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Posted by: Missake
06-11-2025, 07:18 PM
Forum: Nothing
- No Replies

STAR OCEAN: Integrity and Faithlessness (CUSA03219) crashes on the following assertion on main:

[Debug] <Critical> liverpool_to_vk.cpp:710 operator(): Assertion Failed!
Unknown data_format=40 and num_format=7

A PR was made to fix this assertion (https://github.com/shadps4-emu/shadPS4/pull/2813) but after some discussions it seems like this is not correct according to Stephen's research on AMD's open source PAL. With this though the game goes from nothing to ingame, with really broken graphics. Using those changes it gets in game with broken graphics, changing the vk format from unsigned to signed (eBc6HUfloatBlock and eBc6HSfloatBlock) breaks the water rendering, so if anything it should be unsigned as it looks the same as real hardware.



Posted by: Missake
06-11-2025, 07:12 PM
Forum: Nothing
- No Replies

Currently this game doesn't boot, it stops on a device lost on both Intel and Nvidia (can't test AMD) so here's both logs with Validation layer enabled.



Posted by: Missake
06-11-2025, 06:23 PM
Forum: Ingame
- No Replies

Current issues for Dead Island - Definitive Edition (CUSA03291).

Visually the game is too bright and there's also some weird colors (more in the screenshots). There's also some performance issues when looking at certain direction, dropping from stable 60 to high 30 fps.

The game crashes on:
[Debug] <Critical> ajm_at9.cpp:76 operator(): Assertion Failed!
Atrac9Decode failed ret = -0x7deffff9

But I've also seen it crash on -0x7deffffa and -0x7df00000.

With Validation layers enabled, the game spams this, more in the log.

"[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: SYNC-HAZARD-READ-AFTER-WRITE: Validation Error: [ SYNC-HAZARD-READ-AFTER-WRITE ] Object 0: handle = 0xbec6f20, name = CommandPool: Command Buffer 6, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0xb9b24e0000000113, name = ImageView 1920x1080x1 0x8001998000:0x900000 0:0 0:0 (Depth), type = VK_OBJECT_TYPE_IMAGE_VIEW; | MessageID = 0xe4d96472 | vkCmdBeginRendering(): pStencilAttachment->imageView (VkImageView 0xb9b24e0000000113[ImageView 1920x1080x1 0x8001998000:0x900000 0:0 0:0 (Depth)]), with loadOp VK_ATTACHMENT_LOAD_OP_LOAD. Access info (usage: SYNC_EARLY_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_READ, prior_usage: SYNC_IMAGE_LAYOUT_TRANSITION, write_barriers: SYNC_VERTEX_SHADER_SHADER_BINDING_TABLE_READ|SYNC_VERTEX_SHADER_SHADER_SAMPLED_READ|SYNC_VERTEX_SHADER_SHADER_STORAGE_READ|SYNC_TESSELLATION_CONTROL_SHADER_SHADER_BINDING_TABLE_READ|SYNC_TESSELLATION_CONTROL_SHADER_SHADER_SAMPLED_READ|SYNC_TESSELLATION_CONTROL_SHADER_SHADER_STORAGE_READ|SYNC_TESSELLATION_EVALUATION_SHADER_SHADER_BINDING_TABLE_READ|SYNC_TESSELLATION_EVALUATION_SHADER_SHADER_SAMPLED_READ|SYNC_TESSELLATION_EVALUATION_SHADER_SHADER_STORAGE_READ|SYNC_GEOMETRY_SHADER_SHADER_BINDING_TABLE_READ|SYNC_GEOMETRY_SHADER_SHADER_SAMPLED_READ|SYNC_GEOMETRY_SHADER_SHADER_STORAGE_READ|SYNC_FRAGMENT_SHADER_SHADER_BINDING_TABLE_READ|SYNC_FRAGMENT_SHADER_SHADER_SAMPLED_READ|SYNC_FRAGMENT_SHADER_SHADER_STORAGE_READ|SYNC_EARLY_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_WRITE|SYNC_LATE_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_WRITE|SYNC_COMPUTE_SHADER_SHADER_BINDING_TABLE_READ|SYNC_COMPUTE_SHADER_SHADER_SAMPLED_READ|SYNC_COMPUTE_SHADER_SHADER_STORAGE_READ|SYNC_TASK_SHADER_EXT_SHADER_BINDING_TABLE_READ|SYNC_TASK_SHADER_EXT_SHADER_SAMPLED_READ|SYNC_TASK_SHADER_EXT_SHADER_STORAGE_READ|SYNC_MESH_SHADER_EXT_SHADER_BINDING_TABLE_READ|SYNC_MESH_SHADER_EXT_SHADER_SAMPLED_READ|SYNC_MESH_SHADER_EXT_SHADER_STORAGE_READ|SYNC_SUBPASS_SHADER_HUAWEI_SHADER_BINDING_TABLE_READ|SYNC_SUBPASS_SHADER_HUAWEI_SHADER_SAMPLED_READ|SYNC_SUBPASS_SHADER_HUAWEI_SHADER_STORAGE_READ|SYNC_CLUSTER_CULLING_SHADER_HUAWEI_SHADER_BINDING_TABLE_READ|SYNC_CLUSTER_CULLING_SHADER_HUAWEI_SHADER_SAMPLED_READ|SYNC_CLUSTER_CULLING_SHADER_HUAWEI_SHADER_STORAGE_READ, command: vkCmdPipelineBarrier2, seq_no: 1813, reset_no: 779)."



