Compatibility difference between release and development builds.
PCSX2 version: 1.5dev 3044
Description of the issue: Various games goes ingame with development builds while they can't pass the loading screen with release builds.
With development builds:

With release builds:

Affected games (incomplete):
-
shaun murray pro skater
-
ESPN major league baseball
-
World Series Baseball 2k3
-
Ratchet and Clank 3 NTSC (crash in DAXX when too much effects are in use.)
How to reproduce the issue: Load one of these games with booth the release and development builds and observe the issue.
Not a regression
PC specifications: AMD FX8350 GTX 1060 Gskill 16Gb
There is a bunch of code for dev releases only, maybe some can be adjusted to be present for release builds. You'd need to know where to look tho and what the game does, are there any console logs that show anything unusual/useful?
World Series Baseball 2k3 can be added to the list.
In ESPN Major league baseball, Gif Unit - GS packet size exceeded VU memory size! is consistently spamming in the console in release builds and it crash on a VU1 command
Gif Unit - GS packet size exceeded VU memory size! Gif Unit - GS packet size exceeded VU memory size! Gif Unit - GS packet size exceeded VU memory size! microVU1: Cached Prog = [596] [PC=14f8] [List=02] (Cache=5,497%) [3,4mb]
Is there a difference between the logs Dev vs Release?
Yes, these Gif Unit - GS packet size exceeded VU memory size! are not on the dev release.
Try messing with the IsDevBuild variable. Maybe you'll hit lucky.
https://github.com/PCSX2/pcsx2/blob/2e1db411fa95cf4ac6e65a345014c4753a245d96/pcsx2/Gif_Unit.h
For ESPN major league baseball, and World Series Baseball 2k3 this will be probably that code:
https://github.com/PCSX2/pcsx2/blob/6e22efe790a99d9750b407acd4690cc8b93d34d5/pcsx2/x86/ix86-32/iR5900-32.cpp#L1057 https://github.com/PCSX2/pcsx2/blob/6e22efe790a99d9750b407acd4690cc8b93d34d5/pcsx2/x86/ix86-32/iR5900-32.cpp#L1384
As those games use same engine as Marvel Nemesis: Rise of the Imperfects, and enabling that allow it to goes ingame. https://github.com/PCSX2/pcsx2/issues/1323#issuecomment-590815178
For Wakeboarding Unleashed Featuring Shaun Murray difference is here:
VU1 is not allowed to out of loop early (force exit) on release builds when analyze with mVUtestCycles, that's correct behavior. https://github.com/PCSX2/pcsx2/blob/b5625ad8b08ddfc3158d1d19aa5e616994fce993/pcsx2/x86/microVU_Compile.inl#L359
if other games from list also show message microVU1 Warning: Exiting from Possible Infinite Loop when running on devbuild. Then is the same thing that make difference between builds.
For Wakeboarding Unleashed Featuring Shaun Murray devbuild give better result because game really can't get out of loop without m bit handling. No idea that other games share the same code path.
Also i was really wrong in comment that i made 25feb. I didn't noticed that refraction fixed one of COP2 instructions, and that was what allowed Marvel Nemesis: Rise of the Imperfects goes ingame. I just used latest code then from github, and thought that my change made difference, but it was refraction commit in mean time that fixed it. Sorry for confusion.
I would say R&C no longer crashes, the other 3 games need to be validated here
shaun murray pro skater
ESPN major league baseball
World Series Baseball 2k3
Closing as this is likely no longer an issue.