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NHL 27 (PPSA34063) on Windows / AMD RX 6700 XT: reaches match loading, ~1.3 FPS #4275
poonasor
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Game bring-up
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Hi, I am also working on NHL 27. I have gotten into a match and I have also got some of the HUD to show. I am still trying to fix an issue where everything just renders as white. I am on Windows 11, Ryzen 7 5700x, RTX 4060, 16 GB DDR4. |
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@poonasor #5075 brings your stop-13 change ( |
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Windows 11, i7-7700K, 64 GB RAM, AMD Radeon RX 6700 XT (Adrenalin 25.10.45.05, amdvlk64 B026363).
State: title screen → START → legal/set-up → main menu → Play Now → team select → sides, teams and jerseys → match loading screen (X-Factor screen, music playing). It aborts while loading the match. Menus render correctly apart from one background; speed is ~1.3–2 FPS. Not playable.
Base: all of this was measured on my fork's integration branch
poonasor/AnyPS5@dev(8d541cfdd), which is upstream379d8b4eplus the commits below. It is well behind currentmainand has not been rebased yet, so the list below is what was needed on that base, not a claim about currentmain. Several of the functions have since been implemented upstream by others.On current
main(d146ec1b6) the title stops in the relinker:PR for that one: #4273. Nothing past the relinker has been run on current
mainyet.Written with AI assistance (Claude); runs and observations are from my machine.
Launch
ANYPS5_OUTPUT_4Kis a fork-only switch (see 8). The loop guard avoids the GPU timeout (25), and it only takes effect without the shader disk cache because it is not part of the cache key. About 12 minutes to the title screen; the first frames after START take 4 to 85 minutes depending on the run (24).The engine module
Engine.Render.Core2.PlatformPs5.prxsits in the title's root, not insce_module/; I copied it intosce_module/so the relinker converts it. The executables in my dump were SELF containers with plaintext segments and were rebuilt into plain ELFs before relinking.Blockers, in the order they were hit
Commits are on the fork. "Workaround" means the abort was replaced by a logged shortcut that is not correct behaviour; those are not meant for upstream as they are.
Short guest TLS instruction is followed by an instruction that cannot moveat 0x747c68dfs:xor rax,[rbx]followed byjne __stack_chk_fail3b3e6c76: relative branches after a short TLS access move into the stubsceKernelGetModuleInfo2,sceKernelGetModuleList2,__stack_chk_fail/__stack_chk_guard/__error/rename,sceConvertKeycodeGetCharacter,sce::Json::Value::setNullAccessCallBack,sceAudioOut2UserGetSupportedAttributesa7a372d1,bceff867,6826d490,40003b49,5d8d74c8,ef95c786Job0, return address in the engine modulesce_module/(imports bound by the entry stub) and again, unbound, bysceKernelLoadStartModule("/app0/Engine....prx")d8552d1c: Windowsdlopenreturns the already loaded relinked modulesceKernelGetPageTableStats,sceNetResolverAbort,sceHttpSetRequestStatusCallbacknot implemented224f2912(fixed synthetic pool, values not verified on hardware),a61a4747(PS4 signature assumed),9a6456a8SubmissionManagerPs5::waitForFramefails with 0x8002003C every secondd610edd6: an awaited shader is prepared ahead of the queueJobthread ~45 s insceVideoOutGetOutputStatus+sceKernelIsTrinityMode; with a 1080p display it picksPS5_BASEand its settings lookup returns null. Why is not understoodba61a98e: opt-inANYPS5_OUTPUT_4K=1reports a 4K displaysceNpEntitlementAccessGetPftFlag,sceCoredumpGetStopInfoCpunot implemented(int32_t* flag);(buffer, 0x10)expecting0x81180003outside a coredump handler7446811b,d04f5d60storage image access to depth/stencil surface ... is not implementedf35fa82c,6d28c597: storage views use the sampled path's rule (extent and depth format must match, otherwise reused memory)Heartbeatfedb61cb: the host thread parks until it is joined or detachedsceAjmBatchJobInitialize (Opus ... nonzero third parameter word)3b35621b: 255 accepted for mono (meaning assumed)incomplete rect-list primitive7ed0b6af: the incomplete trailing primitive is droppedamdvlk64.dll+0x9e251finsidevkCreateGraphicsPipelinesOpTerminateInvocation/OpKillexits (one per guest-memory read, fromStopBdaInvocationIf). AMD's compiler crashes on it; reproduced offline in seconds with a stand-alone pipeline-creation tool. The module passes the validation layereb2e2309: a pixel shader records a failed read in a private flag, returns, and terminates once in a wrapper entry point (primitive-ordered shaders excluded)CMASK fast clears of a mipmapped, 3D or array color target are unsupportedc1f56c8a: the fast clear is ignored with one log linecolor views of several array slices are unsupported7b5a0deb: renders into the first sliceVUID-VkShaderModuleCreateInfo-pCode-08737,OpVectorShufflewith a non-vector operand4e93b53fVUID-VkImageViewCreateInfo-usage-02275a15035f2storage image access to depth/stencil surfaceagainc65cbfac: the storage image is served from guest memory with one log line; it does not share the depth texels707630ee: only the first 1024 are prepared ahead, the rest on first useOpen
DontInlineis ignored).45f4d270(byte reads in a loop) and8d541cfd(no allocation per timed equeue wait; the in-game compile was also starved by heap-lock contention) did not make a visible difference in the game.APS5_LOOP_GUARD, none in two runs with it. The game's breadcrumbs point athairResolve/ShaderProgram_StrandHairRasterizerFineCs,Dispatch 144 x 1 x 1. Suspected: a compute shader loop that does not terminate under emulation. The shader has not been isolated.Engine.Render.Core2.PlatformPs5.prx+0x90cd6, walking a linked list in GPU-visible memory) ~25 minutes after Play Now. Did not recur in 68 minutes withAPS5_STORE_AT_FLIP=1. One run each way.sceSysmoduleLoadModulelogsunknown id: 267in every run without visible effect.Not tested
NVIDIA, Intel, Linux; anything on current
mainpast the relinker; gameplay; audio beyond menu music; controller input beyond menu navigation.All reactions