Posted by: Missake
06-09-2025, 11:27 PM
Forum: Ingame
- No Replies

Posting current issues for NieR Replicant ver.1.22474487139... (CUSA18742) to have it visible and to keep track of them.
On the latest nightly the issue with texture being in weird colors seems fixed (although I only tested like 5/10 times, could've been unlucky).

Visually there's still LOD issues in one part of the game (the valley with rocks on the screenshot), "bubbles" (things that are near interactible NPCs and object) are all cut in half, also there's this weird shading issue only in front of the library.

For crashes it seems like the game is pretty unstable during loading screens, you can crash pretty often, either with something that doesn't show up in the log on Windows (so I assume it would be a crash in game code) or "Assertion Failed! Attempted to track non-GPU memory ...". 

Beside that from the little I played it seems in a pretty okay state, I'll also drop a log with Validation layers enabled if anyone is curious. Here's what it seems to spam:

"[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-vkCmdDispatch-None-06479: Validation Error: [ VUID-vkCmdDispatch-None-06479 ] Object 0: handle = 0xaf31600000000ce, name = ImageView 1024x1024x1 0x1024408000:0x200000 0:0 0:0 (Color), type = VK_OBJECT_TYPE_IMAGE_VIEW; | MessageID = 0xb72ba053 | vkCmdDispatch():  the descriptor VkDescriptorSet 0x0[] [Set 0, Binding 6, Index 0, variable "cs_img40"] has VkImageView 0xaf31600000000ce[ImageView 1024x1024x1 0x1024408000:0x200000 0:0 0:0 (Color)] with format of VK_FORMAT_R16_UNORM which doesn't support VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_DEPTH_COMPARISON_BIT.
(supported features: VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_BIT|VK_FORMAT_FEATURE_2_STORAGE_IMAGE_BIT|VK_FORMAT_FEATURE_2_COLOR_ATTACHMENT_BIT|VK_FORMAT_FEATURE_2_COLOR_ATTACHMENT_BLEND_BIT|VK_FORMAT_FEATURE_2_BLIT_SRC_BIT|VK_FORMAT_FEATURE_2_BLIT_DST_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_LINEAR_BIT|VK_FORMAT_FEATURE_2_TRANSFER_SRC_BIT|VK_FORMAT_FEATURE_2_TRANSFER_DST_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_MINMAX_BIT|VK_FORMAT_FEATURE_2_STORAGE_READ_WITHOUT_FORMAT_BIT|VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT|VK_FORMAT_FEATURE_2_HOST_IMAGE_TRANSFER_BIT_EXT).
The Vulkan spec states: If a VkImageView is sampled with depth comparison, the image view's format features must contain VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_DEPTH_COMPARISON_BIT (https://vulkan.lunarg.com/doc/view/1.3.2...None-06479)"



Posted by: Megido
06-08-2025, 12:19 PM
Forum: Support
- Replies (1)

i have bloodborne files but i cant find the cusa file folders in order to play the bloodborne enhanced mod



Posted by: Randomuser8219 (Knack)
06-05-2025, 11:11 PM
Forum: General Discussion
- Replies (4)

Here you can discuss about Knack on shadPS4. There's also a hefty bug list as you can see below.
Current issues in 1.00:

