Repository navigation
Ghost of Tsushima Director's Cut (PPSA02225) — bring-up progress #4461
Replies: 5 comments
Update 2026-10-12 (evening) — October 12 diagnostic runs and shader-resource rejection analysisCorrection to the progress log above: Four instrumented diagnostic runs from October 12 are confirmed to have launched: 00:09, 11:31, 12:04, and 14:48. The earlier “October 12 attempt: did not launch” note should not be read as describing all October 12 activity. The exact relationship between that note and a separate failed preflight remains unconfirmed; the failed preflight's identity and timing are not established here. Commit headroom at the confirmed launches was 13.9 GiB (00:09 preflight) and 13.2 GiB (14:48, with all four readings above the 8 GiB gate). Build identity: Deployed diagnostic builds are identified by hash for two of the four confirmed runs: 00:09 deployed What the October 12 runs added (all instrumented; none captured pixels, so their visible output remains unverified):
Version note: The extracted image's Upstream overlap
Next steps (offline first)
Boundaries and current status
The investigation remains open. Contributions are welcome, especially on the exhaustive shader-hash join, AGC shader-resource planning, and methods for correlating registration-time shader failures with work that actually executes. |
Update 2026-10-12 (late evening) — exhaustive shader-rejection correlation completedThe offline join between shader-preparation failures and
Failure-line counts include repeated failures for the same shader, so they are not unique-shader counts. They are after-registration failure lines; each run also logs two deferral notices for shader The one discrepancy is explained by a truncated log. The 11:31 rejection record for shader The raw-log join corrects earlier analysis-summary counts that overstated unique shader populations. Repeated failure lines, unique shader identifiers, rejection records, and rejection-record sequence counters are distinct quantities. Rejection categories: Ten shaders with Comparison with recorded graphics draws: The diagnostic logs emit three unique In the 14:48 run, 282 draw submissions and 141 flips/presents were recorded alongside the preparation failures. The October 12 diagnostic runs have no pixel captures, so their visible output remains unverified. What this changesThe exhaustive hash join is complete; it should no longer be listed as pending. The black-screen cause remains unknown, and no causal relationship between these shader-preparation failures and the black pixels has been established. The next technical investigation should move to the draw-submission/decision path: determine which registered shader snapshots are selected into submitted command buffers. The registration-time failure site has no submission identifier, so direct correlation would require a separate, evidence-driven instrumentation or context-propagation path. The five October 11 frames previously captured were completely black, but that does not establish that every presented frame was black. Gameplay and correct rendering remain unverified. |
|
Community progress update: black output remains under investigation The black frames reported for this title remain under investigation. Previous observations show continuing draw and present activity alongside shader-preparation failures, but those observations do not prove causation. The cause has not been established. Recent local work, still uncommitted, adds draw-to-submission correlation. It tracks draw attempts, shader-selection and preparation outcomes, recorded draw commands, and deduplicated draw-token sets tied to recorder batches. It also separates submission attempts from submit-confirmed records made after successful queue submission and recorder finalization. The goal is to tell which shaders were actually selected into submitted work, rather than only which preparations failed earlier. This work remains uncommitted and Windows runtime validation is blocked, so there are no new game-runtime results to report yet. Feedback is welcome on PR 5238, which adds complementary per-draw shader stage, role, address and submission tracing for direct comparison. |
Investigation milestone: draw-to-submission tracing PRWe have opened a focused PR to improve diagnostic tracing in AnyPS5. It connects draw attempts and shader-preparation failures with actual recorded draw commands and the recorder batches submitted to Vulkan. The change also distinguishes submission attempts from successful queue-submission calls, with optional tracing designed not to change normal drawing behavior when disabled. Highlights of the PR clean-branch validation:
This does not yet identify the cause of the black screen. A game-runtime trace is still needed to determine whether failed shader preparation is related to the draws associated with the black output. Technical review and feedback are welcome: |
End-of-day milestone: first isolated Windows correlation run completedToday we reached an important milestone in the Ghost of Tsushima Director's Cut black-screen investigation. We prepared a focused diagnostic PR, #5431, that adds correlation between draw attempts, shader selection/preparation failures, actual recorded draw commands, and recorder-batch submission. It complements the per-draw shader-address tracing in PR #5238. The instrumented driver built successfully in an isolated Windows Release environment, including NID patching. The focused CaptureTrace test suite passed 8/8 tests. We also staged a separate runtime copy and completed one controlled run with the instrumented driver, without replacing the original driver or overwriting the previous trace evidence. The completed trace recorded:
The 197 attempts without The black rendering window was shown in a screenshot during the run, but the trace does not provide validated pixel data. Continued drawing and presentation activity does not prove that correct pixels reached the screen. The cause of the black screen remains unknown. Earlier runs showed shader-preparation failures, but this new trace did not capture such failures, and we have not established that the earlier failures caused the black output. The new trace, reports, and staging manifest are preserved. We intend to use these results to choose the next targeted experiment rather than assume a cause prematurely. Technical review and feedback are welcome on PR #5431. |
Uh oh!
