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Demon's Souls [BLES00932]
Hey guys, i'm using RPCS3 since 2 weeks, playing Demon's Souls (eu version) but I encountered a heavy glitch in "Stonefangs Tunnels", level 2-1.
When you enter the cave right after the beginning of the level, after 2 rooms inside, half of the walls in the right are invisible.
I can see the enemies in the upper floor and so... But more importantly, my game crashed there and the save was UNREADABLE after that.
I started a new game and when i was in the same room in the cave, i quitted the game and now i can't load it anymore. (the game doesn't quitted normally, it hanged in black screen loading forever)
2 times in the same spot.
I played every other maps at least the first one in every world (1-1, 2-1; 3-1, 4-1, 4-2, 5-1) without encountering any issue apart from random crashes and minor glitches.

My config is:

i7 4790k @4.6ghz
32gb ram 1600mhz
Gtx 780ti
Windows 10 64bit

RPCS3 config:

LLVM + ASMJIT, Auto SPU, Automatic Libraries, Vulkan, Write Color Buffers, Invalidate Cache every frame (tried on/off: off glitchy shadows but less crashes for me)

I tried RPCS3 version:
5526
5520
5505
5479
5549

same error in every build, i cannot load my save (the game DOESN'T say it's corrupted and the emulator doesn't crash, it just hang in loading screen).

Any suggestion?
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This is what i mean (restarted a new game and got to the same level, now when i came back, EVERYTHING disappeared, even NPC and archstone in the beginning!
I touched it and it hanged in black screen, like before.

The first room glitched (second or third room in the first structure where the dreadling launches the stone from above)
   

Inside the room with stairs
   
   
   

When i got outside again
   

When i tried to touch the Archstone
   
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Tested on FX8320. Not playable, lots of slowdowns even at the start point in water + audio-echo glitch after the first enemy. I guess Vishera architecture is not well supported yet.
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It's not that Vishera is not well supported, it's because that architecture is utter crap and suffers on CPU intensive tasks.
Cores are grouped by modules and share resources, if you use 0 2 4 6 only you may have better performance in various applications.
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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(07-31-2017, 11:58 PM)steppa66 Wrote: This is what i mean (restarted a new game and got to the same level, now when i came back, EVERYTHING disappeared, even NPC and archstone in the beginning!
I touched it and it hanged in black screen, like before.

The first room glitched (second or third room in the first structure where the dreadling launches the stone from above)


Inside the room with stairs




When i got outside again


When i tried to touch the Archstone

This should be fixed in the coming days.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
Reply
(08-01-2017, 11:17 PM)ssshadow Wrote:
(07-31-2017, 11:58 PM)steppa66 Wrote: This is what i mean (restarted a new game and got to the same level, now when i came back, EVERYTHING disappeared, even NPC and archstone in the beginning!
I touched it and it hanged in black screen, like before.

The first room glitched (second or third room in the first structure where the dreadling launches the stone from above)


Inside the room with stairs




When i got outside again


When i tried to touch the Archstone

This should be fixed in the coming days.


Thank you very much, ssshadow.
If you need any help testing, just let me know what branch will be fixing this.
Reply
Crash

F {SPU[0x2000002] Thread (DLSpursManagerCellSpursKernel2)} class std::runtime_error thrown: Halt
(in file C:\rpcs3\rpcs3\Emu\Cell\SPUThread.cpp:1795)

Another one, not sure if this helps?

U {PPU[0x100008e] Thread (ChrProxyThreadMan::Thread) [0x00a67d68]} libnet TODO: sys_net_free_thread_context(tid=0, flags=1)
E {PPU[0x1000000] Thread (main_thread) [0x00c3c44c]} 'sys_ppu_thread_detach' failed with 0x80010005 : CELL_ESRCH
U {PPU[0x100008d] Thread (ChrInsManThread::Thread) [0x00a67d68]} libnet TODO: sys_net_free_thread_context(tid=0, flags=1)
E {PPU[0x1000000] Thread (main_thread) [0x00c3c44c]} 'sys_ppu_thread_detach' failed with 0x80010005 : CELL_ESRCH
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game working fine (30 FPS constant) only for me with this settings (Win10 v15063+ I7 4720HQ+ NVIDIA GTX980 + 32 Go RAM) =>

http://www.cjoint.com/doc/17_08/GHcuWBxJ...-img01.png
http://www.cjoint.com/doc/17_08/GHcvaa1w...-img01.png
http://www.cjoint.com/doc/17_08/GHcuX5zc...-img02.png
http://www.cjoint.com/doc/17_08/GHcuZ7wI...-img03.png
http://www.cjoint.com/doc/17_08/GHcu2Dgf...-img04.png
Reply
The game is not running at > 10 fps with PPU interpreter. You probably have a custom config in use but are looking at global. Either way, always use LLVM.

Also the fps counter is not accurate, it shows 30 fps when the game runs at full speed, but it could in reality be 15 fps with internal frame duplication.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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Hi, i get this error can someone help me?


Attached Files Thumbnail(s)
   
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