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3DMiniGolf (PPSA03647) on Windows with NVIDIA #2431
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Update: Dynamic Buffer Decoupling, Pipeline Cache Persistence & 35 FPS Putting Benchmark1. Root Cause Analysis: Shot Trajectory StallingIn detailed profiling ( Telemetry isolated the primary stall to Over 51.6% of total execution time was lost to synchronous GPU timeline stalls ( 2. Implementation: Dynamic Buffer DecouplingWe implemented decoupling in
Results:
3. Persistent Pipeline CacheVerified the Vulkan pipeline cache serialization:
4. Upstream PR Status & CandidatesAnalyzing generic fixes for upstream contribution:
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Tested
sce_sys/param.json.main8b393b6, with the integrations below. The first hole was completed on this updated base with the original quality asset and a 1920 x 1080 render configuration. Earlier profiling usedmainae3d5f9 plus the local integration.Status
In-game progress on an experimental local integration; performance, audio quality and rendering correctness remain open. Menus and the first course render, input works, and the first hole has been completed. This is still short of a fully playable compatibility result.
The integration includes an earlier sampler revision. Its in-game results do not establish compatibility with the current head of #2092 or stock
main. Current #2092 correctly retains rejection of unsupported anisotropic encodings. A supported stack using validated sampler behavior still needs to be established.Integrations being tested
The table records relevant patch areas. The minimal dependency set remains unverified; existing contributors retain credit for their changes.
All eight converted guest modules loaded in the startup investigation, including
Il2CppUserAssemblies.prxfromMedia/Modules. The earlier missing-module suspicion was incorrect. Later blockers occurred after entry into Unity and graphics initialization.Putting freeze
The reported putting crash was reproduced as a live-process stall. The main thread had a redirected Unity signal pending while blocked in a native mutex wait. Graphics workers were waiting rather than reporting a device loss.
The mutex/rwlock interruption change from #2051 was integrated locally. Its signal-delivery regression timed out before the fix and passed afterward; five related kernel tests passed. A subsequent run completed the first hole in two shots. Longer sessions and other courses still need testing.
Frame rate
Low-angle putting is the main performance problem. An original-quality asset check on the preceding integration showed roughly 3–5 FPS in a demanding putting view. Other camera views run substantially faster; those should be reported separately from putting performance. Stable 30 FPS while putting has not been achieved.
Profiling uses
APS5_PROFILE_DRAW=1andAPS5_PROFILE_GPU=1, withAPS5_DRAW_CACHE_ENTRIES=32768. The larger draw cache avoids severe default-cache churn. Thousands of scene draws, CPU preparation and GPU work still contribute to frame time.#1316 and #2253 are under title testing. Representative vertex-input preparation samples fell from about 8–10 to 4–5 microseconds per draw after integration, but camera/ball position and settings differ between some runs, so this is not a controlled FPS comparison.
Audio
Crackling/flickering audio was reported during gameplay. One Windows pacing defect was reproduced independently: with 256-frame, 48 kHz output, 192 of 300 calls returned in under 1 ms, with waits up to 17.5 ms. After #1486, none of 300 calls returned in under 1 ms or took over 10 ms; intervals were 3.6–8.2 ms. Eight focused audio/graphics tests passed before the subsequent main update.
A paused WASAPI device query reported 48 kHz float stereo, matching the guest's main port. A 20-second SDL disk capture after the timing fix contained no non-finite samples or exact silence gaps, and 11 samples at or above full scale. This covers the main port only and does not verify audible WASAPI playback. Audio-quality confirmation remains open.
Validation on the updated base
On
main8b393b6 plus the local integration, 15 focused tests passed: vertex inputs, shader capture, graphics, PM4, BDA resources, staging-buffer pooling, guarded null pointers, audio state/mixing/timing, Audio3d, recursive condition waits, redirected signal delivery and CPU affinity. The isolated imported-draw-input GPU checks also passed on NVIDIA. This is targeted validation; the full test suite was not run.Next checks
Reports from other NVIDIA or AMD systems are welcome; please include the exact base/patch revisions, camera view, settings and how far the title gets.
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