NFS MW Freezing up
#1
Verified my files they're good, just started doing this, only happens when cops are chasing me and there are a lot of cops 

not sure what else to do or how to proceed, I know my pc can handle it.
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#2
You mean it freezes then continues, or it freezes and crashes ?
CPU : AMD Ryzen 7 3800X
Mobo : Asus PRIME B450-PLUS
GPU : NVIDIA GeForce RTX 3070
RAM : 16 Go
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#3
it just freezes doesnt crash or continue

 its like when a ps2 disk was scratched makes frozen audio sound its so frequent its making the game unplayable
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#4
Please post a copy of the emulog.txt file so we can help you better.

Check Tools > Enable File Logging. If it is already checked, ignore this step.
If you ticked the box in the above step, restart PCSX2.
Click Tools > Open Data Directory to jump to your PCSX2 folder.
Reproduce your issue.
Close PCSX2, and do not open it again.
Go back to your PCSX2 folder. Open the logs folder, and upload the emulog.txt file to this channel.
CPU : AMD Ryzen 7 3800X
Mobo : Asus PRIME B450-PLUS
GPU : NVIDIA GeForce RTX 3070
RAM : 16 Go
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#5
I believe i followed your instructions correctly enabled file logging restarted opened open data directory, opened nfs mw back up got it to freeze again closed pcsx2 and copied and pasted emulog file

