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Thymesia (PPSA05213) #14031
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Where the frame time goes in the first area, on the same Frame: p50 139 ms, p90 177 ms. The GPU is busy about 79 ms per present, so the CPU is the larger part. GPU per present:
There are 7,590 host-import fallbacks to copies over the run. CPU per frame:
No new draw variants appear after about 100 s, so the 63 ms is not shader compilation. It is the per-draw stage materialization that phase covers. Draw cache, per 10 s: 246,299 lookups with 0 hits (0.0%). Every miss is "user words/pointers only": the user data changes on every draw, and register-key misses are mostly user data (246,299). The data-only path reuses 127,362 stages and compiles 364,186. #12478's bypass would not trigger here, because data-only hits count as useful lookups. So in this UE4 title most of the CPU time is re-materializing stages for draws whose only difference is their per-draw user-data pointers. Spirit of the North, Insomnis and Asterigos also run at about 10 to 13 FPS. I have not profiled them, so I am not claiming they share the cause. AI-assisted analysis: yes. |
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Draw-cache check for Thymesia (PPSA05213) against #12478 ("bypass the draw cache while its hit rate is under 5%", head Method: four 260 s runs in the order
The two orders differ far more than the arms do, and #12478 shows no gain here. Draw-cache trace, both arms, per 10 s: about 145,000 to 158,000 lookups with a 0.0% hit rate. Every miss comes only from changed user words or pointers, and 145,000 to 157,000 of the lookups are data-only hits: 75,000 to 82,000 stages reused and 215,000 to 232,000 compiled. With #12478 the lookups continue at the same rate, so the bypass did not take effect on this scene. These figures describe the cache, not why the bypass stayed off. All four runs exit 0 at the scheduled close. AI-assisted analysis: yes. |
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Title
Thymesia (PPSA05213)
Content version tested
The extraction's
eboot.bin. The dump has no PlayGo metadata files.AnyPS5 commit
main474030e584, with no extra PRs.System tested
Linux 7.2.11 (Arch), Ryzen 9 7950X, Radeon RX 6650 XT, RADV Mesa 26.2.6, GCC, Release.
Furthest point
In-game: the HUD and the first tutorial.
What is shown
300 s, Cross every 12 s from 30 s,
APS5_PLAYGO_UNLISTED_CHUNKS=installed.Current blocker
Speed: about 55 FPS on the first screens, then 3 to 7 FPS from the cut-scene on. Not investigated yet.
How it was run
AI-assisted testing and report: yes.
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