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Ni no Kuni: Wrath of the White Witch [BLES01555]
#11
LLVM works and flickering graphics are fixed. Still missing most of character graphics and probably a little too slow, but not sure. Test it?
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#12
(04-03-2017, 11:18 PM)ssshadow Wrote: LLVM works and flickering graphics are fixed. Still missing most of character graphics and probably a little too slow, but not sure. Test it?

How did you manage to fix the flickering graphics ? Mine are still buggy....
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#13
(04-04-2017, 04:22 PM)mographiks Wrote:
(04-03-2017, 11:18 PM)ssshadow Wrote: LLVM works and flickering graphics are fixed. Still missing most of character graphics and probably a little too slow, but not sure. Test it?

How did you manage to fix the flickering graphics ? Mine are still buggy....

Ah, maybe it was a kd-11 build then... Flickering graphics will be fixed in the near future then.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#14
Strange. The last time I tested it (rpcs3-v0.0.2-2017-03-30-c4066b92_win64) using LLVM and OpenGL, I got no flickering at all. As ssshadow said, still lots of missing objects, but a stable image at least.

A new issue I've had with that build was that saving the game didn't work anymore. I'm going to do a full proper re-test soon.
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#15
I have tested the game with LLVM and yes the graphics are not flickering anymore !
Like you guys sai, there are still some graphics missing but it's an improvement Smile
Just too bad that it takes a long time to boot the game using that option.

Anyway, we are closer to a playable version !
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#16
(04-05-2017, 09:47 PM)mographiks Wrote: I have tested the game with LLVM and yes the graphics are not flickering anymore !
Like you guys sai, there are still some graphics missing but it's an improvement Smile
Just too bad that it takes a long time to boot the game using that option.

Anyway, we are closer to a playable version !

Only the first time you run it. LLVM is cached now. The second time is instant.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#17
Hype is real, goddamn. Leaving a reply here cause it seems I cannot subscribe ;(
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#18
Game re-tested using rpcs3-v0.0.2-2017-04-08-ac79654d_win64 on an i7 4770K @ 3.5 GHz, GTX 1070, 16 GB DDR3 running Windows 10-64 with the following settings:

PPU decoder: Interpreter (fast), Recompiler (LLVM)
SPU decoder: Recompiler (ASMJIT)
LLE libraries picked automatically by RPCS3
Graphics settings: OpenGL, DX12, Vulkan @ 1280x720 w/ VSync
Audio settings: XAudio2
Input/Output: XInput

The game is still not quite playable but there has been some progress. For this test, I've tried every possible combination of Interpreter/LLVM and OGL/DX12/VK running around a bit in an area near the game's start.

Here are my results:

Interpreter + OpenGL: Not much has changed. Still flickers a bit, albeit much less than before. Lots of missing objects. 12-16 fps.
Interpreter + DX12: Same as OpenGL, except that it flickers *a lot* more, maybe even more than before. 15-22 fps.
Interpreter + VK: Same as DX12 with a tad less flickering. 15-18 fps.

LLVM + OpenGL: The overall winner. No flickering at all. Like in Interpreter, there are lots of missing objects as well as some odd shadows on the ground that look wrong. 14-17 fps.
LLVM + DX12: Somewhat less flickering than in Interpreter mode. Lots of missing objects just like the other renderers. LLVM DX12 runs a bit faster than Interpreter DX12. 18-25 fps.
LLVM + VK: Medium flickering, the usual missing objects. Interestingly, I got the highest framerates using this combination. I would have expected DX12 LLVM to be faster since DX12 was also faster than VK in Interpreter mode, but there we go. 20-28 fps.

If you want a particular log from any of the combinations above, feel free to ask Smile

General observations:
- Despite what I said above, saving seems to work. You don't get any visual feedback anymore when pressing the ingame save icon and the console shows an error message, but apparently it's possible to save and load anyway.
- The main menu theme still cracks and pauses frequently using all different combinations of renderers and PPU decoders.
- FMVs still have to be skipped before they end, otherwise the game runs into an infinite black screen once the FMV ends regularly.
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#19
(04-08-2017, 11:44 AM)Aeternal600 Wrote: Game re-tested using rpcs3-v0.0.2-2017-04-08-ac79654d_win64 on an i7 4770K @ 3.5 GHz, GTX 1070, 16 GB DDR3 running Windows 10-64 with the following settings:

PPU decoder: Interpreter (fast), Recompiler (LLVM)
SPU decoder: Recompiler (ASMJIT)
LLE libraries picked automatically by RPCS3
Graphics settings: OpenGL, DX12, Vulkan @ 1280x720 w/ VSync
Audio settings: XAudio2
Input/Output: XInput

The game is still not quite playable but there has been some progress. For this test, I've tried every possible combination of Interpreter/LLVM and OGL/DX12/VK running around a bit in an area near the game's start.

Here are my results:

Interpreter + OpenGL: Not much has changed. Still flickers a bit, albeit much less than before. Lots of missing objects. 12-16 fps.
Interpreter + DX12: Same as OpenGL, except that it flickers *a lot* more, maybe even more than before. 15-22 fps.
Interpreter + VK: Same as DX12 with a tad less flickering. 15-18 fps.

LLVM + OpenGL: The overall winner. No flickering at all. Like in Interpreter, there are lots of missing objects as well as some odd shadows on the ground that look wrong. 14-17 fps.
LLVM + DX12: Somewhat less flickering than in Interpreter mode. Lots of missing objects just like the other renderers. LLVM DX12 runs a bit faster than Interpreter DX12. 18-25 fps.
LLVM + VK: Medium flickering, the usual missing objects. Interestingly, I got the highest framerates using this combination. I would have expected DX12 LLVM to be faster since DX12 was also faster than VK in Interpreter mode, but there we go. 20-28 fps.

If you want a particular log from any of the combinations above, feel free to ask Smile

General observations:
- Despite what I said above, saving seems to work. You don't get any visual feedback anymore when pressing the ingame save icon and the console shows an error message, but apparently it's possible to save and load anyway.
- The main menu theme still cracks and pauses frequently using all different combinations of renderers and PPU decoders.
- FMVs still have to be skipped before they end, otherwise the game runs into an infinite black screen once the FMV ends regularly.

Hi, Any news on this one ??
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#20
Not yet
Desktop: Ryzen 7 5800X, Radeon RX 6800 XT, 2x8G 3600MHz, Manjaro Linux
Laptop: Intel i7 6700HQ, Intel HD 530, 2x8G 2133MHz, Manjaro Linux
Old Desktop: FX-8350, R9 280X, 2x4G 1600MHz, Manjaro Linux
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