thanks again for your help

[ 0.0208] Loaded translation file for language en-US
[ 0.0219] PCSX2 v2.1.161
[ 0.0219] Savestate version: 0x9a4f0000
[ 0.0220]
[ 0.0220]
[ 0.0220] Host Machine Init:
[ 0.0220] Operating System = Microsoft Windows 10+
[ 0.0220] Physical RAM = 32710 MB
[ 0.0220] Processor = AMD Ryzen 7 3700X 8-Core
[ 0.0221] Core Count = 8 cores
[ 0.0221] Thread Count = 16 threads
[ 0.0221] Cluster Count = 1 clusters
[ 0.0232] Power Profile = 'Balanced'
[ 0.0233] Power States (min/max)
[ 0.0233] AC = 5% / 100%
[ 0.0233] Battery = 5% / 100%
[ 0.0233]
[ 0.0233] CPU Extensions Detected:
[ 0.0233] AVX AVX2
[ 0.0234]
[ 0.0235] Graphics Adapters Detected:
[ 0.0258] GPU = NVIDIA GeForce RTX 3070 Ti
[ 0.0258] Driver Version = 32.0.15.6094
[ 0.0258]
[ 0.0261] GPU = Microsoft Basic Render Driver
[ 0.0262] Driver Version = 10.0.19041.4355
[ 0.0262]
[ 0.0278] SDLInputSource: Using Controller DB from resources.
[ 0.3797] Scanning C:\Users\Owner\Desktop\PS2 Emulator\PS2 Games\Need for Speed - Most Wanted - Black Edition (USA) (recursively)
[ 0.3800] Scanning C:\Users\Owner\Desktop\PS2 Emulator\PS2 Games\Midnight Club 3 - DUB Edition Remix (USA) (recursively)
[ 0.3803] Scanning C:\Users\Owner\Desktop\PS2 Emulator\PS2 Games\Test Drive Unlimited (recursively)
[ 0.3806] Scanning C:\Users\Owner\Desktop\PS2 Emulator\PS2 Games\ATV - Quad Power Racing 2 (recursively)
[ 0.4705] SDLInputSource: 825 controller mappings are loaded.
[ 0.4707] XInput controller 0 connected.
[ 0.5628] Current version: v2.1.161
[ 0.5628] Latest version: v2.1.161
[ 0.5628] Last checked version:
[ 0.5628] No update needed.
[ 0.5635] (AutoUpdaterDialog) All HTTP requests done.
[ 0.5673] (SDLInputSource) Controller 0 inserted
[ 0.5675] (SDLInputSource) Opened game controller 0 (instance id 0, player id 0): XInput Controller
[ 0.5675] (SDLInputSource) Controller 0 has 6 axes and 11 buttons
[ 0.5675] (SDLInputSource) Rumble is supported on 'XInput Controller' via gamecontroller
[ 3.2496] Loading BIOS...
[ 3.2498] BIOS Found: USA v01.60(07/02/2002) Console 20020207-164243
[ 3.2516] BIOS rom1 module not found, skipping...
[ 3.2516] BIOS rom2 module not found, skipping...
[ 3.2518] Opening CDVD...
[ 3.2522] isoFile open ok: C:\Users\Owner\Desktop\PS2 Emulator\PS2 Games\Need for Speed - Most Wanted - Black Edition (USA)\Need for Speed - Most Wanted - Black Edition (USA).iso
[ 3.2522] Image type = DVD
[ 3.2523] * CDVD Disk Open: DVD, Single layer or unknown:
[ 3.2523] * * Track 1: Data (Mode 1) (1808064 sectors)
[ 3.2556] [GameDB] Has not been initialized yet, initializing...
[ 3.2899] [GameDB] 12807 games on record (loaded in 34.28ms)
[ 3.2899] Disc changed to Need for Speed - Most Wanted - Black Edition (USA).iso.
[ 3.2899] Name: Need for Speed - Most Wanted [Black Edition]
[ 3.2899] Serial: SLUS-21351
[ 3.2899] Version: 1.01
[ 3.2899] CRC: 0518D274
[ 3.2901] Loading game settings from 'C:\Users\Owner\Documents\PCSX2\gamesettings\SLUS-21351_0518D274.ini'...
[ 3.2902] Applying settings...
[ 3.3125] Reopening memory cards...
[ 3.3127] McdSlot 0 [File]: Mcd001.ps2 [8 MB, Formatted]
[ 3.3128] McdSlot 1 [File]: Mcd002.ps2 [8 MB, UNFORMATTED]
[ 3.3135] HLE Host: Set 'host:' root path to: C:\Users\Owner\Desktop\PS2 Emulator\PS2 Games\Need for Speed - Most Wanted - Black Edition (USA)
[ 3.3135]
[ 3.3139] EE/iR5900 Recompiler Reset
[ 3.5127] Opening GS...
[ 3.5179] Surface refresh rate: 144 hz
[ 3.6325] OGL: NVIDIA GPU detected.
[ 3.6325] GL_VENDOR: NVIDIA Corporation
[ 3.6325] GL_VERSION: 4.6.0 NVIDIA 560.94
[ 3.6325] GL_RENDERER: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2
[ 3.6326] GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
[ 3.6328] GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp 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GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[ 3.6330] Using hardware for point expansion, vertex expanding for line expansion and vertex expanding for sprite expansion.
[ 3.6363] 1 program binary formats supported by driver
[ 3.6367] Read 333 entries from 'C:\Users\Owner\Documents\PCSX2\cache\gl_programs.idx'
[ 3.6701] OpenGL Graphics Driver Info:
[ 3.6701] OpenGL Context:
[ 3.6701] 4.6.0 NVIDIA 560.94
[ 3.6701] NVIDIA Corporation NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2
[ 3.6701] GLSL: 4.60 NVIDIA
[ 3.6727] Opening SPU2...
[ 3.6734] Creating Cubeb audio stream, sample rate = 48000, expansion = Disabled, buffer = 50, latency = 50, stretching enabled, driver = , device =
[ 3.7053] Initializing Pad...
[ 3.7053] Initializing SIO2...
[ 3.7053] Initializing SIO0...
[ 3.7054] Opening DEV9...
[ 3.7079] Opening USB...
[ 3.7079] Opening FW...
[ 3.7198] VM subsystems initialized in 478.56 ms
[ 3.7355] EE/iR5900 Recompiler Reset
[ 3.7703] MTVU speedhack is enabled, saved states may not be stable
[ 3.7737] Imported 27 symbols.
[ 3.7739] ELF changed, active CRC 0518D274 (cdrom0:\SLUS_213.51;1)
[ 3.7744] Found 1 game patches in SLUS-21351_0518D274.pnach.
[ 3.7745] Applying core settings...
[ 3.7748] [GameDB] Enabled GS Hardware Fix: bilinearUpscale to [mode=2]
[ 3.7748] [GameDB] Enabled GS Hardware Fix: halfPixelOffset to [mode=2]
[ 3.7748] [GameDB] Enabled GS Hardware Fix: cpuCLUTRender to [mode=1]
[ 3.7748] [GameDB] Enabled GS Hardware Fix: gpuTargetCLUT to [mode=1]
[ 3.7747] Updating CPU configuration...
[ 3.7747] EE/iR5900 Recompiler Reset
[ 3.8023] Updating GS configuration...
[ 3.8654] Loading SPU2
[ 3.8732] Loading GS
[ 3.9314] (UpdateVSyncRate) Mode Changed to NTSC.
[ 93.2205] (VMManager) Pausing...
[ 95.4779] (VMManager) Resuming...
[ 97.1296] (VMManager) Pausing...
[ 98.7488] Add 91 seconds play time to SLUS-21351 -> now 223567
[ 98.9257] XInput controller 0 disconnected.
[ 98.9655] Releasing host memory for virtual systems...
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#6
For the heck of it, try using Vulkan renderer? or software one? does the hang happen?
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#7
heres the official file

(09-19-2024, 05:58 PM)MrWizard Wrote: For the heck of it, try using Vulkan renderer? or software one? does the hang happen?

im not sure im new to this so im not sure what or how to do any of that sorry Sad


Attached Files
.txt   emulog.txt (Size: 16,46 KB / Downloads: 87)
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#8
Under settings -> graphics properties, change renderer to either Auto or Vulkan.
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#9
(09-19-2024, 07:56 PM)MrWizard Wrote: Under settings -> graphics properties, change renderer to either Auto or Vulkan.

tried both of those to no avail
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#10
(09-19-2024, 04:07 PM)jesalvein Wrote: You mean it freezes then continues, or it freezes and crashes ?

Not sure if this tells you anything or not but it seems just the game freezes i can still load saves and go back to my last save however if im in a hectic part of the game it will freeze shortly after
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