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Grand Theft Auto III – The Definitive Edition (PPSA03527) #6994
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I am taking this up to investigate the black-screen presentation and render pipeline in Grand Theft Auto III – The Definitive Edition ( |
GTA III DE (PPSA03527): Initial Investigation & Diagnostic FindingsFollowing up on the report by @snoozedDev (263,239 completed draws and continuous presents with black frames): I analyzed the presentation pipeline in
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Title
Grand Theft Auto III – The Definitive Edition (PPSA03527)
Content version tested
01.007.000 (retail disc)
AnyPS5 commit
mainaf0fff7, plus #6236 (merged since), #6681 (head ce0b767) and #6814 (head 83eb3ed); the table under Current blocker says which stop each one gets past.System tested
Linux (kernel 7.2.5), GCC 16.2.1, Release,
-DANYPS5_ENABLE_SPIRV_TOOLS=ON, Ryzen 7 7700X, RTX 3090 (NVIDIA 610.57.04)Furthest point
Stops before the first frame
What is shown
Black. With the PRs below the title runs with no stop for up to 1500 s. In the four runs with frame summaries it presented 900 frames in every 30 s summary interval after the first (p50 frame about 33.37 ms); the 900 s warm run counted 263,239 completed draws and 144 compute dispatches. Twelve screenshots taken through
gamescopectl screenshotbetween 31 s and 510 s after launch, in two other warm runs, are all black (highest channel value 2 of 255); the same capture ofglxgearsin the same headless gamescope shows the gears. No input was given; audio and input were not tested.Unreal Engine 4. The title ships
libc.prx,libSceFace.prx,libSceFaceTracker.prx,libSceJobManager.prx,libSceNpCppWebApi.prxandlibScePfs.prxinsce_module/. Itssce_sys/has no PlayGo file.Current blocker
No stop within 1500 s with two open PRs and one setting, but the picture stays black; I have not looked into why. This answers the request in #2010 ("If Cyberpunk 2077 or GTA III DE stops on main, please open an issue with the title ID and the log line"). Each stop already has a thread, so the data went there:
scePlayGo: sce_sys/playgo-chunk.dat and sce_sys/playgo-scenario.json are missing, so chunk ID 1 cannot be checkedAPS5_PLAYGO_UNLISTED_CHUNKS=absent(#6236, merged after af0fff7). Withinstalledinstead, the title runs out of memory at 19 s (Ran out of memory allocating 5565054976 bytes with alignment 65536), the same allocation as Sackboy and Horizon on #6236SIGSEGVat0x800000021about a second after the swapchain is createdPT_LOADand reads file bytesSIGSEGVinLinkPipelineFromLibrariesat the window attach, warm cache onlyAPS5_NO_LIBRARY_PREBUILD=1How it was run
Converted with
relinker --registryfrom the same tree. Run insidegamescope --backend headless -W 2304 -H 1296, no input, withAPS5_PLAYGO_UNLISTED_CHUNKS=absent.APS5_NO_LIBRARY_PREBUILD=1, the swapchain is created at 3 s. With fix(agc): drain library prebuilds before device replacement #6814, at 75 s, because the window attach now waits for the queued library prebuilds (details on fix(agc): drain library prebuilds before device replacement #6814).AI-assisted: yes (Claude Code, Claude Opus 5.5), operating under my supervision; I am accountable for this report and will respond to review.
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