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Tetris® Forever (PPSA25646) #13561
Replies: 3 comments
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Tetris Forever (PPSA25646). Linux 7.2.11, Ryzen 9 7950X, RX 6650 XT, RADV Mesa 26.2.6, Release. Setup:
On Why it is slow.
A local experiment, not a PR. It changes two things for shared-backed ranges when only dma-buf imports stay watched:
Same input and run length:
The timeline screenshots match, apart from the animated background. That is one run per build; the difference is far beyond run-to-run variation. #2434 (dma-buf before host pointer when host imports lose write tracking) covers the import-order part of this. The colour-target gate ( Not verified: the classic games inside the collection, audio and other GPUs. AI-assisted analysis: yes. |
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Follow-up Linux performance validation, PPSA25646 v01.007.000, RX6650XT/RADV Mesa26.2.6, Ryzen7950X, Linux7.2.11. Pristine Official 30-second traces at160–190 seconds: main 5.509FPS (166 presents/30130.067ms); integration 59.940FPS (1799 presents/30013.322ms), with no trace drops. Both completed ordinary close with exit0. Reviewed captures at150/195 show the same menu; animated background video phase differs. These are menu results, not a gameplay or audio verification. Separate fresh saves/caches were used, with no input during the window. Exact source branch, complete official summary lines, traces, screenshots, GPU test logs, negative controls, and compatibility patch. The same4 existing tests pass on main/integration;3 import tests pass on integration,0skips/VUIDs. Full AGC scope, Intel, Windows, and further gameplay have not been validated by this run. The import-selection PR remains unmerged; these changes are not in main yet. AI-assisted:yes. |
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Linux/RADV current-main performance follow-up for #2434. Current-main refresh of the earlier Tetris Forever menu result: 5.58 FPS on main PPSA25646 v01.007.000, 1920×1080,
Official Main Integration Same machine: Ryzen 9 7950X (32 threads), 127901 MiB RAM, RX 6650 XT / RADV NAVI23, Mesa 26.2.6-arch1.1, Linux 7.2.11-arch1-1, GCC 16.2.1 Release. Both captures use Navigation: integration Cross at80s reaches the menu by100s; corrected main Cross at80s plus image-confirmed Cross at100s reaches it by120s. No input follows. The initial main run is excluded because missing observer image-reference fixtures caused late navigation. The retained integration arm logs two optional classifier file errors at100/120s before the trace; its scheduled navigation had already reached the menu, directly checked at100/150/195s. Corrected main has the references and no observer errors. These details and the excluded-run receipt are retained in the bundle. Official traces, summaries, digests, screenshots/readbacks, commands, configuration, hashes and run receipts — SHA-256 Main menu capture · Integration menu capture Stock import settings follow-up (integration only): Stock-import trace, digest, captures/readbacks, commands and receipt — SHA-256 AI-assisted: yes (Codex). Bundled-game follow-up (2026-11-04): possible rendering regression. After selecting Tetris Time Warp, plain main Capture/replay follow-up: the atlas corruption reproduced in both desktop capture methods, but starting the driver frame capture (which waits for GPU idle) was followed by a correct title screen. All three saved driver reference buffers are correct. Main Default-settings gameplay follow-up: private refresh The official 390:30 gameplay trace records 1799 presents / 30013.320 ms = 59.94005 FPS, p50 16.683 ms, p99 16.704 ms, no trace drops, at 1920×1080 on the same RADV RX 6650 XT host. This is a single-build gameplay observation, not a main-versus-change gameplay speedup measurement. The graphical limitation remains: at 400 seconds the primary window capture showed a keyboard/texture sheet while its near-time X11 readback showed the correct board; both channels showed a correct board at 430 seconds and Game Over at 455. Consequently this does not establish graphics correctness throughout. Audio, line clearing, other modes and long sessions were not tested. Native ordinary close returned 0; protected input, SDK and executable hashes remained unchanged, kernel settings were restored and no private native process remained. Trace, official digest, full observer/game logs, input record and both capture channels, SHA-256 Native screenshot/input follow-up: private The title-screen native PNG is nearly black with a small white mark, while the nearby window capture shows the glyph/controller sheet. Thus the discrepancy also reaches the built-in screenshot path; rendering, presentation and screenshot readback are not yet distinguished, and no graphical fix is claimed. Native ordinary close returned 0; protected input/SDK/executable hashes and kernel settings were preserved, no private process remained. This is an instrumented private-integration observation, not a new performance comparison. All six native PNGs, nearby window captures, exact input/request timing, integration-source continuity, logs and receipts, SHA-256 Main-feature native control: exact #15671 head |
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Existing thread
Title
Tetris® Forever
Content version tested
01.007.000
AnyPS5 commit
Source build, compiled version -> main (102b7a5) , WinLibs GCC 15.2.0 r7.
System tested
Windows 10 22H2 , Intel Core i7-13700KF, 32GB DDR4, NVIDIA GeForce RTX 4070 (617.42)
Furthest point
In game
What is shown
The game works very well in the modes and scenarios I tested (just some 55fps slowdowns on initial load, first 10 secs aprox) . I tried several games in the collection and various options, without encountering gameplay problems or visible graphical glitches.
Working in my tests:
Approximate memory readings:
I also tested running the game from an HDD insted SSD and did not notice any performance difference once the game starts.
No problems encountered so far, although this was a selection of mini-games and options rather than an exhaustive test of the entire collection.
Current blocker
None encountered during the tested gameplay.
How it was run
C:\Anyps5\relinker.exe --windows --to-intel --windows-diagnostics --registry C:\tetris\eboot.elf C:\tetris\Tetris.exe
AI-assisted: yes, ChatGPT Codex
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