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WipEout HD [NPEA00057]
#1
RPCS3 v0.0.5-6605-2c16dddd1 Alpha
Intel® Core™ i7-6700HQ CPU @ 2.60GHz | 8 Threads | 7.88 GiB RAM | AVX+ | TSX

PPU: Recompiler
SPU: Recompiler
Render: Vulkan

Status: Ingame

Performance is too low, has serious rendering issues on the menu.

   


.7z   NPEA00057.7z (Size: 533.44 KB / Downloads: 3)
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#2
RPCS3 0.0.5-6649-7303f04bc Alpha
Intel® Core™ i9-7900X @ 4.00GHz (20 threads) | 32GB RAM | GTX 1070 (8GB)

PPU: LLVM Recompiler (fastest)
SPU: ASMJIT Recompiler (fastest)
Renderer: Vulkan

Status: Playable

The default "Fury" style menu works fine, while the "HD" style menu is glitched and flickery. (To be clear, this is NPEA00057 w/ Fury)
Most levels are somewhat brighter than they should be. Enabling "Write Color Buffers" fixes this, but frequently crashes and introduces an incredibly slow main menu.

[Image: A2KMA.png][Image: A2KMP.png]
[Image: A2KMI.png][Image: A2Lrq.png]


Attached Files
.7z   RPCS3.7z (Size: 799.1 KB / Downloads: 0)
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#3
This game is still pretty unstable from my tests at least was hard to finish even one race, and performance wasn't that good, guess your i9 is really bruteforcing that performance :O
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#4
Think the stability is affected by certain settings (confirmed SPU loop is one of them). I was able to play 4 straight races after disabling that. Might be some other things involved as well.

But yeah, the performance is not great, and hard to get up to that 60 for full speed. I mostly avg. 30-40fps, which isn't terrible - picked up a lot of speed in recent builds.

i7-6700k @4.5
Nvidia 1080
16 ram
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#5
I have been playing a bunch of races and modes without much issue apart from the initial shader compiling.
I realize though that my i9 might be a bit unfair to use when classifying something as "playable", but on my current setup the game is definitely playable.
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#6
Still seems to have graphical issues, let alone the performance issues on the average CPU. Leaving this at Ingame for now.
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#7
RPCS3: v0.0.5-6675 (bd1d4de4) Alpha win64
While racing against AI the game runs at 18-30fps, on solo timeattack the game is able to run at 60fps.

Race against AI:


Solo:


Looks playable IMO.


Attached Files
.gz   RPCS3.log.gz (Size: 1,023.07 KB / Downloads: 1)
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#8
18-30fps when game speed is tied to framerate isn't close to playable
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#9
We need something closer to 50-60fps avg. for this game on a descent machine to be 'playable' I would say, but I'll defer to Asinine for what the exact criteria is.
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#10
Smile 
Runs anywhere between 20 and 60 fps for me depending on which track I'm on and where on the track I am, that's on speed lap though - haven't even tried races yet.
Really heavy on RAM with a big shader cache - did a speed lap event on every track to build it up to this size.

Wouldn't call it fully playable at this framerate but its the first title in my library that I've gotten proper gameplay out of! Big Grin
Can string a couple of events together after disabling SPU loop detection but it'll eventually crash, usually in the pause menu or post race screen.

Specs for reference:
6700K 4.7GHz
32 GB DDR4 3200MHz
1080Ti 2GHz



Screenshot of climbing RAM usage loading in the shaders (hits ~11GB on the RPCS3 process)
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