( edit: View source link below for before and after pics.) Take a look at the video below to see just how much of a difference this improvement made.
This was very expensive on NVIDIA drivers leading to very poor OpenGL performance on NVIDIA cards. RPCS3 now treats the entire attribute buffer as a fixed heap addressed with index offsets instead of using the “sliding window” approach which incurred overhead setting up the texture buffers.We now nearly pass the ps3autotests’ texture-format test, with only 3 test scenarios failing, down from failing 8 test scenarios before this fix. With the help of ZeroZero2018, kd-11 fixed many texture format issues on RPCS3.Major Texture Format fixes (#4093 – 729b49c9) As such games that required the Write Color Buffers setting such as Demon’s Souls are now much more stable. kd-11 also reduced the chances users could get the VK_ERROR_DEVICE_LOST error when using Write Color Buffers and Vulkan.Many games were affected by this such as, Ni No Kuni, Playstation Battle All Stars, WipEout HD, God of War, Nier and many others.
kd-11 made it possible for RPCS3 to reset to the last working state of the RSX thread allowing games to continue to run rather than crash. This occurred frequently with Vulkan due to how fast the renderer is which resulted in games freezing with the “E RSX: Application has failed to recover, discarding FIFO queue” error. kd-11 greatly improved the stability of RPCS3 in multiple ways the first of which was allowing RPCS3 to recover when RSX threads desynchronized.This report was written by Asinine, Vongrak and Ani. Also, come check out our YouTube channel and Discord to stay up-to-date with any big news.As of last month, RPCS3 now has two full-time coders that greatly benefit from the continued support of over 700 generous patrons. If you like in-depth technical reports, early access to information, or you simply want to contribute, consider becoming a patron! All donations are greatly appreciated.Nekotekina is working on rewriting several of the PPU and SPU low-level parts of the emulator to improve accuracy and improve performance down to a per cycle basis. This could include the addition of DS3 and DirectInput handlers or some changes to the Pad Setting dialogs. Only after this has been done and rigorously tested for regressions can more input improvements be made.
This means RPCS3 is on the right track to ensure accuracy and compatibility with the largest number of titles possible. In addition, the Nothing section has now fallen below 2% of tested games, and hopefully Loadable will follow next. On the compatibility database statistics, over a hundred games moved out of the Nothing, Loadable, and Intro sections and in to Ingame or Playable.
Megamouse has also made many improvements to the way RPCS3 handles input allowing a bunch of games to progress further and he also fixed other issues with the UI. While Nekotekina has continued to review people’s changes, making sure everything was in a good enough state to be merged, he continued to work on the core of RPCS3. kd-11 has made some major improvements that increase stability and functionality including increasing performance with Ryzen and implementing a Native UI to RPCS3. Quite a large number of fixes and improvements have been made already, and as you can see below from the big compatibility bump we are starting the year off strong. Welcome back to the first progress report of the year. A look at Castlevania Lords of Shadow 2: Running Well on RPCS3