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Ghostwire: Tokyo (PPSA01337) #10471
p3n1cillin
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Game bring-up
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Title
Ghostwire: Tokyo (PPSA01337)
Content version tested
01.006.000
AnyPS5 commit
main2ace103a9cplus #9945, which only touches libc's standard descriptors on Windows.System tested
Windows 11 Pro (26300), Ryzen 5 7600X, GeForce RTX 5070 (driver 621.01), WinLibs GCC 15.2.0, Release.
Furthest point
Menu
What is shown
Unreal Engine 4 title with Wwise audio. It converts with no absent imports. The import audit lists 12 throwing stubs, none of which was called in these runs: three
sceAgcAcb*Workload*calls andsceAgcUpdateInterpolantMapping_0100from the bundledlibSceJobManager.prx,sceVoiceQoSGetLocalEndpointAttribute, and__tls_get_addr.Runs were set for 4 to 12 minutes. Cross (Enter) presses started between 50 s and 200 s, and there was no input before that:
LowLevelFatalError [File:Unknown] [Line: 1209] GameThread timed out waiting for RenderThread after 120.00 secs.I didn't get into gameplay. Audio was muted on my side and not checked.
Current blocker
The intermittent stop at about 50 s:
One of the two runs names
compute shader 0x2011380000. That is the same refusal as Palworld in #7017 and Astro Bot in #8052. The 120 s render-thread stall is a second, separate symptom that I haven't investigated.How it was run
The title's modules are in
sce_moduleandprx. The relinker converts both without--module-dir, and passing--module-dir prxfails withDuplicate guest module directory. The dump has no PlayGo files, and withoutAPS5_PLAYGO_UNLISTED_CHUNKS=installedit stops at 210 s onscePlayGo: sce_sys/playgo-chunk.dat and sce_sys/playgo-scenario.json are missing, so chunk ID 1 cannot be checked. Runs were on a separate Windows desktop with the window captured byPrintWindow, so input was posted window messages.AI-assisted testing and report: yes, Claude Code.
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