LLE Modules:
cellAudio v1.1
cellFiber v1.1
cellSpursJq v1.1
cellSre v1.1
On DirectX 12 it doesn't go past black screen with FPS. On OpenGL it plays normally (5-10FPS though) I am including logs from both OpenGL and DirectX 12 runs.
01-29-2016, 06:54 PM (This post was last modified: 01-29-2016, 06:54 PM by tambre.)
(01-29-2016, 06:23 PM)MrComputerRevo Wrote: On DirectX 12 it doesn't go past black screen with FPS. On OpenGL it plays normally (5-10FPS though) I am including logs from both OpenGL and DirectX 12 runs.
You shouldn't be using RSX logging, as it's meant for debugging by developers. Also, it prints a lot of info in the log. You'll probably get a big performance improvement by disabling it. It also would make the log a lot more readable.
(01-29-2016, 06:23 PM)MrComputerRevo Wrote: On DirectX 12 it doesn't go past black screen with FPS. On OpenGL it plays normally (5-10FPS though) I am including logs from both OpenGL and DirectX 12 runs.
You shouldn't be using RSX logging, as it's meant for debugging by developers. Also, it prints a lot of info in the log. You'll probably get a big performance improvement by disabling it. It also would make the log a lot more readable.
Well it's just that without it the logs are pretty much identical. I know that RSX logging slows things down a lot, and I usually don't use it.
(01-29-2016, 06:23 PM)MrComputerRevo Wrote: On DirectX 12 it doesn't go past black screen with FPS. On OpenGL it plays normally (5-10FPS though) I am including logs from both OpenGL and DirectX 12 runs.
You shouldn't be using RSX logging, as it's meant for debugging by developers. Also, it prints a lot of info in the log. You'll probably get a big performance improvement by disabling it. It also would make the log a lot more readable.
Well it's just that without it the logs are pretty much identical. I know that RSX logging slows things down a lot, and I usually don't use it.
Renderers usually don't write anything to the log, so the best way to find the cause is to use driver debug output (from what I understand).
Also what graphics card do you have?
(01-29-2016, 07:35 PM)tambre Wrote: Renderers usually don't write anything to the log, so the best way to find the cause is to use driver debug output (from what I understand).
Also what graphics card do you have?
GTX660. Steins;Gate 0 runs 60fps on DX12 with it. I guess this "{PPU Thread[0x24] (CRI FS File Access 2)[0x0017e970]} Thread aborted
·F {rsx::thread} Exception: HRESULT = 0x80070057
(in file Emu\RSX\D3D12\D3D12Texture.cpp:90, in function `anonymous-namespace'::upload_single_texture)
Please report this to the developers." has something to do with it.
(01-29-2016, 07:35 PM)tambre Wrote: Renderers usually don't write anything to the log, so the best way to find the cause is to use driver debug output (from what I understand).
Also what graphics card do you have?
GTX660. Steins;Gate 0 runs 60fps on DX12 with it. I guess this "{PPU Thread[0x24] (CRI FS File Access 2)[0x0017e970]} Thread aborted
·F {rsx::thread} Exception: HRESULT = 0x80070057
(in file Emu\RSX\D3D12\D3D12Texture.cpp:90, in function `anonymous-namespace'::upload_single_texture)
Please report this to the developers." has something to do with it.
That's probably the problem.
If you don't mind, you could open an issue on our tracker, so we could track of that problem.
(01-29-2016, 07:35 PM)tambre Wrote: Renderers usually don't write anything to the log, so the best way to find the cause is to use driver debug output (from what I understand).
Also what graphics card do you have?
GTX660. Steins;Gate 0 runs 60fps on DX12 with it. I guess this "{PPU Thread[0x24] (CRI FS File Access 2)[0x0017e970]} Thread aborted
·F {rsx::thread} Exception: HRESULT = 0x80070057
(in file Emu\RSX\D3D12\D3D12Texture.cpp:90, in function `anonymous-namespace'::upload_single_texture)
Please report this to the developers." has something to do with it.
That's probably the problem.
If you don't mind, you could open an issue on our tracker, so we could track of that problem.
Sure, but tomorrow, it's getting kind of late... Thanks for support!
Well, huge progress has been made since the op posted the thread. The intro and cutscenes in the game stutter quite a bit, only issue I encountered. Everything else plays at 60fps in vulcan and openGL, directx12 goes between 100-300 if you don't limit the frames. Everything is incredibly smooth and the audio is clear, no glitches or crashes while I played for around 20 minutes. You can save and load your game easy as well.
This game I think is perfectably playable start to finish on Vulcan and Directx12, but not openGL cause you can't see the menu in openGL.