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ShadPS4 Mindro Update 5

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@ManoharPadul ManoharPadul released this 25 Sep 15:57
· 2 commits to main since this release
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Uncharted Custom Build — September 25 Update
This update includes rendering, memory-management, shader-cache, video-playback and audio-decoder changes for the Uncharted-focused custom branch.
This remains a development build. Several reported problems remain unresolved, and stable 60 FPS is not guaranteed.
Rendering and upstream fixes

  • Integrated upstream #5092: GPU writes through raw storage buffers now invalidate overlapping cached images, rather than limiting invalidation to formatted writes.
  • Integrated upstream #5081: compatible textures differing only in power-of-two padding can reuse an existing cached image, avoiding unnecessary expansion.
  • Includes the compute LDS allocation lifetime correction associated with #5070.
  • Includes instruction-aware comparison-sampler handling associated with #5020.
  • Includes tile-manager pipeline-key corrections that distinguish sample counts and previously conflicting pixel formats. This is not the full #5062 host-shader migration.
    These changes address specific correctness problems; they do not establish that every Uncharted rendering issue is fixed.
    Hair and character rendering
  • Retains hair-shading workarounds developed through U1, U2 and U3 testing.
  • Users confirmed improvements in several tested scenes, including hair responding more naturally to sunlight.
  • Coverage remains incomplete: different chapters, characters and shader variants can still behave differently.
  • Facial lighting, eyes, eyelashes and facial hair may still display incorrectly in some scenes.
    Texture-cache corrections
  • GPU-dirty images can no longer incorrectly bypass refresh solely because their CPU-side contents appear unchanged.
  • Image-change detection now uses a consistent full-image hashing range.
    Known limitation: these corrections did not resolve the reported brightly coloured objects appearing after cinematics. Reloading a save can temporarily clear the corruption, but this is not a permanent fix.
    Memory and stability
  • Retains existing allocation safeguards, cache-pressure handling and resource-lifetime changes.
  • Includes additional safety checks around video-frame copying and image-copy bounds.
    RAM/VRAM exhaustion remains possible. This build does not guarantee a 6 GB working set or reliable operation on 4 GB GPUs.
    The upstream #5047 sparse-buffer arena architecture is not included in this checkpoint.
    ATRAC9 audio decoder
    Added checks for:
  • Decoder initialization failure.
  • Short input before reading a RIFF header.
  • Insufficient data after header processing.
  • Invalid decoded-byte counts.
  • Decode failures while draining trailing audio frames.
  • Format queries before successful initialization.
    Error messages now include additional decoding context.
    Known limitation: the reported ATRAC9 decoding errors remain unresolved. These checks improve failure handling and diagnostics; they are not a confirmed audio-playback fix.
    Shader caching and performance
  • Retains persistent shader/pipeline-cache work.
  • Identified a settings mismatch where archive mode could ignore an existing loose-file cache.
    A shader cache can reduce repeated compilation, but it does not eliminate GPU synchronization waits, scene-streaming stalls or all frame-time spikes.
    No verified across-the-board FPS improvement or stable 60 FPS claim is made for this update.
    Remaining known issues
  • U3 shirt and sleeve spikes, stretching and excessive scarf deformation.
  • Coloured or corrupted textures after cinematics.
  • Excessive sunlight brightness in some areas.
  • Incorrect face, eye and hair shading in some scenes.
  • Cinematic-entry, skip and scene-transition pauses.
  • ATRAC9 audio decoding errors.
  • Memory-pressure crashes and uneven frame pacing.
    Validation
  • Source compiled successfully.
  • Relevant automated checks passed during development.
  • Some hair improvements were confirmed through user testing.
  • The latest texture-refresh and audio-guard trials did not resolve the reported symptoms.
  • Full gameplay regression testing across U1, U2, U3 and all Nathan Drake Collection variants is not complete.