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Sword of the Sea (PPSA25344) #7657
m335671
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Game bring-up
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Title: Sword of the Sea (PPSA25344)
Content version tested: 01.510.000
AnyPS5 commit:
maind7a455a90(the parent of the #6112 merge376c04029; see the blocker section for why), no PRs on top. Also compared with release v0.1.2.System tested: Windows 11 Pro (build 26200), WinLibs GCC 15.2.0 (r7), AMD Ryzen 9 7900, 32 GB RAM, RTX 4070 12 GB (NVIDIA 616.92)
Furthest point: In game (the opening cutscene after New Game)
What is shown
Title screen and menu render, audio plays, input works (XInput pad and keyboard). New Game loads into the opening cutscene.
Title screen, warm caches,
APS5_PROFILE_DRAW=1 APS5_PROFILE_GPU=1,[present]line per 10 s:maind7a455a90v0.1.2 logs
Windows direct host imports use comparisons, the #5692 path.d7a455a90logsdirect host imports of private memory are settled and stay watchedand[guestmem] compare 151 calls 1 MiB 0.0 s, so #6060 recovers it here as well. Ond7a455a90the title screen is now GPU-bound: about 70 % of the frame is GPU busy time. The guest presents 3840x2160.The opening cutscene runs at about 4 FPS on the first visit (overlay reading), while shaders are still being compiled: 48, 14 and 11 shader-cache misses per 10 s. I have no warm-cache figure for gameplay yet.
Current blocker
FATAL: unhandled exception 0xc0000005. During that load the shader cache took about 1,200 misses in 30 s (~1.3 GB written), with two CPU threads at 100 % and the GPU at about 1 %. Each attempt keeps what it compiled, and the third attempt reached the cutscene. That attempt also had-dpcvars=g.TimeoutForBlockOnRenderFence=900000appended touecommandline.txt(in a copy, not the original). I can't tell whether the shipping build honoured it or whether the warmer cache was enough. This matches the cold-load numbers in Translate once, cache, use every core: a plan to boot like a PC game and reach 30 FPS on UE5 titles (Sword of the Sea numbers) #5436 (> 700 s, mostly compute pipeline creation).main400baa252aborts at start-up withThread destructor callback is already registeredon Windows too (Since #6112, every title aborts at start-up on Linux: "Thread destructor callback is already registered" #7636), so I built the parent of the fix(relinker): run guest preinit arrays before the module initializer #6112 merge.Also seen, without visible effect:
[gpu] queue 0x20 WAIT_REG_MEM ... timed out after 1000ms (function 3 ref 0x1 ...)a few times during the New Game load.How it was run
Converted from the decrypted
eboot.binwith its bundledprx/andsce_module/modules:The runtime layout follows the usage guide, and the original
eboot.bin,sce_sys/,engine/andsurfer/sit inapp0/. The console output was redirected to a file: with logs going to the Windows console, the title screen was noticeably slower.APS5_THREAD_PRIORITY=highwas set for the later runs. No other switches were needed.AI-assisted: yes (Claude Code). I played the game on my machine. Claude Code built AnyPS5, converted the title, read the logs and profiles, and wrote this report.
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