Thanks for the fast reply.
I hope you will fix it soon.
I hope you will fix it soon.
[GC] TimeSplitters : Future Perfect
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This game runs reasonably well on my system in terms of average frame rate, however I am getting random crashes!! Here is the dump file that is created. Any help would be greatly appreciated! My computer specs are below in my signature, but I am now running 4.0-4980
#version 150 #extension GL_ARB_shader_image_load_store : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_sample_shading : enable #define SAMPLER_BINDING(x) layout(binding = x) #extension GL_ARB_shader_storage_buffer_object : enable #extension GL_ARB_gpu_shader5 : enable #define float2 vec2 #define float3 vec3 #define float4 vec4 #define uint2 uvec2 #define uint3 uvec3 #define uint4 uvec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define frac fract #define lerp mix //Pixel Shader for TEV stages //1 TEV stages, 1 texgens, 32785 IND stages int idot(int3 x, int3 y) { int3 tmp = x * y; return tmp.x + tmp.y + tmp.z; } int idot(int4 x, int4 y) { int4 tmp = x * y; return tmp.x + tmp.y + tmp.z + tmp.w; } int iround(float x) { return int (round(x)); } int2 iround(float2 x) { return int2(round(x)); } int3 iround(float3 x) { return int3(round(x)); } int4 iround(float4 x) { return int4(round(x)); } SAMPLER_BINDING(0) uniform sampler2DArray samp0; SAMPLER_BINDING(1) uniform sampler2DArray samp1; SAMPLER_BINDING(2) uniform sampler2DArray samp2; SAMPLER_BINDING(3) uniform sampler2DArray samp3; SAMPLER_BINDING(4) uniform sampler2DArray samp4; SAMPLER_BINDING(5) uniform sampler2DArray samp5; SAMPLER_BINDING(6) uniform sampler2DArray samp6; SAMPLER_BINDING(7) uniform sampler2DArray samp7; layout(std140, binding = 1) uniform PSBlock { int4 color[4]; int4 k[4]; int4 alphaRef; float4 texdim[8]; int4 czbias[2]; int4 cindscale[2]; int4 cindmtx[6]; int4 cfogcolor; int4 cfogi; float4 cfogf[2]; }; layout(std140, binding = 3) buffer BBox { int4 bbox_data; }; struct VS_OUTPUT { float4 pos; float4 colors_0; float4 colors_1; float4 clipPos; }; layout(early_fragment_tests) in; out vec4 ocol0; in VertexData { centroid float4 pos; centroid float4 colors_0; centroid float4 colors_1; centroid float4 clipPos; }; void main() { float3 uv0 = tex0; float4 rawpos = gl_FragCoord; int4 c0 = color[1], c1 = color[2], c2 = color[3], prev = color[0]; int4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0); int3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256); int alphabump=0; int3 tevcoord=int3(0, 0, 0); int2 wrappedcoord=int2(0,0), tempcoord=int2(0,0); int4 tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,0); float4 col0 = colors_0; float4 col1 = colors_1; int2 fixpoint_uv0 = iround(uv0.xy * texdim[0].zw * 128.0); // TEV stage 0 rastemp = iround(col0 * 255.0).rgba; textemp = int4(255, 255, 255, 255); konsttemp = int4(191,191,191, 255); tevin_a = int4(rastemp.aaa, 0)&255; tevin_b = int4(konsttemp.rgb, 0)&255; tevin_c = int4(rastemp.rgb, 0)&255; tevin_d = int4(rastemp.rgb, rastemp.a); // color combine prev.rgb = clamp( tevin_d.rgb + (max(sign(tevin_a.rgb - tevin_b.rgb), int3(0,0,0)) * tevin_c.rgb), int3(0,0,0), int3(255,255,255)); // alpha combine prev.a = clamp((((tevin_d.a) << 1) + (((((tevin_a.a<<8) + (tevin_b.a-tevin_a.a)*(tevin_c.a+(tevin_c.a>>7))) << 1) + 128)>>8)), 0, 255); prev = prev & 255; int zCoord = iround(rawpos.z * float(0xFFFFFF)); ocol0 = float4(prev) / 255.0; } 0(85) : error C1008: undefined variable "tex0"
Operating System: Windows 7 x64
Processor/CPU: i5 4690k @ 3.5 GHz Video Card/GPU: Nvidia GeForce GTX 970 Memory/RAM: 8 gb G Skill ripjaws Dolphin Revision Currently Using: always the latest build 01-29-2015, 07:31 PM
TimeSplitters 3 is quite unstable when running in dual core mode. The game will spit out a FFX FIFO: Unknown Opcode error from time to time, and often lock up completely when something big explodes. The errors seem related to framebuffer visual effects, since a sure fire way to trigger one is to simply pause the game and then select the "CONTINUE" option. Pressing the START button instead bypasses the visual transition effect and the errors don't appear.
The game also has some slowdown in menus. Playing in single core mode currently. Underclocked to 70% has helped the framerate immensely, but not sure if this will cause other problems. edit: Only OpenGL is affected. Direct3D seems to run fine in dual core mode and seems to also have better performance. OpenGL has a persistent audio crackle that D3D lacks. edit2: Both backends are missing light coronas. Direct3D has dynamic lighting problems. Most noticable when it comes to lighting on your weapon. 02-17-2015, 01:34 AM
Runs perfectly here under OGL backend, but as Malice states above the game will lock up now and again when running in dual core mode.
Quote:TimeSplitters 3 is quite unstable when running in dual core mode. The game will spit out a FFX FIFO: Unknown Opcode error from time to time, and often lock up completely when something big explodes. The errors seem related to framebuffer visual effects, since a sure fire way to trigger one is to simply pause the game and then select the "CONTINUE" option. Pressing the START button instead bypasses the visual transition effect and the errors don't appear. For me this game sometimes produces artifacts, it seems related to visual effects you mentioned and also to resizing window. Start -> continue is good way to make them appear, or simply switching from full screen to windowed or resizing window on the fly. I can make the game crash dolphin by spamming start and continue while turning around. Big explosions can also sometimes trigger them. If i stay away from start - continue and wont resize window game will run perfectly 95% of the time. These issues appear in both opengl and direct3d, it was all while using dual core mode. I just did little testing using single core mode and couldnt reproduce start -> continue artifacts or crashes, but framerate is lower. There's also an issue with rendering very far away objects. For example ships on the sea in second mission are not visible. Disabling fog fixes that. 01-04-2017, 03:54 PM
In a couple of hours of play I noticed no issues, but on the level The Khallos Express frame rate drops to single digits audio implodes when the aircraft explodes. Also blowing explosive barrels after that scene seem to cause sound issues.
04-14-2017, 08:13 AM
I've tried messing with the settings/configs for the game and nothing really seems to fix it 100%. If I leave dual core marked the game will eventually run into an error and force close the game+dolphin. If I uncheck dual core the game stutters horribly to the point of unplayable.
Couldn't find the VBeam Speed Hack anywhere in the settings nor for the framelimit. Are these still settings that can be found within Dolphin 5.0? 04-14-2017, 05:07 PM
(04-14-2017, 08:13 AM)Corpser Wrote: Couldn't find the VBeam Speed Hack anywhere in the settings nor for the framelimit. Are these still settings that can be found within Dolphin 5.0? The vbeam speed hack doesn't exist anymore. The Framelimit option has been renamed to Speed Limit, but it won't fix any problems of the kind you're having. Just keep it at 100%. |
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