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Full Version: [Bug Report] Direct 3D 11 HW in Onimusha Warlords
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I don't know if this is in any other game that works like Onimusha Warlords or anything, but for some reason, while the latest Dev release as of the time of this posting, 8d3ff94, does fix the annoyance of 3D models and other objects that are supposed to be hidden behind layers in the pre-rendered backgrounds instead being layered above, it instead has a much worse problem with the same video setting; and appears not to even run as well on the same setting as the stable release.  It even takes forever just to go from the main menu to the game even when loading a saved game.
The worst problem, however, that I mentioned before, is that when I go from one room to another on Hardware on the dev release, the video goes black on the emulator.  Thankfully not the entire screen because I don't play in full screen.  The action still plays out like normal, so if enemies are in the area, Samanosuke can still get hurt or killed, but even if I pause or go to the inventory, I can't see a thing until I switch to software and back; in which case, it happens once again when I leave that room in the game.
And overall, I know this is not my computer's fault; I just now tested before posting this, and the latest stable release does work absolutely fine in hardware mode, just with the aforementioned model and background bug.
Please post the contents of the emulog.txt file after the problem occurs. The file can be found in "My Documents\PCSX2\logs" for the installer version or in "PCSX2\logs" for the portable/binary version.

Please make sure to enclose your emulog in code tags like so (remove the empty space on the closing code tag!):
[code]
Pasted emulog goes here
[ /code]
As I'm waiting on the game to actually load up initially; going from the Load Game screen in the main menu into the game itself; I'm getting a *huge* amount of repeating
Code:
GSDX OUT OF MEMORY
Now I switch to Software so that the game will actually load up, and then back to Hardware.  Update to the problem, it doesn't happen when moving between screens in the same room, but it happens when I simply go into the inventory screen, where I can still go through it; I still hear the sounds in there; just no visuals.  It's a good thing I don't have to go into another room just to get it to happen; I'm in a room with a save point, and the next room will quite likely have enemies in it.
And the game just crashed as I'm typing this, and I'm back to the "dashboard" of sorts; the log just reset back to acting like I'd initially got the emulator itself up without booting the game just yet.  It's possible that it would have just repeated "GSDX OUT OF MEMORY" again.  If you need me to test again to try to actually get it in that moment, though, I can do that.
We still need the log to see what's happening
The strings of "GSDX OUT OF MEMORY" are so long that it goes well out of this post's character limit; I just tried. So, how am I going to do this here?
Did you try encasing with code tags?

use [code] (and [ /code] for the ending, remove the space before the /). If it's still too long, make a new log and close the emulator as soon as you see the error pop up.
Even doing it just from loading the game on hardware; which still causes that same error; and exiting out the moment I saw it, it still copied the error so much that I'll have to take several, several errors out just for it to fit. So, if it'll suffice, almost each time in this that you see one error in the end part of the message, there was actually a long string of errors in that same area that I had to cut out just to save space here.
Code:
PlayStation 2 ======== Update rebooting..

PlayStation 2 ======== Update reboot complete
cdvdman Init


IOP Realtime Kernel Ver.0.9.1

    Copyright 1999 (C) Sony Computer Entertainment Inc.

Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
Stream Buffer 1Bank 40960byte 5banks 204800byte used
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥SIO2MAN.IRX args 0 arg
loadmodule: id 25, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥PADMAN.IRX args 12 arg thpri=46,48
PADMAN : thread priority: high=46, low=48
loadmodule: id 26, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥MCMAN.IRX args 0 arg
loadmodule: id 27, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥MCSERV.IRX args 0 arg
loadmodule: id 28, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥LIBSD.IRX args 0 arg
loadmodule: id 29, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥MODHSYN.IRX args 0 arg
loadmodule: id 30, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥MODMIDI.IRX args 0 arg
loadmodule: id 31, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥MODMSIN.IRX args 0 arg
loadmodule: id 32, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥SNDDRVCD.IRX args 19 arg 0x1FFFFF
snddrv:
snddrv: *-*-* Capcom Sound Driver for PS2(CD/DVD) by T,Masuda *-*-*  ver 1.75.
snddrv: date: 00/12/14
loadmodule: id 33, ret 0
loadmodule: fname cdrom0:¥IMAGE¥MODULES¥SDRDRV.IRX args 0 arg
SDR driver version 2.0.0 (C)SCEI custamized by Capcom.
Exit rsd_main
loadmodule: id 34, ret 0
[SCEI] [Vers]
[SCEI] [Sequ]
[SCEI] [Midi]
TEMPO = 84
[SCEI] [Vers]
[SCEI] [Sequ]
[SCEI] [Midi]
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Closing plugins...
GSDX OUT OF MEMORY
    Closing DEV9
    Closing FW
    Closing USB
    Closing CDVD
GSDX OUT OF MEMORY
    Closing SPU2
GSDX OUT OF MEMORY
    Closing PAD
    Closing GS
GSDX OUT OF MEMORY
Plugins closed successfully.
Ok, I see that there is another Dev version out just now; 56b76b1. I'll test it out in there just to be on the safe side. I know it doesn't seem to do anything relevant to this, though.
I had a feeling it'd be no dice. Same thing happening there as usual.
Can you post a gsdump of the issue, preferably where GSDX OUT OF MEMORY appears?

https://forums.pcsx2.net/Thread-How-to-c...er-GS-dump
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