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007 First Light (PPSA11386) #5714
SleglJan
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Game bring-up
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Update on the open problem "intermittent guest SIGSEGV in the title's terrain code after Resume": cause and evidence are in #6172. The title reads a GPU feedback buffer after a bounded wait (2 s, or skipped once the job is two frames old); our level entry stops presenting for 26-360 s, so the buffer is read before the GPU wrote it. A local title patch that widens both limits removed the crash in 8 of 8 runs. AI-assisted: yes (Claude Code) |
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Title
007 First Light (PPSA11386)
Content version tested
01.018.000
AnyPS5 commit
main34355ee (2026-10-14) plus my integration branchshare/007-v5at 65c5b68 (159 commits):main's depth code), fix(agc): advance stored layers when a write-back keeps CPU-written blocks #4663, fix(agc): store small pending storage results at each flip #4841, perf(agc): bind a sparse descriptor heap's committed run in place from its import #5249 (older head), a port of draft perf(agc): pipeline queue-0 draw commits behind the packet worker #1201 (opt-in) and the GPU-side part of draft perf(agc): pipeline indirect draws behind the packet worker (APS5_PIPELINE_INDIRECT) #1896 (off here);System tested
CachyOS (Linux 7.2.9), GCC 16.2.1, Release with SPIRV-Tools off; RTX 3080 10 GB (NVIDIA 615.71.09); Ryzen 9 7950X3D, 64 GB RAM.
Furthest point
In game
What is shown
The "(L) Move" tutorial, then Bond in third person on the beach rocks ("R Look"), at 0.2–0.35 FPS (per-run medians 0.22–0.30).
main3e0e01f). On the branch above, at least 5 runs from the checkpoint saved there reached the tutorial again.Current blocker
On
mainc13dc7e (2026-10-13), 007 stops about 2 s after start, before any draw, withVOP3 source modifiers are not implemented: row 8 of the table in #2523. Newermainwas not run alone.Still needed beyond
main, in the order the title reached them (order from earlier bases, not bisected on 34355ee):bindless image table has 18960 entries (0 materials), limit 16: feat(agc): implement image and sampler tables indexed at runtime offsets #757 and feat(agc): implement image tables loaded through 64-bit pointers #758, plus local follow-ups that narrow each table to the keys its shader reads.shader sampler pairs exceed runtime heap capacity(21 samplers instead of 7); the fix folds again after masked-select elimination in every program, not only with a live packed ancillary input.guest clip distances plus the all-zero clip position distance exceed 8 clip distances); the fix adds the all-zero distance only when a slot is free.registered program refers to an incompatible shader binary type. 007 registers its hull programs as one merged LS+HS binary (type 3); the stack runs the whole program in the hull stage, one invocation per output control point.workgroup count … exceeds device limitson an indirect dispatch: storing pending storage-image results waits for newer recorded writers of the same memory;Also carried, not shown to be needed: #454, #4663, #4841, #4724. Later stops now pass with merged PRs: rows 9, 12, 18 (#2471, #3379, #3500), depth storage views (#425, #4500, #2904), #423, #3523, #4364, #1491, #4031.
Open problems:
How it was run
relinker --registry(no--to-intel);param.json,icon0.pngandplaygo-chunk.datfrom the package insce_sys.APS5_HOST_IMPORT_MIB=12288,APS5_RESOURCE_CACHE_ENTRIES=64(not re-checked since fix(agc): evict resource-cache images with storage entries #3474),APS5_NO_IDLE_STORE=1(stack switch, turns off fix(agc): store pending storage-image results when queues idle #3777's idle store), and for speedAPS5_NO_DRAW_SRT_ENTRIES=1,APS5_PIPELINED_DRAWS=8,APS5_AHEAD_PIPELINES=2,APS5_LOCAL_LARGE_CLASSES=1.APS5_PAD_INPUT_FILE). Holding one direction does not pass it.AI-assisted: yes (Claude Code)
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