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Status update from kd-11 (2019-11-19)

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Hi,

I'm kd-11 with an update on RPCS3 development.

Development over the past two weeks has been mostly focused on maintenance work, mostly sorting out regressions or improving stability and performance. A quick summary of tasks undertaken is as follows:

1. Merged some zcull work I had lying around in my local code. While it does not introduce a massive performance difference, it is tangible and adds a few extra fps in games that use zcull queries in unpredictable ways. Work on zcull emulation continues slowly with more improvements coming in the next few weeks.

2. Swizzled texture decoding was moved to GPU acceleration on vulkan. This improves performance in some specific titles that make heavy use of uncompressed textures.

3. Some vulkan improvements were made to keep some drivers without all the required features to run without crashing (Intel ANV).

4. Fixed a few bugs in Rachet & Clank series by finishing the depth-to-color conversion routines.

5. Implemented point sprites which fixed Super Stardust missing projectiles.

6. A major improvement was the reimplementation of memory heaps in vulkan to be dynamically sized. This finally solved the "working buffer not big enough" error once and for all, with the exception of major bugs in other code causing the heap to reject allocations. This is rather significant in terms of improved stability over long play sessions.

Tasks scheduled for the immediate future:

1. Continue to clean up code with a view to improve stability and performance.

2. Finish some pending zcull optimization work.

3. Refactor rendering pipe to support shader interpreters.

Thank you all for your continued support.

Regards,

kd-11

Nekotekina PATREON 7 favs
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POSTEDNov 19, 2019
ARCHIVEDJun 10, 2026