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The Last of Us Part I (PPSA03396) #10986
Pacuka
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Game bring-up
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Title
The Last of Us™ Part I (PPSA03396)
Content version tested
02.000.000
AnyPS5 commit
main adca8cf (2026-10-21) with open PRs #4449, #9551, #9989 and #6553 merged on top, plus local changes (listed under Current blocker). Plain
maindoes not reach the menu on this system (see #9295).System tested
CachyOS Linux, kernel 7.2.2, GCC 16.2.1; AMD Radeon RX 6650 XT, 8 GB (RADV, Mesa 26.2.4); Ryzen 9 5950X, 32 GB RAM, GTT raised to 24 GiB (
amdgpu.gttsize=24576)Furthest point
Menu
What is shown
Shown in order: the SIE and Naughty Dog logos, the PlayStation intro video, the language menu, the title screen ("PRESS ANY BUTTON") and the main menu.
Current blocker
Memory. On this system (8 GB VRAM, 32 GB RAM) the title runs out of memory 5 to 12 minutes in, on the title screen or menu. I stop it with a watchdog first, because when GTT reached 24 GB the whole PC froze once. In a 4-minute sample:
Two things make it worse:
APS5_TEXTURE_CACHE_MIB=3072that falls to 10 to 15 GB per 10 s, but fps does not change.Local changes in this run (not proposed as fixes):
ShaderMemory::readWordscopies its lazy blocks throughprocess_vm_readv. In 2 of 7 runs it crashed with SIGSEGV (SEGV_ACCERR) inTableSnapshotter::ReadRuns: an image-table read hit a page in Retail CPU memory (0x102a800000, 0x102e000000) that was no longer readable. My guess is that the title decommitted the page while a capture was reading it. I have not opened an issue for this yet.How it was run
app0 is a read-only mount of the dump image. A script polls
/proc/meminfoand the amdgpumem_info_gtt_usedcounter every second. It kills the process below 2.5 GB MemAvailable or above 22.5 GB GTT.Prepared with AI assistance.
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