Rurouni Kenshin : Meiji Kenkaku Romantan Saisen
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02-19-2013, 09:34 PM
Post: #16
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
(02-19-2013 09:13 PM)KingPepper Wrote:(02-19-2013 08:37 PM)srdjan1995 Wrote:No my friend, I don't even have this game, I just noticed you said a newer version of my driver (310.90) I think it was(02-19-2013 08:01 PM)KingPepper Wrote:(02-19-2013 03:21 PM)srdjan1995 Wrote:(02-19-2013 02:50 PM)ckgbr Wrote: with 6.1 build at my desktop there is no graphical glitch, but at a motorola razr (powerVR) there is the same graphical glitch, and at galaxy note 2, there isn´t. Oh, sorry.. I didn't saw ur nickname. I tought ur same guy (the one that don't have graphical glitch on windows, but have on motorola razr). Yeah, those are new drivers, especialy for Crysis 3 full version.. Too bad i have DX10.1 graphic so i can't play it.. They should have add DX10 support too, and not only DX11.. Graphic would be awesome even od DX10 in Crysis 3. PC Specs: GPU: AMD Radeon R9 270X 2GB GDDR5 (Sapphire Vapor-X) CPU: AMD Ryzen 3 1200 3.9GHz (OC) RAM: 8GB DDR4 2400 MHz MB: ASRock AB350 Pro4 OS: Windows 10 PRO x64 |
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02-26-2013, 01:18 AM
Post: #17
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
It stop working at pre 0.7 at windows and android...
Please check that, thanks a a lot. |
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02-26-2013, 01:24 AM
Post: #18
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
Which version did it stop in and which one was it working last in?
-[Unknown] |
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02-26-2013, 01:30 AM
Post: #19
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
(02-26-2013 01:24 AM)[Unknown] Wrote: Which version did it stop in and which one was it working last in? me too last 754 did work last working looks like on 0.61 at android market LWW 320x480 3.2' 1ghz armv7 adreno 205 |
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02-26-2013, 02:43 AM
Post: #20
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
Oh, so it's working again in 754?
If not, that's a big range. The 754 is a count of changes - so if it was working in 0.6.1 and not working in 0.6.1-754, there are 754 things that could've broken it. If possible, could you try a couple other versions? For example, if it works in 400, that reduces the number of things that could've broken it from 754 to 354. If you try a couple like that, say even 5, it'll cut it down to only ~23 possibilities - 3% of the original, and a lot easier to tell what might've caused the problem. You could find the exact change that broke it in ~9-10 tries. Knowing the change that broke it would make it like 1000 times (or that is, 754 times) easier to fix. -[Unknown] |
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02-26-2013, 03:07 AM
(This post was last modified: 02-26-2013 03:21 AM by rasyid.)
Post: #21
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
(02-26-2013 02:43 AM)[Unknown] Wrote: Oh, so it's working again in 754? sorry sir its my fault,, 754 did not work but on build that still caould work if im remember that version still have a slighty fast interpreter last working is v0.6-470-gde626e3 LWW 320x480 3.2' 1ghz armv7 adreno 205 |
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02-26-2013, 07:08 AM
Post: #22
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
That commit:
https://github.com/hrydgard/ppsspp/commi...d2cd9a96dd Broke some other games and was fixed later. Did you try 500 for example just in case? -[Unknown] |
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02-26-2013, 10:27 AM
(This post was last modified: 02-26-2013 11:43 AM by Carter07.)
Post: #23
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
@[Unknown], it's a problem with vertex cache because if disabled game works, tested in windows.
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02-26-2013, 02:35 PM
Post: #24
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
Wow, that's interesting.
If you replace this line in GPU/GLES/TransformPipeline: Code: vai->drawsUntilNextFullHash = std::min(24, vai->numFrames); With: Code: vai->drawsUntilNextFullHash = 0; Does it work (probably slower than before), or does it still not work? -[Unknown] |
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02-26-2013, 03:24 PM
(This post was last modified: 02-26-2013 03:27 PM by Carter07.)
Post: #25
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
Unfortunately it still crashes when pressing start at the main screen, if vertex cache is enabled after the main screen it works well.
If it's useful I can find the specific commit that broke it. |
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02-26-2013, 03:59 PM
Post: #26
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
Just tried with last v0.6-754-gd2159d4 for android at motorola razr, if I turn off vertex cache, it works without grafics gliches found at v0.61 but very slow.
I think something at vertex cache crashes after pressing start at the main screen. |
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02-26-2013, 09:00 PM
Post: #27
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
That's very interesting. So it's not the caching of the vertices that is the problem (because my above change makes it rehash every time), but some of the mechanics in the caching.
Does the game crash or the emulator itself? If the emulator, a stack trace would be really helpful if possible. -[Unknown] |
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02-27-2013, 01:47 AM
Post: #28
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
I think is the emulator that crashed because it closes back to the android home screen.
How do I get a stack trace? |
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02-27-2013, 05:46 AM
(This post was last modified: 02-27-2013 05:50 AM by [Unknown].)
Post: #29
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
Okay, sounds like a crash. I don't know how to get a trace on Android, unfortunately..
A couple things to try in GPU/GLES/TransformPipeline.cpp: Change: Code: switch (vai->status) { To: Code: vai->status = VertexArrayInfo::VAI_NEW; If that doesn't help, it's probably in ComputeFastDCID() or something. If it does help, revert and change: Code: if (newHash != vai->hash) { To: Code: if (newHash != vai->hash || true) { If that helps, there's something probably wrong with vertice reuse. If it does, revert and change: Code: if (vai->vbo == 0) { To: Code: if (vai->vbo) { This will test the vbo creation code path only. I think the above would really narrow it down. Sorry, I don't have this game... -[Unknown] |
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02-27-2013, 09:29 AM
(This post was last modified: 02-27-2013 09:34 AM by Carter07.)
Post: #30
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RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
It's not only an android problem.
I attached the stack trace of the crash. However this change made the game not crash anymore: Change: Code: switch (vai->status) { Code: vai->status = VertexArrayInfo::VAI_NEW; |
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