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DOOM homebrew (PPSA99666 v1.1.1) on Windows / RTX 3060: startup reproduction and AGC CPU fallback #2475
Replies: 2 comments
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Answers to your three open questions, from the same release on a different NVIDIA card. Windows 11 (26200), Ryzen 9 7900, RTX 4070 SUPER, WinLibs GCC 15.2.0 r7, Release. Same sample: lowbit/ps5-doom v1.1.1, PPSA99666. 1. "Does the VideoOut alias removal still apply to current main?" — No, it is fixed upstream. You were right to hedge that one. Both alias lines are gone from 2. "Does anyone have a successful AGC presentation trace on NVIDIA?" — Not here either. The fallback reproduces on the 4070 SUPER, on the same kernel address you logged: That makes at least three NVIDIA generations behaving identically — your 3060, @babyhuey's 3080 on #690, and Ada here. One caveat worth flagging rather than burying: 3. "A preferred existing thread for consolidating these DOOM observations?" — #690. That is where @babyhuey's root-cause for the first-frame failure lives (first-dispatch shader compilation), along with the other Windows reports. I added a Windows data point there rather than open anything new: #690 (comment) The four things your scope explicitly excludes, since you asked for exactly this. I won't repeat the detail that's already in the comment above, but to summarise what is verified here beyond startup:
Plus one thing I didn't see covered anywhere: saves round-trip. The title writes On the in-game rate: DOOM's own tic rate is 35 Hz, so a window title reading ~35 is the engine's cap rather than a fallback symptom — which is consistent with your 34.99 reading and worth knowing before treating it as a performance number. AI-assisted: yes (Claude Code). |
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I was able to get it running at a stable 35FPS, including music, sound effects, movement, menus, hud, etc. Adding a Windows / RTX 3060 gameplay to follow up on the CPU scaler observations, along with runtime notes from investigating the dispatch stall. Attached is a screen recording of an active gameplay run on Windows (menus, rendering, movement, combat): 1. General Runtime Improvements TestedTo rule out host synchronization stalls during startup and isolate presentation behavior, I tested two general runtime adjustments:
Changes are pushed to a clean branch on my fork for anyone testing or reviewing general AGC/kernel behavior: 2. Observations on the CPU Scaler FallbackDisassembly of the guest executable around
AI-assisted: yes |



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I reproduced startup of lowbit's public PS5 DOOM homebrew with AnyPS5 on Windows. The guest executable reached its entry point, created a Vulkan window on an RTX 3060, and subsequently logged DOOM shareware initialization. The first AGC presentation frame failed and the port switched to its CPU scaler.
Scope: startup and log observations only. I have not visually verified rendering, tested movement/firing, heard the audio, or established sustained gameplay stability. The window-title FPS counter is not a gameplay benchmark. This is the homebrew port of classic DOOM, not a retail PS5 DOOM title.
Existing work
This is an additional reproduction, not a first-run claim. I searched Discussions for DOOM and found no matching discussion, but the issue history already contains relevant results:
Sample and build
The local VideoOut build needed two redundant APS5_EXPORT alias lines removed to avoid duplicate identifiers during NID patching:
The named exports already produce those NIDs; both expected exports were still present after patching. This is a local build observation, not a claim that current main still needs this change.
Conversion and runtime layout
The plaintext executable and companion sce_module/libc.prx were reconstructed from the public release. The original guest machine code was relinked; it was not regenerated from AI-written or decompiled C.
The relinker command was:
Runtime files were arranged as doom.exe, libs/*.prx, app0/sce_module/libc.prx.guest.prx, app0/wads/doom1.wad, and app0/sce_sys metadata. A download0 directory was added after the initial missing-directory warnings. The libraries, relinker and converted guest module were built/prepared locally.
Import audit across the executable and companion registry found 274 references / 262 unique imports: 257 classified implemented, 5 classified stubs, 0 absent imports and no missing libraries. Those classifications are static heuristics; they do not certify each function's behavior or mean every listed stub is reached.
Log evidence
The process remained alive after a 15-second observation and was reported responding. Recorded window titles included DOOM | FPS: 59.94 (469) and later DOOM | FPS: 34.99 (1466). Audio initialization in the log is not an audible-output check.
Static analysis workflow
A separate SHA-keyed Ghidra 12.1.4 cache recovered four selected functions (_start/main/plat_exit/D_DoomMain, names inferred from the pinned sources). A pre-analysis script registered the declared e_entry for ELF type 0xfe10 without modifying input bytes. Local timings were 33.48 s for initial analysis, 6.55 s for a subsequent four-function query, and 1.98 ms for an identical cached query. The pseudocode still has unresolved PS5 import/relocation typing issues and is not a buildable replacement or a proof of semantic equivalence.
Does anyone have a successful AGC presentation trace for this exact release on NVIDIA, or a preferred existing thread for consolidating these DOOM observations? The useful next check here is the first-frame failure and a visual/gameplay verification, rather than adding a playable compatibility claim prematurely.
Prepared and investigated with AI assistance (Codex); observations above distinguish actual execution from static inference.
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