Like every month RPCS3 team released progress report. This month is kinda bit lighter but with some nice info. Major things from report are;
Thanks to flash-fire, RPCS3 now has support for trophies! Users will receive a notification whenever a trophy has been unlocked, and they can even track trophy progression and information in the new Trophy Manager window. This should bring more of a social aspect to the emulator and maybe even some competition between users.
This is very much a Work In Progress: there will be design and functionality improvements in the coming months.
Fixed clear commands for depth only passes
By fixing this, kd-11 removed the need for the Invalidate Cache Every Frame option which was a workaround used to fix graphics (mostly shadows) in certain games. This option was a workaround on missing buffer invalidate commands on rsx. There were instances where it was obvious a depth buffer should have been reset but the contents were still present long after the frame was completed. A workaround was needed to circumvent this issue while we investigated why the buffer contents were not cleared.
Jarves found a check that discarded clear commands when the framebuffer was determined to be in a disabled state, and discovered that disabling it sent the missing clear command down the pipeline correctly. After reworking the framebuffer check to accept empty framebuffer descriptors as long as a depth surface was active, the option was no longer needed. The rsx now correctly clears buffer contents when required and the workaround is no longer necessary.
That means users no longer need to figure out if their game(s) need this option enabled as the setting has been removed from the GPU tab, making it easier to configure RPCS3! This also fixed an issue with Ni No Kuni where shadows would sometimes follow the camera around.
Page Fault Implementation
After flash-fire's Page Fault Implementation changes were merged, many Unity games progressed further or even became fully playable! More notably however, all Gran Turismo games progressed from nothing to loadable! Future progress is cautiously optimistic as overall emulation is improved. GT utilizes tons of threads (>40), resulting in many race conditions currently.
SPU Accuracy Improvements
Jarveson improved the accuracy of the SPU Decoders which resulted in some rather notable improvements to RPCS3. This fixed an issue with LittleBigPlanet Karting and made quite a few games progress further or even go ingame for the first time! More details below. It's hard to say how many games got improved from this change, but as testers continue their efforts of keeping the compatibility list up to date they will undoubtedly make more discoveries.
Also Gamepad ReMap is coming and last but not least they teased Infamous with this picture
https://rpcs3.net/blog/2017/11/03/progress-report-october-2017/
P.S. I couldn't find any word about emulation talking on Reset so if it is against the rules delete it.
- Trophy Support
- Fixed clear commands for depth only passes
- Page Fault Implementation
- SPU Accuracy Improvements
Thanks to flash-fire, RPCS3 now has support for trophies! Users will receive a notification whenever a trophy has been unlocked, and they can even track trophy progression and information in the new Trophy Manager window. This should bring more of a social aspect to the emulator and maybe even some competition between users.
This is very much a Work In Progress: there will be design and functionality improvements in the coming months.
Fixed clear commands for depth only passes
By fixing this, kd-11 removed the need for the Invalidate Cache Every Frame option which was a workaround used to fix graphics (mostly shadows) in certain games. This option was a workaround on missing buffer invalidate commands on rsx. There were instances where it was obvious a depth buffer should have been reset but the contents were still present long after the frame was completed. A workaround was needed to circumvent this issue while we investigated why the buffer contents were not cleared.
Jarves found a check that discarded clear commands when the framebuffer was determined to be in a disabled state, and discovered that disabling it sent the missing clear command down the pipeline correctly. After reworking the framebuffer check to accept empty framebuffer descriptors as long as a depth surface was active, the option was no longer needed. The rsx now correctly clears buffer contents when required and the workaround is no longer necessary.
That means users no longer need to figure out if their game(s) need this option enabled as the setting has been removed from the GPU tab, making it easier to configure RPCS3! This also fixed an issue with Ni No Kuni where shadows would sometimes follow the camera around.
Page Fault Implementation
After flash-fire's Page Fault Implementation changes were merged, many Unity games progressed further or even became fully playable! More notably however, all Gran Turismo games progressed from nothing to loadable! Future progress is cautiously optimistic as overall emulation is improved. GT utilizes tons of threads (>40), resulting in many race conditions currently.
SPU Accuracy Improvements
Jarveson improved the accuracy of the SPU Decoders which resulted in some rather notable improvements to RPCS3. This fixed an issue with LittleBigPlanet Karting and made quite a few games progress further or even go ingame for the first time! More details below. It's hard to say how many games got improved from this change, but as testers continue their efforts of keeping the compatibility list up to date they will undoubtedly make more discoveries.
Also Gamepad ReMap is coming and last but not least they teased Infamous with this picture
https://rpcs3.net/blog/2017/11/03/progress-report-october-2017/
P.S. I couldn't find any word about emulation talking on Reset so if it is against the rules delete it.