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The Exit 8 (PPSA23276) #8587
BunnyFl
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Title
The Exit 8 (PPSA23276)
Content version tested
01.004.000
AnyPS5 commit
main d0852de, no pull requests or local changes on top. The hallway measurements below were taken on main e25c975. d0852de gives the same rendering and about the same frame rate (63-73 presents per 10 s, GPU busy about 82 ms per present).
System tested
Windows 11 Pro 10.0.26200, AMD Radeon RX 9070 XT (AMD proprietary driver 26.9.2 for the e25c975 measurements, 26.10.1 for the d0852de runs), Ryzen 7 5800X3D, GCC 15.2.0 (WinLibs 15.2.0posix-14.0.0-ucrt-r7)
Furthest point
In game
What is shown
The title starts in the first hallway without any input; I got through it and around two corners. Audio plays and the DualSense controls work. Video output is 3840x2160. Rendering has three problems:
APS5_DUMP_FRAMES, every 5th frame, no input) show the fire alarm in about 2 of every 8 dumps in some runs and in almost none in others, with the same build and settings, so it depends on timing.The title issues no occlusion-query sample dumps: the
[samples]counters stay at 0 queued and 0 recorded at once in every run, and the CPU path (dumpSampleCounters) is never reached. So occlusion queries are not the cause of the popping.APS5_STORE_AT_FLIP=1withAPS5_NO_SAMPLED_FROM_STORAGE=1does not bring the black sections back and drops the frame rate to about 3 FPS.Hallway with warm caches (
APS5_TRACE_SUMMARY_EVERY=10,APS5_PROFILE_DRAW=1,APS5_PIPELINE_JOURNAL_THREADS=16): 67-68 presents per 10 s, frame p50 about 150 ms, GPU busy about 96 ms per present. Queue worker 0x0 is 99 % busy and 0x20 about 65 %.Driver.Packettakes about 244 ms per frame, of whichDriver.Packet.dispatchis about 124 ms.Per 10 s:
DISPATCH_DIRECTx15000 4113 ms,DRAW_INDIRECTx401 1037 msDISPATCH_INDIRECTx2891 2724 ms,WAIT_REG_MEMx9334 1916 msQueue 0x20 also logs
WAIT_REG_MEM ... timed out after 1000msduring loading.With empty caches, the first run compiles a 552,414-word compute pipeline in 55.4 s, and the first frame appears after about 99 s.
Current blocker
Rendering: objects popping in and out, black wall sections, and a black corridor after the second corner. Frame rate is about 6.7 FPS, bound by both the GPU (mostly compute dispatches) and queue worker 0x0.
How it was run
The dump's decrypted
eboot.binandsce_module/*.prxwere used.tools/import_audit.pyreports 0 absent imports. NoAPS5_*variables are needed to reach the hallway. Default in-game settings.Conversion, log reading and this report were prepared with AI assistance (Claude Code); the gameplay, audio, the popping and the black corridor were observed by me.



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