Disable Motion Blur" patch at some point but I don't think it improved performance  
 
Logs and a few screens attached


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.7z   RPCS3.log.1.7z (Size: 2.91 MB / Downloads: 2)
Zaxtinator
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1 posts 0 threads Joined: Jan 2022
01-15-2022, 05:27 AM -
#14
Completed the game, and average FPS was between 30-50.

Here are the settings I used
Patch Manager:
Debug Menu
Disable Depth of Field
Disable Motion Blur

CPU Tab:
PPU Decoder -> Recompiler (LLVM)
SPU Decoder -> Recompiler (LLVM)
Additional Settings -> Enable SPU loop detection
- SPU Block Size -> Safe
- Preferred SPU Threads -> Auto
- Thread Scheduler -> Operating System

GPU Tab:
Renderer -> Vulkan
- Graphics Device -> NVIDIA GeForce GTX 1660 SUPER
- Aspect Ratio -> 16:9
- Framelimit -> 60
- Anisotropic Filter -> Auto
- Anti-Aliasing -> Auto
- ZCULL Accuracy -> Precise (Default)
- Default Resolution -> 1280x720 (Recommended)
Resolution Scale (Disable Strict Mode) -> 100% (Default)
- Resolution Scale Threshold -> 16x16 (Default)
Upscaling:
- Enable FSR Upscaling
- RCAS Sharpening Strength -> 90%
Shader Mode -> Async (multi threaded)
- Number of Shader Compiler Threads -> Auto
Additional Settings -> VSync
-> Write Color Buffers

Advanced Tab:
- Debug Console Mode
- PPU LLVM Java Mode Handing
- PPU LLVM Precompilation
- Sleep Timers Accuracy -> Usleep Only
- Maximum Number of SPURS Threads -> Unlimited (Default)
- Vulkan Queue Scheduler -> Device
Driver Wake-Up Delay -> 250 μs
VBlank Frequency -> 120 Hz
Clocks Scale -> 100%

Once in the game, I accessed the dev menu, and went to RENDERING>MESH OPTIONS and disabled sunlight shadowbuffer draw, and disabled local light shadowbuffer draw.

To access the dev menu, press L3+START at the same time. You can exit by using TRIANGLE. Also, you can disable the info by pressing L3+TRIANGLE

Here's my system info
Processor Intel® Core™ i7-10750H CPU @ 2.60GHz, 2592 Mhz, 6 Core(s), 12 Logical Processor(s)
GTX1660ti
16gb DDR4
Samsung EVO 860 SSD


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