There was an error while loading. Please reload this page.
Ghost of Tsushima Director's Cut (PPSA02225) — bring-up progress
Tested
PPSA0222502.024(inferred from the dump's retail build marker++ build-r-retail 0711.0902 retail5-patch ship p224rc2 ++; the dump contains noparam.sfo, so the version is not console-verified)10.0.2620032.0.16.1742); AMD Radeon 780M integrated graphics also present961b25fe24582361833a90b912eff5793550afdflibSceAgcDriver.prx, 11,458,826 bytes, SHA-256856D90ED96C14AFBCB9DC3283DC9057918ECF7CEFE83C01953BE937E55E87DB7), not the current rebuilt driver (SHA-256502855F6227BF03F91FA8892DE449D99A7EB8F1B3A468BC91725208221167265).A13603833F7450795BDC0D718B704E188574A8D658313CCF5061C6C3C76BBCDEStatus
Launches, but renders a completely black screen. Not playable yet.
A preserved run (October 11, approximately 15:49) initialized Vulkan, created a window and swapchain (
1152x648), loaded the pipeline and shader caches (672 disk-cache hits / 0 misses / 0 failures), and ran at approximately 59 FPS. The window title reportedGhost of Tsushima | FPS: 59.20 (2532). All five captured frames from a separate 16:25 run were byte-identical, with every pixel(0,0,0).The draw trace (16:36 run) recorded 6,791 draws, all completed, with no varied-geometry scene draws observed—only 3-vertex non-indexed fullscreen-triangle passes against three
3840x2160display surfaces. Capture-trace analysis (16:55 run) recorded 2,493 presents in strict double-buffer alternation, with each surface redrawn between its presents: fresh content every flip, yet black. The cause of the missing scene rendering remains unknown.Progress log
Update 2026-10-12 — evidence verification
Reviewed the preserved October 11 runs and verified game attribution using the package directory, retail build marker, ELF executable header (
7F 45 4C 46), and title-consistent resource paths such as/app0/cache_ps5/t02225.dat,/app0/ui/vshell/content_ps5/save_icon.png, and/app0/cache_ps5/playgo.pgm.0xc0000409).GetImageResource dword 0 is not a valid runtime value, approximately 26 occurrences, non-fatal). Their relationship to the missing scene rendering is not established.Known blockers
GetImageResourceruntime-value errors (approximately 26 occurrences)Next steps
libs/, and record exact binary hashes. Expect cold shader-cache recompilation.Evidence
Preserved logs, state summaries, and hashes are stored locally under
C:\games\ghost\anyps5-pps02225-probe\startup-upstream-*(eight dated runs, each withsummary.txt,stdout.log,stderr.log,state.json, andSNAPSHOT-HASHES.txt). Frame captures are understartup-upstream-framedump-retry-20261011-162543\frames\. The large capture trace (~661 MB) is retained locally.These paths are local to the test host and are not public links. If no evidence has been uploaded to a public, appropriate repository location, the detailed artifacts remain local.
This is an ongoing compatibility investigation. Successful launch and high reported FPS do not imply that gameplay is working.
All reactions