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Xenoblade Chronicles 3 - 010074F013262000
Xenoblade Chronicles 3
Game Update Version : 1.1.0
Current on master
: 1.1.299
Game loads and plays correctly most of the time. It is completable, as I have now personally played 233 hours of it.
Personally recommend Vulkan for playing, because even if it has a driver crash unlike OpenGL, the stuttering stops being an issue. Plus, both backends can crash due to another issue. See below for details.
Hardware Specs :
CPU: i7-10700k
GPU: NVIDIA RTX 3070 driver v512.95
RAM: 32GB
Outstanding Issues:
- AMD GPUs have massive rendering issues on some areas. Epylepsy warning (video from 优木 刹那#8545):
https://user-images.githubusercontent.com/79612681/185810863-8ea095d3-f947-4020-acd0-37d341f3bcdf.mp4
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In the same area as above, the water can turn black or show a different texture.
A save file in the area: xbc3_saves_blackout.zip (Both the save and the picture are from CloneIX in the comments.)
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On Vulkan, the game can crash randomly during gameplay, cutscenes or in menus with an "ErrorDeviceLost" in the logs. https://github.com/Ryujinx/Ryujinx/issues/3530
GPU.MainThread Gpu : VK Sync Object 7696 failed to signal within 1000ms. Continuing...
00:01:52.444 |E| GPU.MainThread Gpu : VK Sync Object 7698 failed to signal within 1000ms. Continuing...
00:01:55.504 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Graphics.Vulkan.VulkanException: Unexpected API error "ErrorDeviceLost".
at Ryujinx.Graphics.Vulkan.FenceHelper.WaitAllIndefinitely(Vk api, Device device, ReadOnlySpan`1 fences) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\FenceHelper.cs:line 27
at Ryujinx.Graphics.Vulkan.FenceHolder.Wait() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\FenceHolder.cs:line 58
at Ryujinx.Graphics.Vulkan.CommandBufferPool.WaitAndDecrementRef(Int32 cbIndex, Boolean refreshFence) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 307
at Ryujinx.Graphics.Vulkan.CommandBufferPool.FreeConsumed(Boolean wait) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 189
at Ryujinx.Graphics.Vulkan.CommandBufferPool.Rent() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 214
at Ryujinx.Graphics.Vulkan.PipelineFull.FlushCommandsImpl() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\PipelineFull.cs:line 219
at Ryujinx.Graphics.Vulkan.SyncManager.Create(UInt64 id) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\SyncManager.cs:line 46
at Ryujinx.Graphics.GAL.Multithreading.CommandHelper.<>c.<InitLookup>b__5_4(Span`1 memory, ThreadedRenderer threaded, IRenderer renderer) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\CommandHelper.cs:line 62
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RenderLoop() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 130
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RunLoop(Action gpuLoop) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 107
at Ryujinx.Ui.RendererWidgetBase.Render() in D:\a\Ryujinx\Ryujinx\Ryujinx\Ui\RendererWidgetBase.cs:line 399
at System.Threading.Thread.StartCallback()
-
Besides the device loss noted above, another random crash can happen anywhere. This one was observed on OpenGL in the menu with no shader cache. Using the 60fps gameplay, 30fps cutscenes cheat makes this fatal error easier to trigger.
-
Another crash was observed when resizing the icons in the cutscene viewer.
