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Infliction: Extended Cut (PPSA02688) #6996
Replies: 5 comments
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Clean main + PR #7044 validation (2026-10-17): first-person gameplay reached. I rebuilt runtime libraries on main The scripted run passed the opening sequence and reached the “Find the plane tickets” objective at 234.98 s. The final screenshot at 346.62 s shows the first-person room, crosshair and flashlight. The existing extreme darkness and rectangular lighting artifact remain. Audio and a broader playthrough were not assessed. The libs build and all five focused graphics/dispatch-move tests passed with RADV core validation. The native run used draw profiling without Vulkan validation; it completed ordinary close with exit 0 at 352.79 s, verified PID disappearance and restoration of the temporary kernel setting. The 33 diagnostic intervals recorded 8,937 moved-buffer dispatch-template reuses. No FPS or loading-time improvement is claimed. The clean-main 350 s run reached the opening car sequence but had not confirmed the gameplay objective. Different scenes, profiling and source-specific shader-cache misses prevent a controlled comparison or a claim that #7044 is required to reach gameplay. Source/test details and limits AI-assisted: yes. |
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Sparse direct-memory import experiment (2026-10-17): a controlled local pair shows substantially lower frame times in the stationary first-person scene. This uses Mouad-Scriptz-0’s #4449, locally adapted, alongside AlxcBTW’s #7044 and the CPU trace coverage from #6341. The baseline is main Both runs used independent copies of the same populated AnyPS5/Mesa caches, the same autosave/controller sequence, no input after the objective, a 320–330 s trace window, and planned close at 350 s. Both reached gameplay and closed normally, exit 0, restoring the temporary kernel limit. Both final screenshots show the same dark room and reticle; the rectangular lighting artifact remains. Machine: Ryzen 9 7950X, Radeon RX 6650 XT, RADV Mesa 26.2.4-arch1.1, Arch Linux 7.2.9-arch1-1; render resolution 3840×2160.
Median frame time is 64.3% lower in this one paired experiment. It is still very slow; this is neither a cold-cache loading result nor a general title FPS claim. An earlier instrumented candidate run reported zero failed host imports and successful CPU/GPU coherence probes, which motivated this controlled pair. The run alone does not establish the cause of every timing difference. Both full trace-digest summaries and protocol, baseline timing trace, candidate timing trace, authored adaptation patch. Current-main integration repeat: the same seven commits apply cleanly on main Remaining work: get the prerequisite PRs reviewed/merged, establish an unmodified-current-main comparison when the integration permits it, and diagnose the lighting defect. #4449 is another author’s existing PR, currently conflicting; the attached adaptation is evidence for that work, not a duplicate submission. API-validation follow-up on main The dark rendering and rectangular light artifact remain. A bounded capture selected the lighting shader by identity and confirmed populated material/albedo/normal/AO inputs across the active 2688×1512 viewport within 3840×2160 storage images. That rules out simply empty resident inputs, but does not establish correct depth, shadow-array data or shader math. No additional performance gain is claimed. Sanitized validation protocol and results; raw resource dumps remain local. Three focused import/graphics tests pass with core validation. |
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Further graphics investigation: the shadow-cube capture exposes a missing layered depth-rendering path. The sampled 1024×1024 D16 cube has six faces. Its resident depth target reports This agrees with two gaps in main The earlier readback shows coherent native depth on face 0, scrambled low depth on faces 1–4 and zero on face 5. A CPU replay of the current detiler matches every captured pixel of guest-backed faces 1–5. That checks agreement with the current upload/readback path; it does not independently validate the hardware swizzle equation, and the guest-memory read was later than the GPU capture. Latest local diagnostic revision Next work is to implement layered depth attachments, layer routing and slice ownership, then validate all six faces. No rendering fix or FPS gain is claimed here; this was an instrumented integration run containing multiple local/unmerged changes. |
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Depth-array import progress (2026-10-17): a separate storage-to-depth bug is now reproduced and fixed.
