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Ghostrunner (PPSA03685) #7320
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Run 2 (warm shader cache, Run 2 stderr, start-up to the window (trimmed)Run 2 stderr, the last 10 s block and the device faultRun 1 (cold shader cache, no profile variables): the fault blockRun 3: same as run 2Compile-only replay of compute-f3439387e2a8dbd5/capture.aps5cp (509,563 bytes, identical in runs 2 and 3)Title's own stdout (both runs): |
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First bring-up record for Ghostrunner (PPSA03685) from an owner's dump: UE4 boot starts, the engine's memory manager exhausts the direct-memory pool and stops with a fatal. No frame is rendered yet. Reported in the "Reporting a result" order from GAME_TESTING.md. 1. Build
2. TitleGhostrunner, PPSA03685. The dump's 3. HostAMD Ryzen 7 7735HS, Ubuntu 24.04.4 LTS, kernel 7.0.0-34-generic, AC power. GPU not selected — the crash happens before AnyPS5's device selection (no 4. Command and environmentConversion: eboot + the six
5. How far it got
Full final run log (43 lines)
What is not yet attributable: the engine's budget arithmetic — 6. Frames per 10 s and memory budgetNone — no 7. RunsSix runs today, same fatal in every one that reached the engine: PlayGo-check stop (45 s, no 8. Date2026-10-25. |
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Title
Ghostrunner (PPSA03685)
Content version tested
01.000.005
AnyPS5 commit
main922dc89 (2026-10-17), no local changes.System tested
Windows 11 (26200), GeForce RTX 4090 (NVIDIA 616.92, Vulkan 1.4.341, subgroup size 32), AMD Ryzen 7 5800X, 32 GB RAM, MinGW-w64 GCC 15.2.0 r7 (UCRT), Release
libs.Furthest point
Logos or loading screen
What is shown
The 3D Realms logo and the opening cinematic, 3840x2160 presented into a 2446x1376 window at 57.9 to 59.9 FPS with no input, for about 100 s; picture only, audio and input not checked.
Current blocker
vkWaitForFences present: Vulkan result -4(VK_ERROR_DEVICE_LOST) about 100 s into the cinematic, after a burst of new compute dispatches; checkpoint program 0x146f38800 at stages 0x1 and 0x2000. Tracked in #5951. No open pull request known to address it; nothing local.How it was run
eboot.binand the sixsce_modulemodules unwrapped withtools/unwrap_self.py, relinked withrelinker --windows --registry;app.exefrom the desktop session withANYPS5_REQUIRE_VULKAN=1and the PlayGo answer, no controller, no input, 300 s cap; run 2 and 3 also withAPS5_GPU_CHECKPOINTS=1 APS5_PROFILE_DRAW=1 APS5_DUMP_COMPUTE_PIPELINES=1.(Original report of 2026-10-17 follows unchanged.)
Ghostrunner (PPSA03685, 01.000.005, retail dump, owned, Unreal Engine 4) on Windows / NVIDIA, stock
mainof today. Short version: the title boots with no input at all, plays its intro cinematic at a locked 58 to 60 FPS at 3840x2160, and then loses the Vulkan device in the same place and with the same checkpoint program as the RTX 5070 and RTX 4080 SUPER runs in #5951. The 127,329-word compute pipeline from that issue is created at start-up in tens of milliseconds here, and a compile-only replay of its capture compiles it in 2.1 s with a fresh application cache and in 1.5 ms with the exported cache imported, exit 0 with SPIRV-Tools validation on, so on this card the pipeline's creation is not what loses the device.Setup. Windows 11 (26200), GeForce RTX 4090 (NVIDIA 616.92, Vulkan 1.4.341, subgroup size 32), AMD Ryzen 7 5800X, 32 GB RAM, MinGW-w64 GCC 15.2.0 r7 (UCRT), Release
