This month has seen major improvements to the SPU LLVM recompiler and RSX emulation as well as implementation of new features such as a user manager and a refreshed UI design, among many other improvements and additions.
In addition to the following report, further details of Nekotekina and kd-11’s work during July and upcoming contributions can be found in their weekly reports on Patreon. This month’s Patreon reports are:
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:
On compatibility database statistics, we can see a big decrease in Loadable games due to several recent changes targeting issues that kept those games from progressing further. The Nothing category also went down by 2 games, with only 6 games remaining in it.
RPCS3 continues to see major improvements over the month of May, with Nekotekina implementing SPU LLVM (still WiP) and kd-11 continuing with improvements to RPCS3’s RSX emulation. More major AAA exclusives have also started to go ingame for the first time! We also saw new contributors join in and make much appreciated improvements to RPCS3.
In addition to the following report, further details of Nekotekina and kd-11’s work during May and upcoming contributions can be found in their weekly reports on Patreon. This month’s Patreon reports are:
The Nothing category is now at an all-time low, reducing by just over half, work is already being done to make this category shrink even further! The Playable category has had another nice increase, as more Playable titles were found. Furthermore, many entries for the same Game Media on the list were merged (due to new reports for different regions being submitted these past months), so the overall game count has decreased, even though there were new unique submissions. For a more detailed look, you can view the compatibility history page to see exactly which games had their status changed this month.
On Compatibility statistics, we can see a huge increase in Playable titles. A lot of games were retested, and many Ingame or below ones were found to now be Playable. There was also a considerable decrease on the amount of Loadable games and a slight increase in games classified as Nothing, as new games were added into the category.
On Git statistics, 7 018 lines of code were added and 4 535 were removed by 12 authors.
March has been an amazing month full of progress for RPCS3. This month marks the first time that games in the “Nothing” category fell beneath 1%! We had massive strides in graphical accuracy, along with improvements in SPU performance and game compatiblity. From giant pull requests that generated tons of hype, to a small typo fix that had unexpectedly wide-ranging impacts, this month has had it all.
Below are the usual compatibility database statistics, with all metrics moving in the right direction. The tiny number of games left in the Nothing category is quite exciting, especially considering this was the largest category not long ago.
RPCS3 has reached version 0.0.5! The full change log since 0.0.4 can be read here, but the highlights are massively improved compatibility (nothing section is down to 1.34%!), better AVX-512 and AVX2, as well as input improvements and profiles.
We also saw the end of PSP2 emulation in RPCS3. While it remains alive in a separate branch, the Vita emulator has been removed from master in light of the Vita3K project.
kd-11 also implemented a native user interface, allowing for games to be played fully with a controller, with the small exception of the on-screen keyboard, which doesn’t exist yet.
This report will focus on the changes that happened in February, which include some exciting work slimming down the nothing and loadable sections. RPCS3 is within reach of having every tested PS3 game be at least in the loadable section, if not the intro section!
On compatibility database statistics, there’s not a big difference from last month as less games were tested, even though there were massive changes to the emulator (expect a beefier March report!). We can see an overall ~0.20% decrease on all categories except Ingame, which increases by ~0.80%. Note that we currently only have 34 games left on Nothing, and plan on making that number even smaller very soon!
On GitHub statistics, 6 939 lines of code were added and 36 937 were removed through 43 Pull Requests by a total of 15 authors.
Welcome back to the first progress report of the year. Quite a large number of fixes and improvements have been made already, and as you can see below from the big compatibility bump we are starting the year off strong. kd-11 has made some major improvements that increase stability and functionality including increasing performance with Ryzen and implementing a Native UI to RPCS3. While Nekotekina has continued to review people’s changes, making sure everything was in a good enough state to be merged, he continued to work on the core of RPCS3. Megamouse has also made many improvements to the way RPCS3 handles input allowing a bunch of games to progress further and he also fixed other issues with the UI.
On the compatibility database statistics, over a hundred games moved out of the Nothing, Loadable, and Intro sections and in to Ingame or Playable. In addition, the Nothing section has now fallen below 2% of tested games, and hopefully Loadable will follow next. This means RPCS3 is on the right track to ensure accuracy and compatibility with the largest number of titles possible.
