rpcs3
rpcs3 copied to clipboard
[Regression] FINAL FANTASY XIII [MRTC00003] Crashing to desktop again (#14822)
Quick Summary
Final Fantasy XIII started crashing again to the desktop. This time changing the date of regression as there was a moment when this issue was resolved or at least working.
Details
At this time it appears the broken log changes its behavior to do something with SYS where it didn't do this before.
Again the symptoms are that the cache used from working builds will continue working on master.
So to reproduce this issue users need to clear their cache. Boot the game and soon find that RPCS3 is closed.
Build with regression
RPCS3 v0.0.29-15753-fdb2fecd
Attach two log files
System configuration
Windows 11 pro Ryzen 5 3600 GTX 1660 Super
Other details
What do you mean by kinda works? There are 12 instances of
·F 0:02:03.346525 {SPU Worker 2} SIG: Thread terminated due to fatal error: Verification failed
(in file D:\a\1\s\rpcs3\Emu\Cell\SPURecompiler.cpp:3538[:3], in function analyse)
in the working log. The SPU DMA option only worked, before this regression, on 2nd boots and not on the first boots. After the regression, FFXIII only works with the PPU interpreter again.
Possibly fixed by #14959, needs retesting
RPCS3.log RPCS3 v0.0.29-15897-195e7e18 Closes to desktop
Linking PR that introduced the regression: #14822
Test of https://github.com/RPCS3/rpcs3/pull/15212 RPCS3.log Some progress but ultimately
F {PPUW.1.7} VM: Access violation reading location 0x70a3b65d (unmapped memory)
did not close to the desktop
But here's a test after clearing LLVM cache and retrying RPCS3.log Closed to desktop
Test #15212
RPCS3.log Closed to desktop
I fixed the SPU analyser btw. Not sure what is why the PPU crash, perhaps it's a concurrency bug in PPU LLVM.
F {PPU[0x1000028] Thread (white::sound::layout::load) [0x013d6d8c]} SIG: Thread terminated due to fatal error: Verification failed
(in file D:\a\1\s\rpcs3\util\serialization.hpp:135[:5], in function raw_serialize)
F {PPU[0x1000010] Thread (QixFiberWorker0) [0x013d6d8c]} SIG: Thread terminated due to fatal error: Verification failed
(in file D:\a\1\s\rpcs3\util\serialization.hpp:135[:5], in function raw_serialize)
F {PPU[0x1000027] Thread (white::sound::AsyncRegistrant) [0x013d6d8c]} SIG: Thread terminated due to fatal error: Verification failed
(in file D:\a\1\s\rpcs3\util\serialization.hpp:135[:5], in function raw_serialize)
F {PPU[0x100000d] Thread (CDevSd StreamHandler) [0x013d6d8c]} SIG: Thread terminated due to fatal error: Verification failed
(in file D:\a\1\s\rpcs3\util\serialization.hpp:135[:5], in function raw_serialize)
AMD Ryzen 7 7700X Not closing to the desktop and fatal errors are after closing the game during the intro video
so this is an liblv2.sprx hle regression
That liblvl2.sprx HLE testing was an accident from other tests and currently seems to be appropriately resolved but not the root issue for the close-to desktop. I don't know what got me to the main menu past compiling the LLVM cache.
Here is a current log where I cleared all cache and right-clicked -> boot with default configuration. Shortly later closed to desktop.
Not sure why the PPU crashed, perhaps it's a concurrency bug in PPU LLVM.
Testing #15333 and the PPU crash appears to be gone now.
RPCS3.log
After that PR is merged there will be no settings other than default needed to boot FFXIII.
If for some reason anyone experiences a crash try using a clean cache.
Yesterday i tested this Pr, it fixed this issue. Now that it is merged the game crashes again. Removed all caches, reset to default configuration, still crashes.
It is weird how this PR https://github.com/RPCS3/rpcs3/pull/15333 fixed this issue but when it was merged it reappeared.
If you want to go ingame you can only use Interpreter PPU decoder.
Hello,
FINAL FANTASY XIII [MRTC00003]
PPU Decoder: LLVM - crashes RPCS3 on loading PPU Static - works
RPCS3 Version: 0.0.32-16476-9ceb22a2 Alpha | master
Tested RPCS3 v0.0.32-16683-065a6437 RPCS3.log Still an issue. To reproduce use a clean LLVM cache. The close to desktop happens when building a new cache not loading an old cache.
With the latest main build it crashes a little later at 84/119, it creates a bit more functions compared to last week log
·! 0:00:56.213189 {PPUW.1.11} PPU: LLVM: 4176 functions generated ·! 0:00:57.684742 {PPUW.1.10} SYS:
but in the end still crashes to desktop
who can get stacktrace for it?
who can get stacktrace for it?
I don't know how to do that, i would do it otherwise. I expected someone else to answer this request but It seems there is not enough interest
I've googled and searched, I've asked and asked. All I ever have gotten answered is that stack trace is just another name for Call Stack. So I assume this is what is being asked for. Additionally searching RPCS3 issues history when a stack trace is asked for 9/10 times nothing is provided. 1/10 it's a screenshot of the full visual studio debugging window after the exception occurred. So this should be accurate.
Nice, thanks, hopefully it helps.
I just tried this out in RPCS3, the LLVM recompiler unfortunately doesn't work still. Static works, but performance is... strange. You can't create a cache with any version from 2024 as far as I can tell.
EDIT: I can't get into game even with builds going back a year, I don't know if this is my PC but was it always an issue trying to get in game with the LLVM recompiler?
I just tried this out in RPCS3, the LLVM recompiler unfortunately doesn't work still. Static works, but performance is... strange. You can't create a cache with any version from 2024 as far as I can tell.
EDIT: I can't get into game even with builds going back a year, I don't know if this is my PC but was it always an issue trying to get in game with the LLVM recompiler?
There was a small period of time when it booted fine with ppu llvm but then went back to crashing. Yeah, i know PPU performance is weird with Interpreter, it definitely is a lot slower. When i could go ingame and play it with PPU LLVM it was basically 60 fps locked while with Interpreter it struggles a lot.
OK well, I figured out what build works with the game. You need rpcs3-v0.0.29-15463, and you also need to enable "Accurate SPU DMA" and "Accurate XFloat".
However, this is a pretty old version of RPCS3. I'll load it up in the latest version and supply a log file.
Well shit I was gonna put a log but I found somewhat of a security concern in logs instead
It's okay, the logs are in the original post
No what I mean is I realized that in logs, you can see the user's names, and if they used their real name as their user name that's kind of an issue isn't it? I don't think I've seen that in PCSX2 or Dolphin or anything like that. That might need to get looked into.
Here's my log but I had to edit that, that's concerning cause so many people have contributed. 0.0.32-16807 RPCS3.log 0.0.29-15463 RPCS3.log
No what I mean is I realized that in logs, you can see the user's names, and if they used their real name as their user name that's kind of an issue isn't it? I don't think I've seen that in PCSX2 or Dolphin or anything like that. That might need to get looked into.
This is a user skill issue
If you put your RPCS3 folder inside the download folder or desktop ofc it will contain the windows install user name
Simply put it on C:/ or D:/ instead of under C:/Users/[Your Name]/[Any of the folder here]
Or in your case somehow you put your emulators under document for some reason