Welcome to June’s Progress Report! This month saw a wide variety of… bzzzt we interrupt this broadcast for an important announcement!
RPCS3’s progress reports are written solely by volunteers and we’re looking for more dedicated writers to help us write them. If you have the knowledge, time and are willing to help, please apply here. And secondly, we have recently added functionality that makes it possible to unlock the framerate limit of many games. While this exciting new feature doesn’t work on every game, some big titles such as Uncharted 1-3, The Last of Us, Red Dead Redemption and more are able to go over their framerate cap of 30FPS for the first time! We require the help of the community to submit test results for as many games as possible to determine the effectiveness of the feature. For more details, please click here.
Now back to our regular coverage! This month saw a wide variety of important contributions from both lead developers, Nekotekina and kd-11 as well as many of our usual contributors. June also marked an important milestone in compatibility for the emulator as shown below. In this report, we’ll be going over the implementation of native MSAA in RPCS3 and mutli-threaded RSX workload support, as well as improvements to PPU scheduling and a significant overhaul to the DevOps environment.
In addition to the following report, further details of Nekotekina and kd-11’s work during June and upcoming contributions can be found in their weekly reports on Patreon. This month’s Patreon reports are:
Table of Contents
Although June was a slow month for compatibility improvements due to our testers taking a break, it did quietly mark the monumental milestone of the Playable category finally becoming the largest category in our compatibility list! This came to fruition from years of development, testing and re-working to ensure a perfect balance of accuracy and performance to emulate the PlayStation 3. While there is still much to be done, the momentum from these milestones continue to accelerate development. In addition to this, the Intro and Loadable categories decreased due to a few games being moved to Ingame or Playable for the first time. The Ingame category also saw a net decrease due to further maintenance done by merging duplicate game entries. This culminated into our second milestone, where the combined percentage of the Loadable and Nothing categories dropped below 1% for the very first time!
On Git statistics, there have been 24284 lines of code added and 14514 removed through 42 pull requests by 12 authors.
Continue reading Progress Report: June 2019