Repository navigation
Mandragora: Whispers of the Witch Tree (PPSA06960) #6633
Replies: 1 comment
|
Profile of the gameplay frame rate (first gameplay scene, about 5 fps, 172 ms per frame), same build as above, Where the time goes. The title submits about 1,000 draws per frame (46,000 to 55,000 draw packets per 10 s). The queue 0 worker costs 106 to 127 µs per draw packet, of which 54 to 68 µs is waiting for the GPU mutex. The pipelined committer takes 98 to 106 µs per commit and holds the GPU mutex at the What the committer thread does (sampler, difference between two snapshots in gameplay, about 970 active samples): Revalidation. What might help (not tried): a cheap change test for the ranges outside the write watch, so the fast path applies to them, and preparing draws on more than one thread. Setting AI-assisted: yes. Written with AI assistance and reviewed by me. |
Uh oh!
There was an error while loading. Please reload this page.
Existing thread
Title
Mandragora: Whispers of the Witch Tree (PPSA06960)
Content version tested
01.006.002
AnyPS5 commit
mainat 5d9dcc4 (merge of #6372), built together with #5651 and #6343 rebased on it; this title does not need eitherSystem tested
Windows 11, WinLibs GCC 15.2.0 (x86_64-posix-seh, ucrt, r7), RTX 5090 (NVIDIA 617.42), AMD Ryzen 9 9950X3D
Furthest point
In game
What is shown
Intro and logo screens, the privacy policy screen, the menus, new game loading, character select and the first gameplay scene all render and take controller input (Xbox pad). The intro screens and some cutscenes run at 60 fps. The first gameplay scene runs at about 5 fps (170 to 200 ms per frame), and the title freezes for up to about 20 seconds when it shows a new screen for the first time, because shaders are compiled then (about 3,800 shaders and 6 GB of shader cache after the first pass through the intro; hundreds more in the first gameplay scene). I did not check audio.
Current blocker
No stop and no crash: the frame rate in gameplay. No issue or pull request tracks it yet, and the title needs no open pull requests or local changes.
Profile of the first gameplay scene (
APS5_TRACE_SUMMARY_EVERY=10,APS5_PROFILE_GPU=1), frame p50 about 172 ms, per frame:Driver.Packet.memory_wait170 to 230 ms, the time a queue spends in WAIT_REG_MEM packets (opcode 0x3c) waiting for another queueDriver.Drawabout 105 msDraw.shader_compile_and_linkabout 70 msQueue 0 (
queue worker 0x0) is 99% busy; the compute queue (queue worker 0x20) is 75 to 125% busy. The intro and cutscene intervals show about 16.7 ms per frame withmemory_waitunder 80 ms.Four WAIT_REG_MEM timeouts were logged while loading, for example:
The value found in memory is not 1 and looks like the low half of an address, so the wait may be on memory that nothing writes with the expected value. This is not confirmed.
Also logged:
texture ... has mixed DCC keys ...; its texels are read as stored(10 times) andguest memory changed while GPU results were pending; keeping the CPU's blocks.How it was run
The dump (an Unreal Engine 4 title) has a 175 MB
eboot.bin, 25 plugins inprx/and 5 modules insce_module/(libc,libSceFontGsm,libSceJobManager,libSceNpCppWebApi,libScePfs), all SELF containers.tools/unwrap_self.pyonmainunpacks all of them without changes. The unpacked system modules have to be insce_module/under the--sce-module-pathdirectory: with them next to the eboot, the relinker did not convertlibSceNpCppWebApi.prxand the title stopped withdependency module not found: libs\libSceNpCppWebApi.prx.prx/is searched by default, and--module-dir prxfails withDuplicate guest module directory.app0holds the dump'sman,engineandsce_sys(junctions),ue4commandline.txtand the originaleboot.bin; the converted plugins are written toapp0/prx. Environment:ANYPS5_GPU=5090,VK_LOADER_DRIVERS_DISABLE=*dzn*.With
APS5_TRACE_CALLS=allset, the first launch was killed by the engine's own check after 120 seconds (GameThread timed out waiting for RenderThread after 120.00 secs) while thousands of shaders were compiled and about 100 million calls were traced. Without it the title ran on. SettingAPS5_PREBUILD_THREADS=8andAPS5_PIPELINED_DRAWS=64changed the gameplay frame rate from about 5 to about 5.5 fps.AI-assisted: yes. Written with AI assistance and reviewed by me.
All reactions