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[BUG]: Input Playback desyncs if built with MSVC #11549
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So I attempted to repo this issue myself, using the PAL version of Jak X (recording the tutorials). Tested on commit cd3e11b (Tagged v2.0.3) For a recording performed on MSVC (Release AVX2 build) For a recording performed on Clang (Release Clang AVX2 build) I have no clue what's going on |
How does it behave when using the Cmake builds instead of AVX2 or SSE4 versions? |
Turns out my issues was that there was run to run variance with how Jak X was emulated, see #11607 |
Managed to repo with Crash Twinsanity For me the game hitched for a frame on the official builds, this hitch didn't occur on a MSVC build for me, which caused a desync for playback. This behaviour seems consistent run to run |
Was it with a recording done on the MSVC build? |
Recording was made (and plays correctly) on the official clang builds |
Can you test #12183 and see if that resolves the playback differences between MSVC and Clang. |
Describe the Bug
Input playback seems to desync because emulation is a bit different between MSVC and Clang builds.
Reproduction Steps
Have "Pause on Start" enabled and turn off fast-boot for a good measurement with all memcards ejected.
Create a input recording that is around 4900 frames (this should be plenty if fast boot is turned off for desyncs to occur, so 98 seconds of gameplay for 50fps and 81.67 seconds for 60fps), and try to playback it after restarting the whole emulator.
With my any% tas of Crash Twinsanity, a desync occured a bit before 4900 frames because camera movement was different.
Expected Behavior
Input playback/emulation should be the same on both compilers.
PCSX2 Revision
v2.0.3
Operating System
Windows 11
If Linux - Specify Distro
No response
CPU
i5-12400F
GPU
RTX 2080Ti
GS Settings
No response
Emulation Settings
Pause On Start: Enabled
Fast Boot: Disabled
Memory Card Slots 1 & 2: Ejected + Disabled
Pause On TLB Miss: Enabled
GS Window Screenshots
No response
Logs & Dumps
clang.txt
msvc.txt
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