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PPSA03743 Soul Hackers 2 #6602
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Profile from a 15-minute session ( Title screen and menus (first ~800 s): ~25 presents/s, frame p50 38 ms. The only queue worker is 98% busy, and most of each frame is In game (field, East Shipping District), 15 intervals:
The shader disk cache hits after the first run (0 misses in later intervals), so this is not compile stutter. The frame is limited mainly by the single queue worker on the CPU: about 65 ms per frame goes to preparing ~87 draws and about 30 ms to waiting for the device lock. The GPU time per draw (~0.64 ms at 4K) is high as well. The input lag of more than half a second matches frames queuing behind the worker. I have not narrowed it to a specific code path yet. A The APR AI-assisted: yes. Written with AI assistance and reviewed by me. |
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Existing thread
Title
PPSA03743 Soul Hackers 2
Content version tested
01.002.000
AnyPS5 commit
main + #6441 (unwrap) + #6571
System tested
Windows 11, NVIDIA GeForce RTX 5090 (driver 617.42), AMD Ryzen 9 9950X3D, WinLibs GCC 15.2.0
Furthest point
In game
What is shown
Boots through the title screen and menus and plays the opening cutscene. The player can then walk around in game, and the pause/log menu opens.
Performance is the main problem: 9 to 11 fps in game, dropping to 7 or 8 when moving the character and the camera, and input lags by more than half a second. Shaders compile on the first run (120 in the first 10 seconds) and are read from the disk cache afterwards, so the remaining slowness is not shader compilation. Profiling is in progress and will be posted here.
Current blocker
On
main,tools/unwrap_self.pyrefuses all 19 modules (segment 6 vaddr 0x1aa8260 is in no PT_LOAD: a PT_TLS with no file bytes at the end of its PT_LOAD). fix(tools): allow unwrap_self to place zero-size segments without a PT_LOAD host #6441 fixes this; details are in my comment there.An intermittent abort, seen once 12 seconds into loading and once on opening the pause menu:
The same file was read moments earlier, and the next run went past the same point. I am running a build that records the Windows error when that open fails, to find the cause.
How it was run
eboot.bin,sce_module/*.prx,Media/Modules/*.prxandMedia/Plugins/*.prxwithtools/unwrap_self.pyfrom fix(tools): allow unwrap_self to place zero-size segments without a PT_LOAD host #6441 into a separate folder.relinker --windows --registry --sce-module-path <unwrapped> --module-dir Media/Modules --module-dir Media/Plugins <unwrapped>/eboot.bin app.exe, withapp0holding the dump's other folders.app.exewithANYPS5_GPUset to the 5090.All reactions