00:01:40.818 |E| GPU.MainThread Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x0000001700000000, size=0x0000000000064000
at Ryujinx.Cpu.Jit.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\MemoryManagerHostMapped.cs:line 143
at Ryujinx.Cpu.Jit.MemoryManagerHostMapped.GetSpan(UInt64 va, Int32 size, Boolean tracked) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\MemoryManagerHostMapped.cs:line 321
at Ryujinx.Graphics.Gpu.Memory.PhysicalMemory.GetSpan(MultiRange range, Boolean tracked) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Memory\PhysicalMemory.cs:line 104
at Ryujinx.Graphics.Gpu.Image.Texture.SynchronizeFull() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Image\Texture.cs:line 728
at Ryujinx.Graphics.Gpu.Image.Texture.InitializeData(Boolean isView, Boolean withData) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Image\Texture.cs:line 296
at Ryujinx.Graphics.Gpu.Image.TextureCache.FindOrCreateTexture(MemoryManager memoryManager, TextureSearchFlags flags, TextureInfo info, Int32 layerSize, Nullable`1 sizeHint, Nullable`1 range) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Image\TextureCache.cs:line 781
at Ryujinx.Graphics.Gpu.Image.TextureCache.FindOrCreateTexture(MemoryManager memoryManager, RtColorState colorState, Boolean layered, Int32 samplesInX, Int32 samplesInY, Size sizeHint) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Image\TextureCache.cs:line 351
at Ryujinx.Graphics.Gpu.Engine.Threed.StateUpdater.UpdateRenderTargetState(Boolean useControl, Boolean layered, Int32 singleUse) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\Threed\StateUpdater.cs:line 420
at Ryujinx.Graphics.Gpu.Engine.Threed.DrawManager.Clear(ThreedClass engine, Int32 argument, Int32 layerCount) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\Threed\DrawManager.cs:line 508
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(UInt64 gpuVa, Int32 offset, Int32 argument, Int32 subChannel, Boolean isLastCall) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 213
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(UInt64 baseGpuVa, ReadOnlySpan`1 commandBuffer) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 95
at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 188
at Ryujinx.Ui.RendererWidgetBase.<Render>b__73_0() in D:\a\Ryujinx\Ryujinx\Ryujinx\Ui\RendererWidgetBase.cs:line 401
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.<>c__DisplayClass48_0.<RunLoop>b__0() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 99
at System.Threading.Thread.StartCallback()
- Red particles on fallen soldiers and on some cutscenes seem to be working only partially.
https://user-images.githubusercontent.com/79612681/181797710-2f4c4734-1ca5-42c5-8890-74ea0f15d461.mp4
This is what it looks like on console:
https://user-images.githubusercontent.com/79612681/181798152-806cb409-c51f-4e5a-978c-96e26f19582a.mp4
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Party members' bodies can randomly disappear. This usually happens after the game suddenly runs at exactly 1fps for 3-4 seconds.
-
Vertex explosions can be observed occasionally (screenshot from ayurai#7042):
-
Resolution scaling does not work at all, requires mods to internally upscale. Moreover, the game triggers dynamic resolution forcefully on some areas, so it can get a bit ugly. As a workaround, here's 2 internal resolution mods, one for 2x res and one for 1440p. Simply extract the preferred one on the mods folder. (The 1440p mod requires the disabled scaling mod to work.) XC3_2XConfig.zip(1.1.0) 1440p mods.zip (1.1.0) 1440p mods.zip (1.1.1)
- On Vulkan, using internal resolution scaling mods causes large black surfaces/black flickering on some scenes, for example the first chapter 4 cutscene.
https://user-images.githubusercontent.com/79612681/184385018-b6e39612-94ca-4085-be6e-8ccf13c45a1f.mp4
OpenGL is fine.
https://user-images.githubusercontent.com/79612681/184385067-5bebf68f-e248-4bd9-943c-4da0a64c24dd.mp4
This issue is shared with Xenoblade 1 and 2 as well, can be seen on the title screen in 1 and a lot of Blade awakening cutscenes in 2. This only happens when increasing the internal resolution with mods on Vulkan specifically.
- Very, very rarely, the game will stutter and the console will spam invalid texture format errors. Haven't managed to find a way to reproduce.
00:31:09.468 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x383E (sRGB: False).
00:31:09.468 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x36C74 (sRGB: False).
00:31:09.468 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x4C09 (sRGB: False).
00:31:09.468 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x383E (sRGB: False).
00:31:09.468 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x36C74 (sRGB: False).
00:31:09.468 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x4C09 (sRGB: False).
00:41:37.065 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x10718 (sRGB: False).
00:41:37.065 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x4EAB (sRGB: True).
00:41:37.065 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x10718 (sRGB: False).
00:41:37.065 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x3067 (sRGB: False).
00:41:37.195 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x72112 (sRGB: True).
00:41:37.195 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x72138 (sRGB: True).
00:41:38.844 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x72112 (sRGB: True).
00:41:38.844 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x72138 (sRGB: True).
00:41:22.639 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x3067 (sRGB: False).
00:41:22.803 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x3131 (sRGB: False).
00:41:22.803 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x4EAB (sRGB: True).
00:41:22.803 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x3067 (sRGB: False).
00:41:22.803 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x3131 (sRGB: False).
00:41:22.803 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x4EAB (sRGB: True).
