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FINAL FANTASY RESONANCE (PPSA31544) #10567
Replies: 7 comments
With #8091With #8091's head
The figures are the window title's FPS counter, n=1 per build (comment on #8091). AI-assisted: yes (Claude Code) |
Windows run on main
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Linux / AMD RX6650XT / RADV bring-up update: the opening movie completes, the Move/Sprint and Mini-Map tutorial pages respond to R1/Circle, and the tutorial closes into the gameplay scene with the character, System Menu/Mini-Map controls and map visible. Exact private integration The 882 s diagnostic run exited normally (0), restored its configuration, and did not trigger the host-pressure guard. Host MemAvailable stayed above41.45GiB, so this does not clear #8091's lower-memory or JUMANJI blockers. Shader caches were warm; GPU readbacks and independent CPU builds were active. No loading/FPS comparison is claimed. Player movement and audio remain unverified; scene lighting/smoke fidelity has not been compared against a reference. The page automation misread AI-assisted: yes. |
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Corrected Battlefield performance comparison: main Exact source composition, official summaries, corrected trace archive and limitations. Separate AudioOut2 polling fix #11055 is ready; its native comparison establishes no FPS gain. |
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Linux/RADV black-effects investigation on unmodified main The producer draw dispatches mesh workgroups Existing #6959 implements rendering in device-sized layer windows while preserving the guest fragment Layer input. Its current-main integration and title qualification are next; I have not verified the title with that change yet. No new rendering-fix or FPS claim. Capture qualification: the draw-triggered instrumentation saved the producer successfully, but that native run aborted at shutdown with a heap-corruption error (exit134); configuration and saves were restored. Its capture is diagnostic evidence, not a clean native pass. The separate non-RenderDoc readback above exited0. A replay-only constant-color output-store control still populated only slices0–7, and restoring the original shader reproduced identical texture bytes; original control flow/discard remained enabled. Metadata-only measurements — SHA256 AI-assisted investigation; measurements were executed locally. |
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The layer-window fix is now verified for this checkpoint in #6959, refreshed as Native readbacks on RX 6650 XT/RADV show main populating only 8 of 32 color-grading slices; the change fills all 32 in four windows of 8. The same-checkpoint Battlefield screenshots confirm that the large opaque black effects are removed: Both 200-second native gameplay checks exit 0 and restore configuration/saves. Each uses the same checkpoint and one Continue press; the PR records the differing input gates and excludes the earlier menu-only attempt. These are qualitative graphics checks, not FPS/loading comparisons, a full playthrough or a console-fidelity claim. Paired focused validation passed 36 executions on main and 42 on the change, no skips/VUID errors, with actual Khronos insertion; existing non-VUID compatibility warnings match in common fixtures. The PR links download-verified test/readback metadata and original screenshots. The native confirmations above use the ordinary renderer, without the capture observer that aborted in the earlier diagnostic run. #7310 remains the declared merge-order dependency. AI-assisted investigation; results executed locally. |


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Title
FINAL FANTASY RESONANCE (PPSA31544)
Content version tested
01.000.001, from
sce_sys/param.json(the title screen shows 1.0.1.0). Unreal Engine title. The dump has its PlayGo files, so no PlayGo setting was used.AnyPS5 commit
main
924b18f59c+ #10515 (f179568345). #10515 only adds a two-sample alpha-to-coverage table, which this title does not use as far as seen.System tested
Arch Linux, Ryzen 9 7950X, Radeon RX 6650 XT (RADV NAVI23), Mesa 26.2.4, Linux 7.2.9. Release build.
Furthest point
Intro cutscene of a new game: the crystal legend narration, after the title screen and the difficulty selection.
What is shown
The dump's root
eboot.binis not the game. It is a scene-release launcher (an OpenGL demo). After Cross it logs/app0/_DUPLEX_/eboot.bin missing - home screenand quits after about 45 s. The game's executable isadditional_files/eboot.bin(179 MB). I relinked that one in place of the rooteboot.bin, with the other files unchanged. No imports are absent.With the real executable (scripted input: Cross every 30 s, then Up and Cross to accept the difficulty prompt):
The runs end at the scheduled close with exit 0. There is no driver error or exception, and no GPU fault in the kernel log.
Speed:
vkAllocateMemoryfailures;This is the case fix(agc): pin the import ceiling only on memory exhaustion #8091 changes; it has not been tested with fix(agc): pin the import ceiling only on memory exhaustion #8091 here yet.
Current blocker
Speed: the refused host imports, which is #8091's area. No stop.
How it was run
libsandrelinkerfrom the pinned commit.additional_files/eboot.binas the executable, then unwrap the SELFs withtools/unwrap_self.py. The modules are insce_module;fakelib/holds the dump's own stand-ins and was not used.Not verified
AI-assisted: yes (Claude Code)
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