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Sound disappears during the race in Gran Turismo 5 prologue [NPUA80075]

Open PY3AN opened this issue 4 years ago • 5 comments

Sound disappears during the race (4:46 on video). It has been noticed that the frequency of audio dropouts may vary depending on performance.

https://youtu.be/9bX7_1O9g64

Sound_&_Exit_race_issue.log.gz

System configuration:

RPCS3 v0.0.14-11527 Firmware version: 4.86 OS Windows 10 20H2, 19042.685 CPU AMD Ryzen 5 3600 GPU AMD Radeon RX 580 8G Memory Crucial Ballistix Sport 2x8G Driver version 2.0.168

PY3AN avatar Jan 08 '21 16:01 PY3AN

Just want to add that the cause of the audio dropouts on GT5 Prologue is the same as what makes GT5 and 6 freeze during gameplay (already covered in #6427), so it's the same issue but with different side effects.

Satan86 avatar Jan 08 '21 16:01 Satan86

Another detail about Gran Turismo 5 Spec 2 is that even enabling SPU threads to Auto and using SPURS to unlimited and SPU LLVM Safe the CPUs cores not are totally used. Some cores are used more of 50 % and others less of 50 % with the game running below of 60 FPS and sounds cracking almost all time during the race. In menus works fine.

Augusto7743 avatar Jan 11 '21 02:01 Augusto7743

I asked on the discord, there currently is no way to fix the audio desync issue with gran turismo 5 and 6, just gonna have to wait until the devs get to it unfortunately, but i can post settings to get the game working perfectly other than that

ForeskinJohn avatar Dec 27 '22 00:12 ForeskinJohn

I believe #13917 will have fixed this

ChwaraeTeg avatar Jun 07 '23 17:06 ChwaraeTeg

I believe #13917 will have fixed this

Yes it is fixed indeed. Only note that for some versions accurate XFloat is needed for solving this issue.

readywer avatar Jun 07 '23 17:06 readywer

I believe #13917 will have fixed this

Yes it is fixed indeed. Only note that for some versions accurate XFloat is needed for solving this issue.

Some versions meaning, versions 2.00 upwards?

aeseok avatar Jun 24 '23 16:06 aeseok

I believe #13917 will have fixed this

Yes it is fixed indeed. Only note that for some versions accurate XFloat is needed for solving this issue.

Some versions meaning, versions 2.00 upwards?

Still unclear which version needs it. EU 1.00 is sure, US 2.00+ maybe someone said on discord that they had the issue(the settings fixed for them too), but others said they don't have this issue at all.

readywer avatar Jun 24 '23 17:06 readywer

TLDR: See UPDATE at bottom.

I'm encountering this problem. Turning on Accurate Xfloat as a workaround results in audio with a lot of dropouts. Generally I would not expect audio to demand a lot of processing power.

A possible compromise would be finding settings that still allow Accurate Xfloat but still avoid the dropouts. If you have ideas for how to improve this please post them to the Wiki for optimal GT5 settings or in that Wiki's discussion. https://wiki.rpcs3.net/index.php?title=Gran_Turismo_5

So far I've found that enable time stretching turned on, and lowering the audio buffering improved the audio noticeably with Accurate Xfloat turned on. I lowered audio buffering to 10msec and changed the enable time stretching threshold from 75% to 100%. These were just guesses - I don't really know what I'm doing. Maybe there are better settings for this, if someone has more familiarity with the tradeoffs. I'm afraid I'm at the end of my rope for ideas to make Accurate Xfoat enabled still playable. It sure sounded great with that disabled, but the sudden audio drop-out with no recovery is no good, especially when loading the game takes a long time.

Figuring out workarounds while Accurate Xfloat is turned on is better than assuming it can be turned off. Maybe a viable workaround would be by implementing different audio codecs?

Sidenote: I notice when the my audio was really really bad, the car also performed noticeably worse in one instance.

UPDATE: I increased the audio buffering enabled to 250msec and time stretching threshhold to 25% (i.e. more aggressive audio settings), after changing the SPU decoder from (default) Recompiler (LLVM) to Recompiler (ASMJIT), which avoids the SPU Xfloat Accuracy setting altogether. So far this seems the best, but I only have a few minutes of playtime in testing this setup.

frankbraker avatar Dec 24 '23 20:12 frankbraker