trigger

Results 44 comments of trigger

> That game actually uses cellMic and I assume does its own capture and sends the data to the private server/other players. cellMic should work, the issue may be with...

I did some digging into Metal Gear Online and there seems to be multiple issues. First of all, MGO's mic handling code looks *something* like this: ```cpp cellMicGetSignalState(0, CELLMIC_SIGSTATE_MICENG, &result);...

Slightly worse performance for me in MGS4. 12700K @ Stock /w AVX-512 PR ![Screenshot from 2024-04-11 14-28-59](https://github.com/RPCS3/rpcs3/assets/5994581/21e42f53-dbac-4481-bba7-6479ff689076) ![Screenshot from 2024-04-11 14-21-45](https://github.com/RPCS3/rpcs3/assets/5994581/4585da32-8e80-4d59-b74e-256ad662c7e9) Master ![Screenshot from 2024-04-11 14-24-44](https://github.com/RPCS3/rpcs3/assets/5994581/843978f3-d328-45a1-890a-29fab39468d3) ![Screenshot from 2024-04-11 14-23-42](https://github.com/RPCS3/rpcs3/assets/5994581/7149c994-cff9-4275-9ba3-76ee2185ebd8)

Metal Gear Online hangs on building the SPU cache. I'm also forced to close RPCS3 via the task manager. Log contains a bunch of these: ```bash F {SPU Worker 7}...

> @cipherxof dont use SPU Mega or Giga mode currently when testing this pull request. Safe hung up before as well, but after your recent commits Safe works fine. Seeing...

It started working on Giga actually. It's about 10 fps faster on average than on safe, and about 30 fps faster on average than without this PR. MGO specifically seems...

Metal Gear Online seems pretty much the same as yesterday's build. PR (Latest/Giga) ![image](https://github.com/RPCS3/rpcs3/assets/5994581/8e5159f5-8e3d-4972-ae7c-c533115bb200) PR (Previous/Giga) ![image](https://github.com/RPCS3/rpcs3/assets/5994581/2d19b6bf-7e49-4c65-ba89-7b4da61ffdac) Emulator froze when switching to Mega, and upon reboot I crashed at the...

Same issue. Reverting 24fa77f04406a76cab0878942929ee355c8f7190 fixes it. By the way, this affects both Safe and Mega. Giga seems to work fine though.

> Implemented LQX/STQX based atomic loop detection, fixed some bugs. @bigol83 @cipherxof No more issues on my end. Booted a few times and didn't get any crashes or deadlocks.

RSX bottlenecked situations seem to be better. Before ![image](https://github.com/RPCS3/rpcs3/assets/5994581/936a9e0a-c947-4b2f-af16-75b496995da1) After ![oo](https://github.com/RPCS3/rpcs3/assets/5994581/88230843-dcb0-48df-83da-fa6df3423b8a) Here's where things get a bit more interesting. MGO now performs reasonably well without the previously mentioned SPU hack...