The patch is available on current main On that main base, the expanded D32 two-layer and D16 six-layer GPU regression produces 12 assertion failures without the fix and passes with it. The build and convention checks pass. GPU: RX 6650 XT, RADV Mesa 26.2.4-arch1.1, Linux. In the local layered-depth integration, a completed native before/after capture shows the effect: previously faces 1–5 started at zero and the first captured producers made no changes. With the import fix, all six faces start at the imported depth 1; captured producers write faces 4 and 3, and a later capture contains depth data on every face. All 19 related GPU tests pass in this integration. The game reached the objective and closed normally; only the previously recorded teardown VUID remains. The final scene is still very dark. This confirms a depth import correction, not a complete lighting fix or a measured performance improvement. The native capture uses the local integration; the isolated main patch is covered by the GPU regression above. |
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Infliction validation update: fixed a Vulkan resource lifetime issue when the driver switches between live devices. The import-settle buffer, allocation and fence were held in one global slot; switching devices overwrote the old handles. The change retains settle resources per device and releases each device's resources during cleanup. Main-based change: JJenkx@a3ed32e68 (rebased onto upstream Evidence on Linux / RX 6650 XT / RADV:
The native result is for the existing combined integration stack plus this fix, not an isolated current-main A/B or a separately built standalone branch. The scene remains too dark; no lighting or FPS improvement is claimed. The full Recorder suite also retains the previously recorded pending-write assertion failure; the nine focused checks are not a full-suite pass. AI-assisted: yes. |


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Existing thread
Title
Infliction: Extended Cut (PPSA02688)
Content version tested
01.003.000
AnyPS5 commit
Unmodified main
9bf01db663445820687e85fdbff08959d5193a5a. No additional pull requests or local code changes.System tested
Arch Linux 7.2.9-arch1-1, GCC 16.2.1 Release, Ryzen 9 7950X, Radeon RX 6650 XT / RADV Mesa 26.2.4. Default source-built dependencies.
Furthest point
Menu.
What is shown
Language selection, startup/legal splash, main menu and the New Game loading screen are verified. Normal virtual-controller input selected English, advanced the splash, selected New Game and confirmed it. The dedicated runtime's small save directory was backed up beforehand.
The main menu text is readable, but its 3D background is very dark; rendering correctness is unverified. At 451.95 seconds the reported run still shows the autosave/checkpoint loading screen. The window title reports about 1.4 FPS near its planned ordinary close at 480.69 seconds; this is a sparse observation, not a standardized performance capture. No gameplay or title completion is established. Audio was not assessed.
The run closes normally, exit 0, with native PID disappearance and restoration of the temporary kernel setting verified.
Current blocker
Level loading has not progressed to a verified playable scene within this run. There is no observed missing import or explicit unimplemented-API exception, and no prerequisite PR is identified yet. The log reports:
At the warning, the recorder reports a label-table miss, no overlapping open-batch write and no pending completion label/writeback completion. This does not establish a persistent deadlock or the failing producer. Next: trace the producer/submission and large-range import/writeback activity. No wait is bypassed and no success value is fabricated.
How it was run
The executable and the title's bundled SDK modules were converted with the source-built relinker on the exact main above. All extracted asset sizes match the package listing; the extracted assets, caches and reports are on SAS storage. The public report includes the exact relinker command and all recorded input actions.
The supervisor selects the system RADV driver and X11, verifies the loaded driver/source revision, captures without forcing focus, and requests ordinary close. It temporarily sets
udmabuf.size_limit_mbto 8192 and restores 64 after exit. These native runs do not enable profiling or Vulkan validation.APS5_NO_PAD_INPUT=1excludes stray desktop keyboard/mouse input; the normal virtual-controller command file supplies the recorded buttons.The first cold startup wrote 2,833 shader-cache entries and closed at 181.39 seconds. A warm follow-up reached language selection and the autosave notice, then closed normally at 300.10 seconds. Those are cache warm-up observations, not an isolated main/change speed comparison. The fields above describe the subsequent menu/New Game run.
Exact source, all three run results, controller actions and limits.
AI-assisted: yes.
2026-10-17: level-load render-thread timeout
Unmodified main
bfcf02e3a81e, RX 6650 XT / RADV Mesa 26.2.4-arch1.1, same title content 01.003.000. Runtime libraries were rebuilt on this main; the executable remains the earlier conversion from9bf01db66344. A populated shader cache was used. From the freshly verified menu, one 200 ms Cross press selected New Game at 36.35 s. The title entered Loading, then reported:The process exited 139 at 205.88 s. Gameplay was not reached. The process is gone and the temporary udmabuf limit is restored to 64 MiB.
