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Goat Simulator 3 (PPSA04158) #10040
JJenkx
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Game bring-up
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Title
Goat Simulator 3 (PPSA04158)
Content version tested
01.000.000
AnyPS5 commit
main83462cc with #9628 (relinker and libraries from that build), Release, WinLibs GCC 15.2.0 UCRT. Runs were launched through the shared queue withAPS5_PLAYGO_UNLISTED_CHUNKS=installedand scripted controller input (APS5_PAD_INPUT_FILEwithtools/pad_input.py: cross every 10 s from 40 s).System tested
Windows 11 Enterprise 10.0.22621, Ryzen 9 5950X, Radeon RX 6700 XT (AMD proprietary driver).
Static notes
ue4commandline.txtis../../../Goat2/Goat2.uproject, and the content is onegoat2-ps5.pak.goat2/content/movies/*.mp4are H.264 video with AAC audio.playgo-chunk.datorplaygo-scenario.json, so the runs useAPS5_PLAYGO_UNLISTED_CHUNKS=installed.libSceJobManagerAGC workload calls (sceAgcAcbSetWorkloadStreamInactive,sceAgcAcbSetWorkloadComplete,sceAgcAcbSetWorkloadsActive,sceAgcUpdateInterpolantMapping_0100and others).Furthest point
In-game. With cross pressed every 10 s, the title passes the photosensitive-seizure warning (35 s) and reaches the main menu and World Saves (60 s). It then starts a new save and shows the in-game loading screen (150–240 s). The in-engine intro cinematic follows (360 s, "Coffee Stain North" credit with a "△ Skip" prompt), and by 590 s the cinematic has ended in controllable gameplay: the HUD shows the first quest ("Goat Castle — Enter your home"), the compass and the movement tutorial ("L Move character / R Turn"). Nothing stopped, crashed or reported an unimplemented call in 600 s.
What is shown
tools/trace_digest.pyputs the time inDriver.Packeton one worker at 99 % busy, so the menus are CPU-bound in command-packet processing. The GPU is busy about 90 ms per present.Current blocker
No hard blocker. Two open problems:
Driver.Packetthe largest phase.A run that presses △ to skip the intro is queued, to reach gameplay sooner and test stick movement.
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