kd-11

Results 365 comments of kd-11

@schm1dtmac Disable the "fast" path here: https://github.com/RPCS3/rpcs3/blob/master/rpcs3/Emu/RSX/VK/VKProgramPipeline.cpp#L606 So that it always calls "create" instead of attempting a fast update operation. In the meantime we'll have to figure out how to...

Maybe time to try komickrisp? https://www.lunarg.com/lunarg-at-xdc-2025-kosmickrisp-overview/

@schm1dtmac Have you submitted the report via the feedback/bugreporting tool? There's no chance of a private channel communication to get this looked at, we just have to report it normally.

Rpcs3 being an emulator cannot budget VRAM like a traditional game. We just create new things as they are demanded and if they can't fit we evict old stuff. It's...

@digant73 Attach log with 8GB, let's see why it wasn't able to evict.

Marking as a bug. Memory management was tightened a few years ago so that even 512MB of VRAM was enough for AAA titles at 100% res scale.

Looking at the first log without MTRSX I see the allocator tried to reclaim 4GB just before crashing. The crash doesn't enter into memory recovery either which means I might...

Ok, I see those duplicate draw requests, those mean instanced rendering. I need to take a deeper look when I have some time.

The gap in dice for me increased, OGL gets almost 2x Vulkan perf. However, this actually exposed the issue, we need to rework our pipeline and descriptor binding model. This...

Needs retesting. A CDL log would be a great help but is non-trivial to capture for beginners and I've never been able to reproduce this hang. Maybe @digant73 can help...