Bobby Smith
Bobby Smith
I'd say a core issue, Flycast had a similar issue months ago but it was fixed and now it unloads properly on close content so it's probably fixable for Dolphin...
Thanks for the reply! So based on [that link](https://wiki.dolphin-emu.org/index.php?title=GameINI) and what you said, I tried this: ``` [Core] CPUThread = False SyncGPU = False ``` The first line crashes RA...
Thanks, I already have `XFBToTextureEnable = False` for the purple screen transitions bug, I tried `ArbitraryMipmapDetection = False` but it didn't change anything. Tried "glcore" instead of "vulkan", no changes...
Yes, it was using glcore for sure. Just to be clear this is a new bug with recent commits (since rebase maybe?), I have like 3 hours of playtime in...
Yeah I guess "black screen" isn't really true, it depends, for example if I start a new game I'm stuck with the latest image of the intro and I can...
Hey! Just tried the latest commit (W10): * With Vulkan: it crashes RA completely on launch: [crash-201004-190117.log](https://github.com/libretro/dolphin/files/5323787/crash-201004-190117.log) And the regular logs: [retroarch__2020_10_04__19_07_51.log](https://github.com/libretro/dolphin/files/5323790/retroarch__2020_10_04__19_07_51.log) * With GLcore I can't get a crash...
OK, gdb with fastmem disabled (every other core options are defaults): ``` Thread 12 "CPU thread" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffacfb2700 (LWP 3156)] __memmove_avx_unaligned_erms () at...
Looking good! No crash, no black screen, no menu at 5fps, etc. with glcore, vulkan and d3d11 on Windows 👍 I'm only able to test glcore on my Linux VM...
I had some time to mess a bit more with the core, save/load state insta-hang RetroArch in Eternal Darkness (on both Windows and Linux) :( Unfortunately since it just "hangs"...
Oh and about the spam in logs, for some weird reason it seems to only affect the first launch of the game! So basically: * I start RetroArch and launch...