  • PM4 type 0 race condition. The 3 only ways to fix it depending on your hardware is to enable Async, Debug log filter, or rebooting your PC.
  • Device lost on NVIDIA, caused by compute shader 0x9521885c30e19f67. Link to the shader's IR, SRT, ASL and SPV. FIXED!
  • Broken UI text that appears garbled.
  • Color issues in many places, like 1-1, Knack's central relic, and laser robots. Likely caused by an API format issue. Fixed in 0.10.1 WIP by IndecisiveTurtle's random fixes
  • No shadow casting, the game is outputting the shadow map in a different way shadPS4 doesn't like, causing it to not appear. Discovered by Niko on the Discord development channel. UPDATE: Shadow casting partially works, only in certain parts of indoor areas. UPDATE 2 - Outdoor shadow casting works!
  • Broken effects, like smoke and super moves.
  • Device lost on AMD at chapter 1-2.
  • This game has heavy use of MRTz depth exports, which we don't support yet.
  • Horizontal banding on NVIDIA.
  • Ambient occlusion doesn't seem to be present.
  • Game's anti-aliasing, along with effects like the small tornadoes from the bird enemies broken on NVIDIA.
1.10 bugs:
  • Validation errors:
Code:
[list]
[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-VkWriteDescriptorSet-descriptorType-00339: Validation Error: [ VUID-VkWriteDescriptorSet-descriptorType-00339 ] Object 0: handle = 0xb1dcf000000001bf, name = ImageView 2048x2048x1 0x2b43a0000:0x1000000 0:0 0:0 (Stencil), type = VK_OBJECT_TYPE_IMAGE_VIEW; Object 1: handle = 0x36bd8200000001b2, name = Image 2048x2048x1 0x2b43a0000:0x1000000, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x31bdc6eb | vkCmdPushDescriptorSetKHR(): pDescriptorWrites[1].pImageInfo[0].imageView was created with VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, but descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_IMAGE.The Vulkan spec states: If descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, the imageView member of each element of pImageInfo must have been created with VK_IMAGE_USAGE_STORAGE_BIT set (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-VkWriteDescriptorSet-descriptorType-00339)[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-vkCmdDispatch-OpTypeImage-07027: Validation Error: [ VUID-vkCmdDispatch-OpTypeImage-07027 ] Object 0: handle = 0xb1dcf000000001bf, name = ImageView 2048x2048x1 0x2b43a0000:0x1000000 0:0 0:0 (Stencil), type = VK_OBJECT_TYPE_IMAGE_VIEW; | MessageID = 0xe4a1aa6a | vkCmdDispatch(): the descriptor VkDescriptorSet 0x0[] [Set 0, Binding 1, Index 0, variable "cs_img0"] has VkImageView 0xb1dcf000000001bf[ImageView 2048x2048x1 0x2b43a0000:0x1000000 0:0 0:0 (Stencil)] with format of VK_FORMAT_D32_SFLOAT_S8_UINT which doesn't support VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT.(supported features: VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_BIT|VK_FORMAT_FEATURE_2_DEPTH_STENCIL_ATTACHMENT_BIT|VK_FORMAT_FEATURE_2_BLIT_SRC_BIT|VK_FORMAT_FEATURE_2_BLIT_DST_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_LINEAR_BIT|VK_FORMAT_FEATURE_2_TRANSFER_SRC_BIT|VK_FORMAT_FEATURE_2_TRANSFER_DST_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_MINMAX_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_DEPTH_COMPARISON_BIT).The Vulkan spec states: For any VkImageView being written as a storage image where the image format field of the OpTypeImage is Unknown, the view's format features must contain VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-vkCmdDispatch-OpTypeImage-07027)[/list]
  • Crashes on NVIDIA on 0xa98f7ae0. Link to the shader's IR, SRT, ASL and SPV.
  • Flickering on AMD. Fixed
  • Device lost when loading chapter 1-1. 
  • Test grid map is red.
  • Punching will cause a ring_access_elimination assert.
  • Random crashes



Posted by: shadow
06-05-2025, 07:19 AM
Forum: PR discussion
- Replies (1)

Pr 3043 introduced Select command for windows , post your findings here



Posted by: shadow
06-05-2025, 07:13 AM
Forum: General Discussion
- Replies (16)

Here you can discuss about the latest status of driveclub



Posted by: shadow
06-03-2025, 11:26 AM
Forum: Vinicius Launcher
- Replies (1)

multiple game folders paths should be nice as well



Posted by: LiveandPlay
05-27-2025, 08:42 PM
Forum: General Discussion
- Replies (1)

Hi,

Why do CU's do or do not run under 0.9.0 but can run under windows or mac or linux. Layers translation should be the same.