00:41:22.803 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x3067 (sRGB: False).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x63134 (sRGB: True).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x25838 (sRGB: True).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x10718 (sRGB: False).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x4EAB (sRGB: True).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x10718 (sRGB: False).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x3067 (sRGB: False).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x258 (sRGB: False).
00:41:43.124 |E| GPU.MainThread Gpu GetInfo: Invalid texture format 0x17965 (sRGB: False).
Screenshots :
Log file :
Missing services crash: Ryujinx_1.1.198_2022-07-29_15-07-17.log
Missing services ignored: Ryujinx_1.1.198_2022-07-29_16-12-11.log
Crash fixed with disable mod ?
Crash on Vulkan when loading the menu. Works on OpenGL. Other games on Vulkan work. Ryujinx_1.1.200_2022-08-01_06-54-50.log
A quick and dirty workaround for the "ErrorDeviceLost" error on Vulkan is to change the memory manager mode to "Software" and just be persistent and keep trying. The cause seems to be partially related to compiling shaders.
Here's my first attempt at loading a save from the start of the game. Shader count: 1430.
https://user-images.githubusercontent.com/7350221/182134855-7e8021e1-1453-404e-88e9-697a253a1416.mp4
Crashes almost instantly without even moving.
After crashing and retrying for ~5 times. Shader count: 1665.
https://user-images.githubusercontent.com/7350221/182135357-63d16c14-30e7-4539-b74a-a082b57dd9bb.mp4
I no longer crash in the same scene.
The first 3 attempts it eventually crashed after 5-10 seconds if I didn't move around. The 4th and 5th attempts I moved around my camera a lot to try and get shaders compiled for everything in my surroundings. And then all of a sudden no more crashes.
And finally, after purging the shader cache again.
https://user-images.githubusercontent.com/7350221/182146371-755db54c-86f1-4239-902c-6d5fdd4dcbcb.mp4
Back to crashing instantly.
I'm not entirely sure if this matters but I think changing memory manager mode from "Host unchecked" to "Software" does seem to help as well. However, just retrying and trying to get as many shaders compiled as possible before you crash is the best way to go for a temporary workaround.
You can easily confirm this works by attempting the following:
- Clear shader cache.
- Open the menu for the first time, you should crash almost instantly.
- Retry a few times, navigate to "Characters" in the menu and by hitting L/R a few times you should eventually crash again.
- Rinse and repeat a couple of times.
- Eventually you should be able to navigate the menu without crashing at all.
The game crashes for me too, here are my error logs
00:05:17.436 |S| HLE.OsThread.16 ServiceAm SetIdleTimeDetectionExtension: Stubbed. {idleTimeDetectionExtension: 2}
00:05:19.198 |E| GPU.MainThread Gpu : VK Sync Object 273471 failed to signal within 1000ms. Continuing...
00:05:20.198 |E| GPU.MainThread Gpu : VK Sync Object 273474 failed to signal within 1000ms. Continuing...
00:05:29.880 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Graphics.Vulkan.VulkanException: Unexpected API error "ErrorDeviceLost".
at Ryujinx.Graphics.Vulkan.FenceHelper.WaitAllIndefinitely(Vk api, Device device, ReadOnlySpan`1 fences) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\FenceHelper.cs:line 27
at Ryujinx.Graphics.Vulkan.FenceHolder.Wait() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\FenceHolder.cs:line 58
at Ryujinx.Graphics.Vulkan.CommandBufferPool.WaitAndDecrementRef(Int32 cbIndex, Boolean refreshFence) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 307
at Ryujinx.Graphics.Vulkan.CommandBufferPool.FreeConsumed(Boolean wait) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 189
at Ryujinx.Graphics.Vulkan.CommandBufferPool.Rent() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 214
at Ryujinx.Graphics.Vulkan.PipelineFull.GetPreloadCommandBuffer() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\PipelineFull.cs:line 175
at Ryujinx.Graphics.Vulkan.BufferHolder.SetData(Int32 offset, ReadOnlySpan`1 data, Nullable`1 cbs, Action endRenderPass) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\BufferHolder.cs:line 166
at Ryujinx.Graphics.Vulkan.VulkanRenderer.SetBufferData(BufferHandle buffer, Int32 offset, ReadOnlySpan`1 data) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Vulkan\VulkanRenderer.cs:line 526
at Ryujinx.Graphics.GAL.Multithreading.CommandHelper.<>c.<InitLookup>b__5_13(Span`1 memory, ThreadedRenderer threaded, IRenderer renderer) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\CommandHelper.cs:line 81
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RenderLoop() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 131
at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RunLoop(Action gpuLoop) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 108
at Ryujinx.Ui.RendererWidgetBase.Render() in D:\a\Ryujinx\Ryujinx\Ryujinx\Ui\RendererWidgetBase.cs:line 399
at System.Threading.Thread.StartCallback()
The crash on the menu seems to be more serious after 1.1.200, so that the menu cannot be opened at all, which is manifested as a crash immediately after opening the menu within a few seconds
Vulkan only visual issue
Nothing on OpenGL
Chapter 7 Savefile at the only spot i've noticed so far 0.zip
Tried S0gnat0re's savefile and don't have that issue while running on Vulkan. Works fine. I'm using 1.1.206 with a RTX3080.
