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FAR: Changing Tides (PPSA03766) #10445
Replies: 3 comments
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Warm-cache baseline completed on Linux, head The scene ran once to warm both private shader caches, then the title restarted with restored private writable seeds. Directly reviewed warm/capture screenshots at 230 seconds and capture at 270 seconds show the stationary underwater character and “TO MOVE” tutorial. This run intentionally sends no movement after reaching that scene; the earlier surface-progression result remains separate. Both runs closed normally near 280 seconds, native exit 0, no remaining runtime; private writable state and the kernel import limit were restored. Actual game output stayed on a PTY, caches were enabled, validation disabled, and the capture used only The raw queue-0 slice buffer filled at 5.86 seconds, losing 184,191 events. Exact source pins/patch, official summary and trace, digest, reviewed captures, cache/protocol metadata and CPU observations, SHA-256 A same-build repeat using the documented |
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Follow-up diagnostic on the same pinned build The new window contains 144 presents / 10046.011 ms, frame p50/p90/p99 69.279/75.904/85.533 ms. Both 230/270-second screenshots show the same stationary underwater character and movement prompt. This is one build, not an improvement comparison. One of seven focus samples departed at 254.62 s, and the separate host CPU observer measured about 12.08% machine load outside the title. Inclusive/cross-thread phase times are not additive; Reusable game checkpoint: a separate run copied the earlier game-generated Complete trace, summaries, native report, screenshots and checkpoint hashes/results, SHA256 |
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Current- Setup:
On
The HTTP PRs from this account, merged onto that
With all three, it reaches the underwater opening ("L to move"), then the swim up to the surface of the flooded world with its half-sunk houses, at 8 to 14 FPS. #11586 and #11611 currently conflict with Not verified: the boat, audio, saving and other GPUs. AI-assisted analysis: yes. |
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Existing thread
Title
FAR: Changing Tides (PPSA03766)
Content version tested
01.002.000 (master01.00), from
sce_sys/param.json.AnyPS5 commit
Latest reviewed run: private integration
032ff3f70bd002033cb37e95244924b84d3cd64d, maina5a2c946a3a98bd39532d284b1283d78415bb124plus original #6782 (4433a62b3bf6248df830994a255701c72581cc95, XairRrR) and #6913 (d89f7050b7de6e7ec337f8edfcc8e41feb644b7b, JJenkx). No other production or title-specific changes. This is not a vanilla-main result.The earlier report used
ec4ad3f67f0cfd01ab4d2f15148122caac543ebawith #8091 as well. The new run reaches the surface without #8091; this does not establish whether other scenes need it.System tested
Arch Linux 7.2.9-arch1-1, GCC 16.2.1, Ryzen 9 7950X, AMD Radeon RX 6650 XT / RADV Mesa 26.2.4. Game window on DP-2, the 24-inch display; captures are 1536×864.
Furthest point
In game: from the opening underwater movement tutorial to swimming at the surface of the flooded village.
What is shown
Directly reviewed captures at 230/280/370 seconds show the underwater character with the left-stick “TO MOVE” prompt, the character rising toward the surface, then swimming at the surface with buildings, mountains and water reflections visible. Scripted left-stick up/right inputs were sent between 235 and 313 seconds. No separate guest input-acknowledgment log was found; the visible progression is established by the captures. Audio, extended gameplay and PS5 same-frame lighting comparison remain unverified.
The bounded run closed normally near 380 seconds, native exit 0, with no remaining runtime process. Private configuration/save seeds and the kernel import limit were restored. Actual Khronos validation insertion appears in the native log; zero VUID errors were recorded. Game output was redirected and no performance trace was captured, so this run makes no FPS-improvement claim.
Current blocker
No fatal stop occurred in this bounded run. Performance, audio and later gameplay still need qualification. The tested open-PR composition is #6782 plus #6913; their full title dependency scope has not been isolated.
Before the native run, a matched same-base focused check used main plus #6782 with the identical #6913 regression fixture in both arms. The control mock test fails specifically on chunked vertex-buffer usage; the candidate passes. The other mock check and four physical Vulkan checks pass in both arms, with actual Khronos insertion and zero VUID errors in every physical check. Both full builds and
relinker_conversionsuites pass. This is focused correctness evidence, not a matched native performance comparison. The older native control was on another main commit and must not be treated as such a comparison.How it was run
Converted existing extracted assets into a private runtime: app plus 14 bundled modules; the 15 original inputs remain unchanged. Relinker arguments:
Ran with
APS5_PIPELINED_DRAWS=1,APS5_HOST_IMPORT_MIB=16384,APS5_DRAW_CACHE_ENTRIES=4096,APS5_PLAYGO_UNLISTED_CHUNKS=absent,ANYPS5_NO_SHADER_CACHE=1,MESA_SHADER_CACHE_DISABLE=trueandVK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation; RADV ICD and the installed layer path selected explicitly. The diagnostic harness temporarily setudmabuf'ssize_limit_mbfrom 64 to 8192 and restored 64 afterward; the default limit has not been qualified. The entire GPU qualification/native harness used the shared launch lock (ticket 542).Exact pins, integration patch, focused test logs, conversion metadata, native log/report, harness and reviewed captures. SHA-256:
f8246a7bd2f814ca530caaf74a789cb43bda993a290cff7800d9d39e3a0cf174. No game binaries, SDK libraries or extracted asset files are included.Earlier opening-only evidence is retained as a separate historical build.
AI-assisted: yes.
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