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Diablo II: Resurrected (PPSA03912) #5146
Replies: 2 comments
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Update, second round on the same machine (Ubuntu 26.10, RTX 3080 Ti, NVIDIA 615.71.09): the furthest point is now In game. Offline > New Character reaches the Rogue Encampment with the world, HUD and sound working. Built from What was needed on top of
Performance: very slow with the defaults, about 0.3 FPS in game. With Stability: one SIGSEGV in a game worker thread during loading in four runs, not reproduced since. Screenshots (game window only): Written with AI assistance (Claude Code). |
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Update: ran it again on a build of current main (dacd785) plus the open PRs that cover the three aborts, with no local-only changes.
Result: still In game. Main menu, Offline > New Character, class selection and the Rogue Encampment with HUD and sound all work, and it ran 5+ minutes with no abort. Speed is about 2.5 FPS with APS5_HOST_IMPORT_MIB=28000 (the default budget is slower). Screenshot of this run (game window only): https://gist.githubusercontent.com/mrfelek/88d9c03b44b6e56579d301ebd0f5c33b/raw/3cd783fd360ca77bd5643c299ded02602e8d8da0/04-in-game-integration-build.png AI-assisted; the runs are from my machine. |



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Title
Diablo II: Resurrected (PPSA03912)
Content version tested
01.039.000
AnyPS5 commit
main 19e020a (2026-10-14)
System tested
Ubuntu 26.10, GCC 15.3.0, RTX 3080 Ti (NVIDIA 615.71.09), Linux native
Furthest point
In game
What is shown
Main menu, Offline > New Character, class selection and the Rogue Encampment with the world, HUD and sound. About 4 FPS: two runs standing in the encampment gave 39.9 and 41.1 presents per 10 s with APS5_HOST_IMPORT_MIB=16384 (the default budget is slower). About one launch in five stops at start-up in the title's own code (a null hash-table lookup at app.elf +0x1b997a9, the same with and without the other fixes); launching again gets past it. One earlier run stayed in game for 15 minutes; another crashed once after about 10 minutes in
libSceHttp(FindEpoll, from the title's background online code). Online play is not supported (the title reports it failed to authenticate).Current blocker
Nothing stops it from reaching the game on
main: the aborts it used to hit (#1186 depth plane sampling from a later slice, #5779 a storage view from a later slice, #5205 a zero-count indexed draw) are merged. What limits it now is speed: the driver thread is the limit, about 86 us per draw and about 100k draws per 10 s, and the draw cache almost never hits because each draw's user-data words hold per-draw buffer addresses (vertex buffer bases that move by a fixed step per draw, a moving constant pointer). Open PRs #4943 and #5609 address moved pointers and moved base addresses; in a three-run A/B on this title they did not change the speed (data on those PRs).How it was run
AI-assisted; the runs are from my machine.
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