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425607D3 - Turok (2008) #500

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TotalCaesar659 opened this issue Jul 1, 2016 · 6 comments
Open

425607D3 - Turok (2008) #500

TotalCaesar659 opened this issue Jul 1, 2016 · 6 comments
Labels
marketplace-delisted Title was delisted from the Xbox Marketplace. state-menus Title has functional menus before any gameplay. tech-engine-unreal Title uses UnrealEngine.

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@TotalCaesar659
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TotalCaesar659 commented Jul 1, 2016

Marketplace - Delisted

Tested on xenia-project/xenia@3d1d4de

Issues:

Main menu browsing is normal, but starting a new game goes to black screen.

Log:

Log file

Screenshot(s):

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Labels:

state-menus, tech-engine-unrealengine

@Razzile Razzile added the state-menus Title has functional menus before any gameplay. label Jul 1, 2016
@Sleepy93
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Sleepy93 commented Dec 11, 2016

Update

Menu works almost perfectly, but if I start a new game Xenia says: The quest has crashed. Xenia paused itself.

Tested

On (xenia-project/xenia@2a2b7ae)

Log file

Turok_2a2b7ae8_161211.zip

Labels

  • state-menus
  • state-crash
  • regression?

@Sleepy93
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Update:

Game starts and goes into menu.
If I start a new mission Xenia crash.

!> 00000028 ResolvePath(ShaderDumpxe:\CompareBackEnds) failed - no root found

GPU:

writes to unk. register

  • 0081
  • 0082
  • 1E4E

Tested:

On (xenia-project/xenia@eecc9d0)

Log:

Turok.txt

Labels:

  • state-menus
  • regression

@bdeimos
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bdeimos commented Jul 10, 2018

Tested on (xenia-project/xenia@ba7dc6b)

(state-crash-host)

xenia.zip

@Margen67 Margen67 added the tech-engine-unreal Title uses UnrealEngine. label Sep 11, 2019
@Margen67 Margen67 changed the title 425607D3 - Turok 425607D3 - Turok (2008) Sep 11, 2019
@Margen67 Margen67 added the marketplace-delisted Title was delisted from the Xbox Marketplace. label Sep 11, 2019
@knerlington
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Not even getting into the menus; You see the loading screen with the green Turok logo for a second before it crashes.

(Left lines containing paths to cache, storage etc. in the log blank intentionally.")
xenia.log

@Dinzai
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Dinzai commented Jul 10, 2023

It works on Xenia-Canary -settings ----->

[D3D12]
d3d12_adapter = -1 # Index of the DXGI adapter to use. -1 for any physical adapter, -2 for WARP software rendering.
d3d12_allow_variable_refresh_rate_and_tearing = true # In fullscreen, allow using variable refresh rate on displays supporting it. On displays not supporting VRR, screen tearing may occur in certain cases.
d3d12_bindless = true # Use bindless resources where available - may improve performance, but may make debugging more complicated.
d3d12_break_on_error = false # Break on Direct3D 12 validation errors.
d3d12_break_on_warning = false # Break on Direct3D 12 validation warnings.
d3d12_clear_memory_page_state = true # Refresh state of memory pages to enable gpu written data. (Use for 'Team Ninja' Games to fix missing character models)
d3d12_debug = false # Enable Direct3D 12 and DXGI debug layer.
d3d12_dxbc_disasm = false # Disassemble DXBC shaders after generation.
d3d12_dxbc_disasm_dxilconv = true # Disassemble DXBC shaders after conversion to DXIL, if DXIL shaders are supported by the OS, and DirectX Shader Compiler DLLs available at https://github.com/microsoft/DirectXShaderCompiler/releases are present.
d3d12_nvapi_use_driver_heap_priorities = true # nvidia stuff
d3d12_pipeline_creation_threads = -1 # Number of threads used for graphics pipeline creation. -1 to calculate automatically (75% of logical CPU cores), a positive number to specify the number of threads explicitly (up to the number of logical CPU cores), 0 to disable multithreaded pipeline creation.
d3d12_queue_priority = 1 # Graphics (direct) command queue scheduling priority, 0 - normal, 1 - high, 2 - global realtime (requires administrator privileges, may impact system responsibility)
d3d12_readback_memexport = true # Read data written by memory export in shaders on the CPU. This may be needed in some games (but many only access exported data on the GPU, and this flag isn't needed to handle such behavior), but causes mid-frame synchronization, so it has a huge performance impact.
d3d12_readback_resolve = false # Read render-to-texture results on the CPU. This may be needed in some games, for instance, for screenshots in saved games, but causes mid-frame synchronization, so it has a huge performance impact.
d3d12_submit_on_primary_buffer_end = true # Submit the command list when a PM4 primary buffer ends if it's possible to submit immediately to try to reduce frame latency.
d3d12_tessellation_wireframe = false # Display tessellated surfaces as wireframe for debugging.
d3d12_tiled_shared_memory = true # Enable tiled resources for shared memory emulation. Disabling them increases video memory usage - a 512 MB buffer is created - but allows graphics debuggers that don't support tiled resources to work.

Canary Screenshot 2023 07 10 - 10 09 27 78
Canary Screenshot 2023 07 10 - 10 09 33 94
Canary Screenshot 2023 07 10 - 10 09 39 23

d3d12_readback_resolve = false was set to true when i started a new game, reset it to false when the screen tearing happened, no noticeable lag performance issues while it was true though
This was an actual dump from x-box360 so i also had ----> [Content] license_mask = 1

@Sowa95
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Sowa95 commented Mar 2, 2024

Tested on: xenia-project/xenia@f6b5424

  • tricky to get past initial error and load to menu, something about timing.
  • flickering in menu and occasionally bright artifacts in gameplay. Can be fixed with F5.

Thread affinity set to 1 core can avoid crashing. Alternatively time_scalar can be used before launching the game, however it has to be speed up, not slowed down (at least on my system). Jacking it up to x64 and resetting shortly after the game starts running works for me.

The game itself looks ok, completed a bit of tutorial with no glaring issues. Saving works. Performance pretty good once the shaders are compiled.

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marketplace-delisted Title was delisted from the Xbox Marketplace. state-menus Title has functional menus before any gameplay. tech-engine-unreal Title uses UnrealEngine.
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