Repository navigation
Hollow Knight: Silksong (PPSA12544) on Windows with NVIDIA #1996
lubaxe
started this conversation in
Game bring-up
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
Bring-up notes for Hollow Knight: Silksong (PPSA12544) on Windows with an NVIDIA GPU. #726 covers Windows on AMD (RX 9070 XT). On NVIDIA with current
main, the title needs a few open PRs and one opt-in switch to reach playable gameplay. With them it runs at a steady 60 fps.Status (updated 2026-10-09,
maind70b899)tut_01, thentut_02). Backgrounds, HUD, prompts and menu text render correctly.APS5_STORE_AT_FLIP=1(below). Without it, the backgrounds are garbled or the title crashes while loadingtut_01.Setup: Windows 11 Pro, Ryzen 7 9800X3D, RTX 5090 (driver 617.42), WinLibs GCC 15.2.0 r7, Release, keyboard input.
Patches on top of
maind70b899--module-dir: the Unity plugins inMedia/Plugins(PSN, SaveData, CommonDialog, ...) are relinked and started with their start argumentsmissing static shader ABI register 201vertex fetch exceeds descriptor record countunsupported vertex format 0APS5_STORE_AT_FLIP=1: garbled backgrounds and thetut_01crash (#1970)What the switch fixes
Garbled backgrounds and the
tut_01crash (APS5_STORE_AT_FLIP=1, #1970). Unity frees render targets and its allocator reuses the memory while AnyPS5 still holds the GPU results. A write trap caught+0x1a578feand+0x1a57931writing allocator block headers into a pending 1920x1080 target. The late store then either drops the results (noise) or overwrites the headers (the crash at+0x1a5771d). Storing pending results at each flip fixes both.APS5_EAGER_WRITEBACK=1also renders correctly, but costs most of the frame time.Frame rate. Gameplay used to run at about 5 fps on Windows, because since 838d02a every imported render target was stored and uploaded again at each use (about 2.1 GiB per frame). #2096 on
mainfixes that, so #1994 (an opt-in switch for the same problem) is closed.Still open
sampling the depth plane of depth surface 0x265f10000 (1920x1080, vk format 130) as a 1920x1080 texture of guest format 56 (vk 37) ... is not implemented. It looks like a depth surface's memory reused as a color target.agc_driver_pixel_ldsfails on unmodifiedmainon this GPU (VK_ERROR_DEVICE_LOST), andagc_driver_recorder_testsstops instorageRefreshTestson Windows. Neither affects the title.If you have another NVIDIA card, please post how far it gets with these patches.
All reactions