Tried S0gnat0re's savefile and don't have that issue while running on Vulkan. Works fine. I'm using 1.1.206 with a RTX3080.
Can confirm the issue is gone as of 1.1.206
I wanted to mention that the character model disappearing issue may not be entirely on-emulator. I play this game a lot on my actual Switch, and one time a character's weapon model did not load. (swinging hands like a sword)
I've been playing 1.1.206 Vulkan, for the most part it runs fine, like other people said rarely stuff will be missing or not spawn in but it usually fixes itself fast. However every once in a while itll crash, and then once it crashes once it will continue to consistently crash every time I open the menu. until I clear either the shader or pptc cache (not very knowledgeable but guessing its shader). It even crashes my entire PC sometimes. It almost seems like theres a small chance it'll just generate a corrupted shader or something and everytime it tries to load said shader will crash.
@FirionHope is right. I keep crashing when approaching a scene, and clearing the PPTC cache it doesn't continue crashing; not sure if in the future will have more crashes though... I also changed memory management from "host unchecked" to "host", not sure if that helps...
Edit: As mentioned by @CloneIX, one also purged everything today for it to work properly. One guesses it might be a "limit" to shader cache? I don't know, one had around 7.5k shader cache by then, then only problem comes up. Other times it seems to be working "quite fine".
@FirionHope and @Wabinab
I confirm: Clearing JUST the PPTC cache and rebooting the game clears the crashes when going into the menu. If I do not do that, then everytime I load the game and enter the menu via "X" - the game crashes.
The only missing thing I have found otherwise are some of the (most of the time) red particles when soldiers are fallen.
EDIT: JUST clearing the PPTC cache did not work on my 4th try. Had top clear both caches.
The log also contains a lot of “Invalid texture format
” messages with many different IDs^1. Which is probably why many particle effects are broken.
There’s also the occasional vertex explosion during some cutscenes like what used to plague Xenoblade Chronicles 2.
The fix on 1.1.213 is quite good. Recovery on most cases. However, upon enter recovery, screen starts getting laggy as if recovery seems to keep happening frequently. Then, if you leave it for too long without restarting Ryujinx, you might get stuck on a frame sooner or later, without any error messages.
Then upon restart without purging cache, there's a chance that opening the menu will lead to the same result again. (for me, this only happens when trying to fight Phantom Streya)
00:02:20.445 |E| Gpu : GL Sync Object 63902 failed to signal within 1000ms. Continuing...
One got stuck there 2 times chain attacking with Ouroboros ending, aside from another issue that Phantom Streya is invisible (except for its shadow) during attack.
Ryujinx version: 1.1.213 Game version: xenoblade 1.1.0 System Specs: OS: Windows 10 CPU: 5800x GPU: amd 5700 RAM: 16gb Applied Mods : no
1.1.213
It doesn't go through the start menu. The game freezes. Opengl and vulkan are the same. } ], "talent_lv": ], "en_arts_learned": [ 0, 0 ], "en_skill_learned": [ 0, 0 ], "ui_lasted_open_scene_id": 0, "ui_lasted_open_transition_type": 0, "ui_lasted_close_scene_id": 0, "ui_lasted_close_transition_type": 0, "session_id": { "TypeCode": 0, "Value": "0xEC8AEB25B813E675" opengl.log vulkan.log
#3552 version works fine in my computer.
