[RESOLVED] SEGA Rally Online Arcade stuck on compiling PPU/shaders and loading
Started by tij




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tij
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8 posts 3 threads Joined: Jun 2023
06-29-2023, 01:38 AM -
#3
Thank you for response.

RPCS3 updated to 0.0.28-15255-b0a34670 Alpha | master

same behavior:

If SEGA Rally Online Arcade is the first game launch after RPCS3 starts, then it gets stuck on loading screen (log attached). As before, this can be cleared if the game is restarted from Main Window.

If other games were played after RPCS3 was started, then SEGA Rally Online Arcade starts without any problems. This one is very strange behavior ... as if the game cannot initialize something from RPCS3 by itself.

I had a look at logs when the game gets stuck at loading and when the game does not get stuck.

I have no idea what those things are, but both log shows the game going through this loop

Code:
W 0:04:36.951341 {PPU[0x100000d] Thread (AudioUpdate) [0x0038080c]} sys_spu: sys_spu_thread_write_spu_mb(id=0x200, value=0xbd0500)
·W 0:04:36.954114 {PPU[0x1000000] Thread (main_thread) [libgcm_sys: 0x00eb1c44]} sys_rsx: sys_rsx_attribute(packageId=0x2, a2=0x1, a3=0x1, a4=0x0, a5=0x0)
·W 0:04:36.954132 {PPU[0x1000000] Thread (main_thread) [libgcm_sys: 0x00eb1c6c]} sys_rsx: sys_rsx_context_attribute(context_id=0x55555555, package_id=0x101, a3=0x1, a4=0x1, a5=0x0, a6=0x0)
·! 0:04:36.954159 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c21414, LR:0x00342680]} cellCamera: cellCameraReadEx(dev_num=0, read=0x9fc808)
·W 0:04:36.954168 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208c4, LR:0x00342694]} cellGem: cellGemGetInfo(info=*0xd0040440)
·W 0:04:36.954175 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c2095c, LR:0x003426f4]} cellGem: cellGemUpdateStart(camera_frame=*0x0, timestamp=0)
·W 0:04:36.954182 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c20954, LR:0x003426fc]} cellGem: cellGemUpdateFinish()
·W 0:04:36.954188 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208e4, LR:0x00342768]} cellGem: cellGemGetState(gem_num=0, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd0040360)
·W 0:04:36.954195 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208e4, LR:0x00342768]} cellGem: cellGemGetState(gem_num=1, flag=0x0, time=0xffffffffffffaa10, gem_state=*0xd0040360)
·W 0:04:36.954204 {PPU[0x1000000] Thread (main_thread) [HLE:0x00c208c4, LR:0x00341c70]} cellGem: cellGemGetInfo(info=*0xd00403e0)

the log that gets stuck on loading - goes through those indefinitely.

the log that doesnt get stuck has occasional

Code:
·W 0:04:36.954391 {RSX [0x0069268]} RSX: Framebuffer setup failed. Draw calls may have been lost
 

and eventually exits loop with:
Code:
·W 0:04:36.975271 {PPU[0x1000000] Thread (main_thread) [0x000242e4]} sys_timer: sys_timer_disconnect_event_queue(timer_id=0x11017900)
·W 0:04:36.975288 {PPU[0x1000000] Thread (main_thread) [0x000242f0]} sys_timer: sys_timer_destroy(timer_id=0x11017900)
·W 0:04:36.975295 {PPU[0x1000000] Thread (main_thread) [0x00024300]} sys_event: sys_event_queue_destroy(equeue_id=0x8d017a00, mode=1)
·W 0:04:36.975304 {PPU[0x1000000] Thread (main_thread) [0x00024300]} sys_event: sys_event_queue_destroy(): Forcefully awaken waiters (1):
PPU[0x1000018] Keyframe thread

·E 0:04:36.975307 {PPU[0x1000018] Thread (Keyframe thread) [0x00024370]} SYS: 'sys_event_queue_drain' failed with 0x80010005 : CELL_ESRCH [2]
·! 0:04:36.975374 {PPU[0x1000018] Thread (Keyframe thread) [liblv2: 0x00e44eac]} PERF: Perf stats for STCX reload: successs 0, failure 0
·! 0:04:36.975382 {PPU[0x1000018] Thread (Keyframe thread) [liblv2: 0x00e44eac]} PERF: Perf stats for instructions: total 0
·W 0:04:36.975389 {PPU[0x1000018] Thread (Keyframe thread) [liblv2: 0x00e44eac]} PPU: '_sys_ppu_thread_exit' aborted (0.000045s)
·! 0:04:36.975402 {PPU[0x1000018] Keyframe thread} SIG: Thread time: 0.000000s (0.055484Gc); Faults: 0 [rsx:0, spu:0]; [soft:0 hard:0]; Switches:[vol:0 unvol:0]; Wait:[20.034s, spur:0]
·W 0:04:36.977037 {PPU[0x1000017] Thread (CriMvFileReaderThread) [liblv2: 0x00e44eac]} PPU: '_sys_ppu_thread_exit' aborted (0.000008s)
·! 0:04:36.977059 {PPU[0x1000017] CriMvFileReaderThread} SIG: Thread time: 0.000000s (0.000230Gc); Faults: 0 [rsx:0, spu:0]; [soft:0 hard:0]; Switches:[vol:0 unvol:0]; Wait:[20.052s, spur:0]

I have no idea what that means, but hopefully it will help identify the problem

Please find attach log for when it does not get stuck on loading (for compparison)
This post was last modified: 06-29-2023, 09:22 AM by tij.


Attached Files
.7z   RPCS3.7z (Size: 190.34 KB / Downloads: 2)
.7z   Log-success.7z (Size: 1.1 MB / Downloads: 0)


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RE: SEGA Rally Online Arcade stuck on compiling PPU/shaders and loading - by tij - 06-29-2023, 01:38 AM

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