On GitHub statistics, 7,454 lines of code were added and 2,160 were removed by a total of 14 authors.
Yes, you’ve read correctly. Many of the much awaited exclusives are now finally starting to be emulated by RPCS3. In this blog post, you’ll learn which games we know to have improved and how we’ve done it.
But first, check out this awesome teaser:
There were two main changes to the SPU emulation that brought us to this point of allowing so many newer titles to progress past ‘Intro.’ Let’s take a quick look at both individually.
SPU Interrupt Fix
Many titles in RPCS3 ‘hang’, but in the case of the titles mentioned above, they do not actually crash, and the fps counter would still change with just a black screen. This normally would be mistaken for RPCS3 just being slow and the game taking a bit to load, but opening up the debugger in RPCS3 tells a different story. The games would loop over the same code on both the PPU side and SPU side. In this case, they are waiting on something, but what?
‘The Last of Us’. More like – ‘The Last Loop That Will Ever Execute’
Moving the PC to address 0 of an SPU thread explains more. Most games will have just 0 (null) written there, but some actually have a branch there.
October was a huge month for RPCS3. Our lead graphics developer, kd-11, implemented High Resolution Rendering and made many improvements to the emulator. While Nekotekina made some general improvements to the emulator, which will be discussed in this report, he also bought some parts and assembled a new computer with a future-proof CPU which will allow him to debug RPCS3 more efficiently, faster, and allow him to make sure newer instruction sets like AVX-512 work properly with RPCS3 when the right time comes. You can find more details on the latter and also discuss further on it at https://www.patreon.com/posts/pursuing-avx-512-15151688
Starting off with the compatibility statistics as usual, the Intro/Loadable/Nothing categories keep growing small and Ingame/Playable titles keep increasing. We’ve also hit 500 playable games this month!
Looking at the GitHub statistics, 16 authors have pushed 131 commits to the master branch. Here 180 files have changed and there have been 12,626 additions and 5,068 deletions of lines of code. Below some of the major improvements from these code changes are summarized.
Veteran RPCS3 graphics developer kd-11 is joining Nekotekina’s Patreon. kd-11 has worked on RPCS3 since January 2016 and has since then fixed countless bugs in all graphics renderers and implemented a lot of missing functionality. Without his dedicated work, RPCS3 would certainly not be where it is today.
As you know lead core developer Nekotekina, who has worked on RPCS3 since 2013, launched his highly successful Patreon in January this year. Thanks to the overwhelming amount of support, he has been able to work on RPCS3 full time for 5 months now and the progress he has done is staggering. The RPCS3 team has discussed the best course of action for the road forward and have decided that the time is now right for kd-11 to join Nekotekina’s Patreon in order for him to obtain hardware necessary for development and testing.
As kd-11 works on the graphics side of things, especially the renderers using OpenGL, Vulkan, and D3D12 (Direct3D 12), modern hardware is required for development and testing. Ideally, he needs a modern AMD, Nvidia, and Intel GPU to easier identify bugs specific to one platform. Furthermore, kd-11 works as a consultant and therefore has the possibility to accept or turn down certain jobs. If support on Patreon reaches a certain level, he may be able to spend more time on the project.
As of now the goal is obtaining necessary hardware for development and testing:
– A modern AMD GPU that supports DirectX12 and Vulkan.
– A modern Nvidia GPU that supports DirectX12 and Vulkan.
– A modern Intel CPU where the iGPU supports DirectX12 and Vulkan
With the support of generous patrons kd-11 will be able to work on the following tasks:
– Investigate game specific bugs like the overly bright bloom in [redacted] or the overly dark lighting in Demon’s Souls.
– Improve performance and compatibility of all renderers.
– Enable Vulkan on Linux, which will bring a tremendous performance improvement for some games.
– Implement missing functionality that will fix various bugs in different games. For example, the broken shadows in many games including Demon’s Souls depend on this task.
– Properly support some PlayStation 3 features like MSAA that are lacking at the moment.
– Implement RSX reports which are missing at the moment.
– Enable higher rendering resolution to play games at any resolution, for example 4K instead of 720p in Demon’s Souls or [redacted].
– Enable extra graphics options to support extra rendering features, such as custom anti-aliasing modes.