There is a problem with grass, and there is a problem with the graphics breaking when looking east of the Pentelas Region on AMD...
https://youtu.be/QzShfMZKFRs
Updated.
One sometimes get this kind of crashes:
02:49:08.888 |E| HLE.GuestThread.19 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x0000001CF45BD000.
02:49:08.970 |E| HLE.GuestThread.19 Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region.
at Ryujinx.Memory.Tracking.MemoryTracking.VirtualMemoryEvent(UInt64 address, UInt64 size, Boolean write, Boolean precise) in D:\a\Ryujinx\Ryujinx\Ryujinx.Memory\Tracking\MemoryTracking.cs:line 252
at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 168
at Ryujinx.Cpu.Jit.JitCpuContext.Execute(IExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\JitCpuContext.cs:line 32
at Ryujinx.HLE.HOS.ArmProcessContext`1.Execute(IExecutionContext context, UInt64 codeAddress) in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\ArmProcessContext.cs:line 40
at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1265
It's more rarer than the Vulkan "open-menu" crash, but it happens randomly. I'm using "Host" as memory-mapping. It happens on both Vulkan and OpenGL.
I used the 217 version to play for about 1H, most of them were good, but finally got stuck on the battle interface, but the game was still running, but the screen was stuck, I successfully saved the game after the battle was over. Below is the log file
Ryujinx_1.1.217_2022-08-16_14-50-34.log
The error is as follows:Gpu AwaitResult: Error: Query result timed out. Took more than 5000 tries.
Where are you seeing that they are mostly fixed? I'm checking some cutscenes and they all look the same. Can you post a comparison?
Both of those worked exactly the same in 1.1.217
Both of those worked exactly the same in 1.1.217
Oh and here's some of the prologue with a lightshow that I'd normally barely even see any in other than the parts where the two big robots would vacuum the particles in(probably just planes with scrolling textures since there are so many on screen at the same time):
https://imgur.com/a/7g3mcPz
I'm almost sure that cutscene is pre-rendered. The games switches from pre-rendered to realtime, a la good old Final Fantasy 7.
I have a reproducable visual bug. Water becomes black. No mods / cheats installed and caches deleted before boot. It depends on the camera angle for it to be this blacked out.
And my log: Ryujinx_1.1.220_2022-08-17_23-48-28.log
After playing for almost 12 hours straight today on Vulkan (log file for proof), it seems the Vulkan crashes have been fixed by either 1.1.218 or 1.1.219. At the end it finally crashed, but with the fatal memory error and not the Device Lost error. If no one can provide proof that the Vulkan device loss is still happening on the latest build, I'll mark it as fixed.
Edit: nevermind, it's still happening.
Crashes at the first loading screen before the main menu.
Still the same in the 1.1.222 using Vulkan on AMD with mesa drivers. It crashes with /app/bin/ryujinx-wrapper, line 7: 13 Floating point exception (wrapped core image)Ryujinx "$@"
.
that the Vulkan device loss is still happening on the latest build, I'll mark it as fixed.
Edit: nevermind, it's still happening.
I managed to play a few hours today and I'm in chapter 4, crashed at least once every 30 min on VK while exploring new places. The game still seems to lag out or do something weird in the background when unlooted ether nodes or husks are nearby. I usually save before looting them, loot them, save again, then restart the emulator. Usually prevents a crash for me, otherwise, after 20-30 min, the game will inevitably crash when I open the menu or there's some area that has to load in a bunch of new assets as you're walking around. If I play on OGL, the game will often do this hard lagging thing on the ether nodes where it hangs(doesn't crash) for a second or two, then progresses a second, then hangs, over and over till the node is fully looted. But I know OGL has different rules than VK for hangs.
All that said, once you've looted the ether nodes and sent off the husks in a zone, the game doesn't seem to crash anymore and I can go hours without any problems.
Crashes at the first loading screen before the main menu. Ryujinx_1.1.201_2022-08-01_10-51-08.zip
Still the same in the 1.1.222 using Vulkan on AMD with mesa drivers. It crashes with
/app/bin/ryujinx-wrapper, line 7: 13 Floating point exception (wrapped core image)Ryujinx "$@"
.
Now on 1.1.226
with Vulkan it goes past the loading screen but my desktop hangs and I can't do anything. The log outputs:
00:00:37.575 |I| .NET ThreadPool Worker Ptc Save: Saved Profiling Info (size: 138609 bytes, profiled functions: 40872).
