AugustoI need information for debug
Started by Augusto




2 posts in this topic
Augusto
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69 posts 31 threads Joined: Feb 2018
10-22-2021, 12:49 PM -
#1
I need information for debugging issues.
Thanks If anyone can help me.

In menu Configuration \ Settings

CPU

SPU Block size Giga is breaked ? Is working ?

GPU

ZCULL Accuracy use CPU or GPU ?

Strict Rendering Mode only lock resolution scale ? because degrade performance ?
Asynchronous Texture Streaming work with any GPU using Vulkan ?

Advanced
Maximum Number SPURS Thread changing setting to another value than unlimited is how if is disabling SPU core for game code ?
Selecting value 4 is how if for the game code the Cell is being PPU + 4 SPUs ?

Debug

Disable Vulkan Memory Allocator enabling RPCS3 use less RAM , but create any issue ?
Use GPU Texture Scaling enabling free cpu usage ?

Thanks for your reply.
Ani
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3,750 posts 96 threads Joined: Aug 2017
10-22-2021, 03:35 PM -
#2
> SPU Block size Giga is broke?
Yes

> ZCULL Accuracy use CPU or GPU?
GPU

> Strict Rendering Mode only lock resolution scale?
No

> Asynchronous Texture Streaming work with any GPU using Vulkan?
No

> Disable Vulkan Memory Allocator enabling RPCS3 use less RAM , but create any issue?
Makes the render slower, you're not supposed to be touching that

> Use GPU Texture Scaling enabling free cpu usage?
No, this is a debug setting, also not supposed to touch it. GPU acceleration is already used by default.

> Maximum Number SPURS Thread
Depends on whether the game uses SPURS and whether the engine can gracefully handle the lack of SPUs, which it doesn't need to since all PS3 consoles are guaranteed the 6 SPUs for games.
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Augusto
Member


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69 posts 31 threads Joined: Feb 2018
10-23-2021, 08:51 AM -
#3
Thanks for your reply.

About "Strict Rendering Mode" you say not only lock resolution scale.
What another details does that setting ?

About Maximum Number SPURS Thread
you say
"Depends on whether the game uses SPURS and whether the engine can gracefully handle the lack of SPUs"
You are saying have games not use SPURS ?
Even not using SPURS the game code may use the SPUs cores ?

I see in debugger some lines about SPUs Threads. Some games are displayed 6 spus threads and others 2 or 3 threads, but not is all time all threads are being executed.
That detail about how the threads are being executed help when posting bug.
I only need understand limiting maximum number of SPURS example value 2 is same how the Cell is only enabling 2 SPUs cores for the game code.

The information above to debug some games before posting bug report in github.
This post was last modified: 10-23-2021, 08:51 AM by Augusto.


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