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ELDEN RING (PPSA04610) #13493
Replies: 3 comments 2 replies
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Performance measurements in the first area, for whoever looks at this title. The in-game setting was already Same machine and build as above (i5-12600KF, RTX 3060 Ti, driver 617.42, What bounds the frame About 7 fps. The GPU and the committer are both near their limit:
No result:
1.3 to 2.1 s per 10 s on the committer, up to 4.6 s just after entering the area:
About 5,000 write-backs per 10 s, about 60 per frame, of which 78 % are This gives about 10 GB stored and 10 GB uploaded per 10 s, but on this GPU those classes cost only about 4 ms per frame. It looks like the same class as #6189. I am not proposing a change: skipping those stores would need proof that the title never reads the old contents. Indirect arguments One sync per frame on AI-assisted: yes (Claude Code) |
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A 1080p patch for 01.017.000 that raised the frame rate from about 7 to about 12 fps in the first area, with a clean image on a short run. The title reads format = 1
[[patch]]
name = "framebuffer_width"
target = "eboot.elf"
va = 0x43b0320
type = "u32"
expected = 3840
value = 1920
description = "default CS.PS5.frameBufferW"
[[patch]]
name = "framebuffer_height"
target = "eboot.elf"
va = 0x43b0324
type = "u32"
expected = 2160
value = 1080
description = "default CS.PS5.frameBufferH"Convert with Same machine, build and in-game settings as the comment above, in the first area:
The GPU then has about 40 ms idle per frame, so the limit moves to the CPU side and a lower resolution should not help much more. Limits:
AI-assisted: yes (Claude Code) |


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Existing thread
Title
ELDEN RING (PPSA04610)
Content version tested
01.017.000 (USA), own dump.
AnyPS5 commit
mainatad2fbd74cd3fwith the tessellation cull distance change (#13492), which this title needs.System tested
Windows 11 Pro (build 26300), Intel Core i5-12600KF, NVIDIA GeForce RTX 3060 Ti (driver 617.42), WinLibs GCC 15.2.0 r7, Release.
Furthest point
Gameplay
What is shown
The title screen appears within about 20 s at 60 fps with no input. With a keyboard or pad, the game goes through the menu into the first area. The player walked indoors and outdoors in that area; the character, buildings, foliage, particles, fog and sky look correct, and text prompts work. Window captures will follow in a comment.
In the measured scene it presents 73 to 78 frames per 10 s (about 7.5 fps), none dropped; the window title showed up to about 18 fps elsewhere. Memory use reached 18.7 GB, GPU memory about 5.2 of 8 GB. The game's output is 3840x2160.
The HP, FP and stamina bars are not visible on the two captures; the compass is. Not known yet whether they are hidden by the game or missing.
Current blocker
No blocker in this short run. Performance: in the measured scene, queue 0x0 spends about 9 of 10 s on packets, mostly
DRAW_INDEX_OFFSET_2(about 4.7 s for about 108,000 draws, about 1,600 draws per frame), with GPU busy about 90 ms per frame. GPU mutex waits are 3 ms per 10 s and shader recompilation is negligible there. Combat and later areas are untested.How it was run
tools/audit_dump.pyreported 0 absent imports and 2 stubs (sceAgcUpdateInterpolantMapping_0100,sceVoiceWriteToIPort), neither of which stopped this run. Only the audit needed a local workaround, becausetools/import_audit.pyfails onmain(#13002). Converted withrelinker --registry --windows --trace-importsfrommainated1e0ed08fc2; the libraries were then built from the commit above. Run withAPS5_PROFILE_DRAW=1 APS5_LOG_TIMESTAMPS=1 APS5_TRACE_EXIT=1 APS5_TRACE_CALLS=all.AI-assisted: yes (Claude Code)
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