00:00:39.258 |E| Gpu : VK Sync Object 668 failed to signal within 1000ms. Continuing...
00:00:49.365 |E| HLE.GuestThread.19 Gpu : VK Sync Object 673 failed to signal within 1000ms. Continuing...
00:00:53.656 |E| Gpu AwaitResult: Error: Query result SamplesPassed timed out. Took more than 5000 tries.
00:00:59.338 |E| Gpu : VK Sync Object 676 failed to signal within 1000ms. Continuing...
00:00:59.338 |E| HLE.GuestThread.19 Gpu : VK Sync Object 677 failed to signal within 1000ms. Continuing...
00:01:09.418 |E| HLE.GuestThread.19 Gpu : VK Sync Object 681 failed to signal within 1000ms. Continuing...
00:01:13.714 |E| Gpu AwaitResult: Error: Query result SamplesPassed timed out. Took more than 5000 tries.
00:01:19.392 |E| HLE.GuestThread.19 Gpu : VK Sync Object 685 failed to signal within 1000ms. Continuing...
00:01:19.395 |E| Gpu : VK Sync Object 684 failed to signal within 1000ms. Continuing...
00:01:29.445 |E| HLE.GuestThread.19 Gpu : VK Sync Object 688 failed to signal within 1000ms. Continuing...
00:01:30.458 |E| HLE.GuestThread.19 Gpu : VK Sync Object 689 failed to signal within 1000ms. Continuing...
00:01:34.762 |E| Gpu AwaitResult: Error: Query result SamplesPassed timed out. Took more than 5000 tries.
00:01:39.445 |E| Gpu : VK Sync Object 692 failed to signal within 1000ms. Continuing...
00:01:39.445 |E| HLE.GuestThread.19 Gpu : VK Sync Object 693 failed to signal within 1000ms. Continuing...
00:01:49.502 |E| HLE.GuestThread.19 Gpu : VK Sync Object 696 failed to signal within 1000ms. Continuing...
00:01:50.515 |E| HLE.GuestThread.19 Gpu : VK Sync Object 697 failed to signal within 1000ms. Continuing...
00:01:54.815 |E| Gpu AwaitResult: Error: Query result SamplesPassed timed out. Took more than 5000 tries.
00:01:58.516 |I| Hid Configure: Configured Controller ProController to Player1
00:01:59.498 |E| HLE.GuestThread.19 Gpu : VK Sync Object 701 failed to signal within 1000ms. Continuing...
00:01:59.498 |E| Gpu : VK Sync Object 700 failed to signal within 1000ms. Continuing...
00:02:09.552 |E| Gpu : VK Sync Object 704 failed to signal within 1000ms. Continuing...
00:02:09.578 |E| HLE.GuestThread.19 Gpu : VK Sync Object 705 failed to signal within 1000ms. Continuing...
00:02:19.552 |E| HLE.GuestThread.19 Gpu : VK Sync Object 709 failed to signal within 1000ms. Continuing...
00:02:19.552 |E| Gpu : VK Sync Object 708 failed to signal within 1000ms. Continuing...
00:02:24.842 |I| Hid Configure: Configured Controller ProController to Player1
00:02:28.785 |I| Hid Configure: Configured Controller ProController to Player1
00:02:29.605 |E| Gpu : VK Sync Object 712 failed to signal within 1000ms. Continuing...
00:02:29.632 |E| HLE.GuestThread.19 Gpu : VK Sync Object 713 failed to signal within 1000ms. Continuing...
00:02:38.666 |I| Hid Configure: Configured Controller ProController to Player1
00:02:39.605 |E| HLE.GuestThread.19 Gpu : VK Sync Object 717 failed to signal within 1000ms. Continuing...
00:02:39.605 |E| Gpu : VK Sync Object 716 failed to signal within 1000ms. Continuing...
00:02:49.658 |E| Gpu : VK Sync Object 720 failed to signal within 1000ms. Continuing...
00:02:49.685 |E| HLE.GuestThread.19 Gpu : VK Sync Object 721 failed to signal within 1000ms. Continuing...
00:02:59.658 |E| HLE.GuestThread.19 Gpu : VK Sync Object 725 failed to signal within 1000ms. Continuing...
