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Street Fighter 6 (PPSA02632): offline menus reached on main, severe slowdown #8229
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Performance follow-up: warmed title-screen slowdownCollected on 20 October 2026 using the same clean Release build, main The settled Press any button scene remains slow after a cache-warming run and restart. This is a short title-screen measurement; interactive fighting performance remains untested. Capture and results
Selected summary/digest findings:
Queue worker These measurements point towards CPU-side resource preparation and synchronisation waits as the next investigation area. They do not establish the older address-based host-import mechanism as the current cause or validate a particular PR. Separate stall observationAn earlier capture at That is a supporting diagnostic observation. The trace does not establish what caused the stall or black region. It needs repetition before treating either as a separate bug. The two windows cover different moments, and the later run had additional cache warm-up. Neither is a controlled speed comparison, including against the earlier overlay/logged 2-3 FPS observations. The settled capture is only 20 presents over 2.49 seconds; its percentile values describe that small sample, not a long session. This post contains sanitised measurements and digest findings only. Raw traces, title logs and captures remain private. No gameplay, rendering-correctness or speedup claim is made. AI-assisted report; local trace summaries, upstream digests, capture settings and deployed runtime hashes were checked. |
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Status: Menus, offline
Street Fighter 6, PPSA02632. Tested on 20 October 2026 with unmodified main
525e299fc085c400de4a703c6b1ab105eefb50c7.The game reaches the offline World Tour / Battle Hub / Fighting Ground mode-selection menu. Interactive fighting gameplay has not been tested, so this is a Menus result.
Environment
01.000.000, masterVersion01.01The relinker, all system libraries and both bundled title modules were freshly built/converted for this test. Deployed system libraries were checked against the build. No local source changes or additional PRs were needed to reach this menu. This does not establish what later gameplay requires.
Route to the offline menu
tools/pad_input.pywas also used for controller pulses during testing.20607-10005 R1183-0-0.Current limitations
The original descriptor-Phi abort in #7459 did not recur in normal startup. Neither did the older storage-image write-watch abort during these bounded runs. This does not prove either failure family fixed, and it does not validate a particular PR.
Compatibility update: #7459 (comment)
This report contains sanitised observations only. Raw title logs, game data and shader captures remain private.
AI-assisted report; local build provenance, runtime-library hashes, cache counters and on-screen progress were checked.
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