libs. Tree:main922dc89 (2026-10-17, includes #6236), no local changes.eboot.binand the sixsce_modulemodules (libc,libSceFace,libSceFaceTracker,libSceJobManager,libSceNpCppWebApi,libScePfs) unwrapped withtools/unwrap_self.py, relinked withrelinker --windows --registry(no--to-intel, the host is AMD; no--module-dir, the modules are insce_module). Import audit (tools/import_audit.py --modules sce_moduleover the seven registries): 2,502 unique imports, 0 absent, 30 stubs (libSceAjm,libSceAudioIn,libSceGameLiveStreaming,libSceVoiceQoS,libSceWebBrowserDialogand a fewlibSceAgc/libkernelentries), 1,149 resolved by the title's own modules. The dump has nosce_sys/playgo-chunk.datand noplaygo-scenario.json, so with #6236 onmainthe title needsAPS5_PLAYGO_UNLISTED_CHUNKS=absent(without itscePlayGostops at the first chunk query, as @xXPBSXx reported on #5951); all runs below set it. Launch:app.exefrom the desktop session withANYPS5_REQUIRE_VULKAN=1, no controller, nobody at the keyboard, 900 s cap. Run 1 cold shader cache and no other variables; runs 2 and 3 warm, withAPS5_GPU_CHECKPOINTS=1 APS5_PROFILE_DRAW=1 APS5_DUMP_COMPUTE_PIPELINES=<empty dir> APS5_DUMP_COMPUTE_MIN_WORDS=120000, i.e. what @MarcZX100 asked for on #5951.Result. 3/3 the same device loss. The title needs no input to get there: it goes from the 3D Realms logo into the intro cinematic by itself (the opening cutscene with the protagonist), renders it at 3840x2160 presented into a 2446x1376 window at 57.9 to 59.9 FPS (596 presents per 10 s, 0 dropped), and after roughly 100 s of cinematic a burst of new compute dispatches starts (230 in 10 s, 0 cache hits, 35 compute pipelines created) and the device is lost:
vkQueueSubmit recorder: Vulkan result -4, then the present waitvkWaitForFences present: Vulkan result -4The 127,329-word pipeline. With the warm shader cache the driver creates it at start-up, before the window exists, when it replays its pipeline journal:
[dispatch] created a pipeline for 127329 SPIR-V words in 31 ms (program 0x0)in run 2 andin 21 msin run 3, with the 19 MBvk-pipelinesdriver cache loaded. The title then runs for almost two minutes before the loss, so pipeline creation and the device loss are separated by the whole cinematic here. The capture (compute-f3439387e2a8dbd5/capture.aps5cp, 509,563 bytes, written byAPS5_DUMP_COMPUTE_MIN_WORDS=120000, the only module above the threshold) replayed withagc_compute_pipeline_replaybuilt from the same tree with-DANYPS5_ENABLE_SPIRV_TOOLS=ON, compile only, no dispatch: pass a, fresh application cache:pipeline_create2,077 ms (replay_total2,151 ms), exported cache 314,091 bytes, exit 0; pass b, that cache imported:pipeline_create1.5 ms, exit 0; a second fresh-cache pass in a new process right after (the run 3 copy of the same capture, same identityf3439387e2a8dbd5) took 12.0 ms, so the 2.1 s of the first pass was the one real compile and the NVIDIA driver cache served the rest.required_subgroup_size32,pipeline_flags16, 1 descriptor set, 1 push-constant range, 0 specialization constants, capture and replay deviceNVIDIA GeForce RTX 4090, driver 2585198592, pipeline cache UUID 234d00caf7fd8b6cadcf90d3a502d334. So the pipeline compiles and validates on this card; what loses the device is in the dispatch or synchronisation path of the burst that follows, and the checkpoint reaching both stage markers for 0x146f38800 says it is not necessarily that dispatch (as @MarcZX100 noted). No[dispatch] <phase> tookline over 1 s appears in either profiled run.Other lines seen before the stop, none of them a stop: 304 shaders deferred at registration (
s_swappc_b64calls a computed target), 69unsupported registered shader type 8(logged and skipped since #1892, listed in #6675),sceSysmoduleLoadModule unknown id: 295once per run,Project file not found: ../../../Ghostrunner/Ghostrunner.uprojectfrom the title's own boot log (it readsue4commandline.txtand carries on). No stub is hit. Device-local memory at the stop: about 300 MiB of the 23,370 MiB budget.Next from here: the dispatch burst is where to look.
APS5_PROFILE_DRAWprints the dispatch phases but not which programs the 230 dispatches were; if a switch exists (or a branch appears) that logs the compute programs of the last submission beforeVK_ERROR_DEVICE_LOST, or that skips/serialises the dispatch of 0x146f38800, I can run it on this card; the layout and warm caches are in place.Trimmed stderr of run 2 (profiled) and the fault block of the cold run: #7320 (comment)
AI-assisted: yes (Claude Code).
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