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Crimson Spires (PPSA03568) #14316
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Windows result, on plain Furthest point: the same as Linux. The night car-dashboard opening ("On a brisk autumn evening, the drive from Cape Girardeau to St Louis…"), then Erika's dialogue with portraits ("Do you mean… the serial killer? The Heartbreaker?"). Text draws without the Noto fonts. Two runs of 300 s each ran to the scheduled close with no Performance (
This is a different machine and GPU from the Linux run above, so the FPS is not a like-for-like comparison. AI-assisted: yes. |
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Title
Crimson Spires (PPSA03568)
Content version tested
01.003.000 (
sce_sys/param.json), Unreal Engine 4. The package has no PlayGo files.AnyPS5 commit
mainb415263451plus #14298 (285e93acd0), which only adds a Linux crash report. Two open PRs were merged onto the same base for comparison.System tested
Linux 7.2.11 (Arch), Ryzen 9 7950X, Radeon RX 6650 XT, RADV Mesa 26.2.6, GCC 16.2.1, Release.
Setup
relinker --registry --rpath <build>/core/libs/libs eboot.elf app.elf.APS5_PLAYGO_UNLISTED_CHUNKS=absent. Without it, a run on an oldermainstopped at 20 s:scePlayGo: ... are missing, so chunk ID 1 cannot be checked.docs/user/USAGE.mdare inanyps5-fonts.Furthest point
The opening story. A car-dashboard scene at night ("It all seems so perfect and peaceful. Until..."), then Erika's dialogue with character portraits ("I understand. Who is the prisoner in transport?"). The dialogue advances with Cross. The run ends at the scheduled close at 293 s, exit 0, with no
NotImplementedthrows.Performance
About 8 to 18 FPS in these mostly static scenes, median 10.7 after 60 s.
Host imports: 1,831 fail per run at
vkAllocateMemory(VK_ERROR_INVALID_EXTERNAL_HANDLE) and fall back to copies. This is the scattered direct-memory case. With #4449 (2f225f0ff2) merged:That is one run per arm, so it does not establish a difference.
perfonmain, sampled for 15 s at 150 s:sched_yieldandclock_gettime, apparently waiting for the frame.ShaderResources::buildComplete,BdaResources) and copying uploads (GuestBufferMemory::UploadFinish,copyRegion,GuestMemory::Read).waitMemoryandDrawPipeline::Drain.So the frame rate is set by per-draw CPU work in the driver, not by the GPU.
Not verified
Gameplay past the opening dialogue, audio, saving and other GPUs.
AI-assisted analysis: yes.
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