This was a diagnostic run with queue/import tracing, redirected logging and two brief debugger attaches, so it supplies no speed measurement. Both samples found the queue worker in SPIR-V validation: one inside optimizer input validation during specialization, another in final validation during variant emission. Shader-cache writes continued during loading. This is evidence of shader-preparation work during the stall, not proof of its sole cause. Another queue worker was polling a memory wait in the first sample.
The log includes 638 completed waits of at least 0.5 ms, including a 4,455.7 ms wait that resolved, and no
WAIT_REG_MEMtimeout warning. It records 574 successful dma-buf settle operations totaling 1,611.84 ms. These observations do not establish a permanent GPU deadlock or rule out other bottlenecks.Sanitized diagnostic metadata. Raw guest logs, shader data and game files remain local.
Next candidate: #6659 removes duplicate optimizer input validation while retaining explicit input and final output validation. It has been rebased to main
2083bc700f12, rebuilt and passes four focused optimizer/cache/graphics/mesh tests on this GPU with Khronos core validation, zero errors/VUIDs and zero skips. It has not been shown to fix this title's timeout and is not listed as a title prerequisite. Matched title/cache tests are still needed.AI-assisted: yes.
Current-main follow-up — 2026-10-17
Plain upstream
16c607a9373654e1e87c1a809845b1257f6acfedruntime libraries, without #6659 or the AJM vibration branch, reach New Game, Loading, and the Autosave and checkpoints / Press any button to continue screen. The converted executable remains the earlier9bf01db66344conversion. Ordinary close exits 0 after 303.56 seconds; the native process is gone and the temporary kernel setting is restored to 64. No debugger, validation or profiling was enabled.Reviewing the earlier
opt2083-load3screenshots also found that prompt by 120 seconds. Its controller had stopped observing after Loading, so that stationary screen is not evidence of a loading hang. The local controller now recognizes the prompt. On this current-main run it submitted one 200 ms Cross pulse, but the final screenshot still shows the prompt; actual scene advancement remains unverified. Next is a warm repeat with bounded fresh-screen input checks.Previously populated shader/Mesa caches were used. This is not a matched performance comparison, proof that the earlier guest timeout is fixed, or confirmed gameplay. Pinned run summary and limits.
Warm-cache intro follow-up — 2026-10-17
A second finite run of unchanged main
16c607a9373654e1e87c1a809845b1257f6acfedadvanced beyond the autosave prompt to the opening story quotation by the final 295-second screenshot. This establishes intro progression, not playable gameplay. Three fresh-prompt-gated Cross commands were submitted (500 ms each, at approximately 73, 88 and 104 seconds); command submission alone does not prove when the game processed input.The completed-frame counter remained at 396 for an extended interval, then resumed around 250 seconds and reached 418 before close. A temporarily unchanged screen/counter therefore did not establish a permanent hang. Native exit was 0 after 303.05 seconds; the process was gone and the kernel import limit was restored to 64 MiB. No debugger, tracing or profiling was enabled. These were populated caches, so this is not a matched performance comparison. The converted executable remains the earlier
9bf01db66344conversion with current-main runtime libraries. No claim that #6659 or #6721 is required follows from this run.First-person scene follow-up — 2026-10-17 (main661a)
Built runtime libraries from clean upstream
661a1118cc7cdba41d2b11a8000aab2157a93af4, reusing the older main9bf converted executable and populated shader/Mesa caches from the earlier runs. This is a loading/bring-up diagnostic, not a controlled performance comparison or a claim that a particular PR fixes the title.The finite 420-second run progressed beyond the opening quote into a first-person room. “New objective — Find the plane tickets” appeared at about 275 seconds. A three-second right-camera-stick input at about 337 seconds was followed by a changed room/flashlight view and the “New tutorial unlocked” notice. The scene remains extremely dark and slow; this does not establish correct rendering, sustained playability or an FPS gain.
Ordinary close was requested at 421.05 seconds; the process exited normally (
0) at 423.05 seconds, the native PID was gone, and the kernel setting was restored to its original 64 MiB value.Two brief, separately recorded GDB stack captures occurred at about 213 and 311 seconds. One sampled
GuestMemory::Read/GuestBufferMemory::copyRegion; the other did not. These two samples do not identify a proven bottleneck. They perturb timings. Correction to the local controller metadata: its old purpose string said “no debugger”; these two timed captures did occur and were recorded separately. Full logs and screenshots are retained locally on SAS.All reactions