Rpcs3: [BLES01035] Call of Duty Black Ops - broken vram copy

Created on 9 May 2019  路  10Comments  路  Source: RPCS3/rpcs3

Game is able to boot and go ingame and compile shaders, but doesnt show anything. Same with Vulkan/OpenGL - SPU ASMJIT/LLVM
No errors in log.
Tested with latest master a this moment (8085)
image
RSX Capture - Vulkan:
https://mega.nz/#!mn4QWSoB!EAtOKI2rWEI1Op1j-KAIHmBpBgMcuypgrxU03JULJ8w
RSX Capture - OpenGL:
https://mega.nz/#!nyow2STR!pwZD9sKovmm9ggxeHHISO_o-mRYBbSym_VYaf_V4zWI
Log - Vulkan:
RPCS3.log.gz
Log - OpenGL
RPCS3.log.gz
TTY Screenshot - OpenGL (Same with Vulkan)
image
TTY Log - OpenGL
TTY.log

Most helpful comment

After talking it over with elad, it seems the issue was neither sample counting (as I interpreted) and not the report timing as elad speculated. We're having issues with possibly memory address translations, so we have no concise diagnosis at this time. I'll update the title once we know more.

All 10 comments

from a first glance thats not a graphicsl issue, the game hangs.

from a first glance thats not a graphicsl issue, the game hangs.

It hangs after RSX Capture, if not making it, it can be played if you can say so
Sound is woking and you able to progress from menu to ingame (basicaly just mashing X) and controls are responsive. Gonna provide log from the first mission in couple of minutes
Ingame Vulkan
image
RPCS3.log.gz

Maybe off-topic
Black Ops 2 does show graphics on OpenGL (Vulkan doesnt boot)
RPCS3.log.gz

Wow, looks like zcull needs an accuracy setting, it will be a bit slower, but more accurate.

Will also break resolution scaling if you actually try to sample count. And dividing by the square of scale is not actually correct either.

Maybe you can rename that issue too, kd? So it would show whats the problem

After talking it over with elad, it seems the issue was neither sample counting (as I interpreted) and not the report timing as elad speculated. We're having issues with possibly memory address translations, so we have no concise diagnosis at this time. I'll update the title once we know more.

There is some graphics on Zombies Map - FIVE
image
Log - Vulkan
RPCS3.log.gz
RSX Capture - Vulkan
https://mega.nz/#!6rhSjQiQ!1KQHvKIZH2oXOU8K6HfgzNh7gXxC64iX4CfeB-UeZhI
On the recent KD pr it gives other error
image
image
RPCS3.log.gz

I dont know how useful this information is but anyway:
So BO1 uses the same engine as World at War (which shows graphics now) with ,according to Wiki, BO1 engine has an addition of

  1. "Texture streaming technology"
  2. "Deferred Rendering" - https://web.archive.org/web/20140726112404/http://www.altdev.co/2011/01/18/forward-vs-deferred-rendering-whywhen-forward-rendering-still-matters/
    As MW3 engine goes further with Texture streaming and it works now i can guess that Deferred Rendering/Lightning is why we dont see anything on the screen maybe?
    More info on Def. Rendering
    http://c0de517e.blogspot.com/2011/01/mythbuster-deferred-rendering.html
    http://c0de517e.blogspot.com/2016/08/the-real-time-rendering-continuum.html
    http://c0de517e.blogspot.com/2016/08/a-retrospective-on-call-of-duty.html
    More on CoD BO engine:
    https://www.unknowncheats.me/wiki/Call_of_Duty:_Black_Ops

Deferred rendering has worked properly on rpcs3 for many years, since around 2015/2016.
The issue here is already identified (broken vram copy), just wait for a proper non-hacky fix.

Fixed by #6376. Thank you. Will close the issue when it will be merged and confirmed to work on master

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