00:02:59.658 |E| Gpu : VK Sync Object 724 failed to signal within 1000ms. Continuing...
00:03:09.715 |E| Gpu : VK Sync Object 728 failed to signal within 1000ms. Continuing...
00:03:09.742 |E| HLE.GuestThread.19 Gpu : VK Sync Object 729 failed to signal within 1000ms. Continuing...
00:03:19.712 |E| HLE.GuestThread.19 Gpu : VK Sync Object 733 failed to signal within 1000ms. Continuing...
00:03:19.712 |E| Gpu : VK Sync Object 732 failed to signal within 1000ms. Continuing...
00:03:29.765 |E| Gpu : VK Sync Object 736 failed to signal within 1000ms. Continuing...
00:03:29.795 |E| HLE.GuestThread.19 Gpu : VK Sync Object 737 failed to signal within 1000ms. Continuing...
00:03:39.765 |E| HLE.GuestThread.19 Gpu : VK Sync Object 741 failed to signal within 1000ms. Continuing...
00:03:39.765 |E| Gpu : VK Sync Object 740 failed to signal within 1000ms. Continuing...
00:03:49.872 |E| Gpu : VK Sync Object 752 failed to signal within 1000ms. Continuing...
00:03:49.898 |E| HLE.GuestThread.19 Gpu : VK Sync Object 753 failed to signal within 1000ms. Continuing...
00:04:00.032 |E| Gpu : VK Sync Object 756 failed to signal within 1000ms. Continuing...
00:04:00.035 |E| HLE.GuestThread.19 Gpu : VK Sync Object 757 failed to signal within 1000ms. Continuing...
00:04:10.058 |E| Gpu : VK Sync Object 760 failed to signal within 1000ms. Continuing...
00:04:10.112 |E| HLE.GuestThread.19 Gpu : VK Sync Object 761 failed to signal within 1000ms. Continuing...
I got this kind of crash
01:36:33.712 |E| HLE.GuestThread.15 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x000000733E013000.
01:36:33.786 |E| HLE.GuestThread.15 Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region.
at Ryujinx.Memory.Tracking.MemoryTracking.VirtualMemoryEvent(UInt64 address, UInt64 size, Boolean write, Boolean precise) in D:\a\Ryujinx\Ryujinx\Ryujinx.Memory\Tracking\MemoryTracking.cs:line 252
at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\ARMeilleure\Translation\Translator.cs:line 168
at Ryujinx.Cpu.Jit.JitCpuContext.Execute(IExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\JitCpuContext.cs:line 32
at Ryujinx.HLE.HOS.ArmProcessContext`1.Execute(IExecutionContext context, UInt64 codeAddress) in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\ArmProcessContext.cs:line 40
at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in D:\a\Ryujinx\Ryujinx\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1265
at System.Threading.Thread.StartCallback()
especially when it tries to load the character models. That is, if you enter the menu -> character or menu -> heroes, it tries to load the model which you can spin about and check it out. When it fails to load or too much of a burden to render the character, it crashes.
- This mostly happens when you try wait for the character loading (immediately jump through if you don't stop to wait for character load usually is fine) moving through different characters (that is, rendering one character after another when pressing L or R);
- similarly when trying to change heros and wait for it to load (usually, go back to the menu page without waiting it to load mostly don't crash).
- Changing characters clothing (hence their appearance) also causes this crash if you browse through each clothing too often.
- Similarly, in the "interlink" menu, rendering ouroboros form is also a burden that may cause this crash, (if you wait for it to render).
- Changing character class: it tries refresh the weapons after you change class, hence refreshing the character model, hence causing crash to happens after you "spam" it a few times.
- Going to affinity charts, changing between different colonies, it tries to render character models of their commander, and "spamming" by moving to several colonies (and wait for the commander character models to load) causes the same error.
I'm using 1.1.217 and OpenGL, Host memory management btw.
EDIT: It might also be useful to note that, with almost 15k shaders currently, it's insufficient to store everything in RAM, as I only have 16GB RAM, and nearly one-third of them reserved by Windows, and Ryujinx's shader cache uses more than the rest of the available RAM. If memory addresses were cached at the beginning, some of them might have been moved to virtual RAM (on the SSD/hard disk) and move back when needed to use, which invalidates the cached address since now it's stored on a different address. Though, this is just my assumption/opinion which may/may not be true.