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Assassin's Creed Shadows (PPSA20397): boot cinematics render, stops at the stencil replay-safety gate #8674
akkadbakkad89
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Game bring-up
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Status update from local in-title runs (RTX 3070, driver 617.42, Windows 11, Khronos validation layer 1.4.363 armed, full consistent .prx set). The stencil replay-safety rejection reported here is cleared: on a union of the open recompiler chain (#9317 + #9393/#9904/#9905/#9906), shader
So the blocker reported in this discussion is resolved in-tree; what stands between here and gameplay is MSAA color-target guest access, which already has upstream work in flight. |
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Title
Assassin's Creed Shadows (PPSA20397)
Content version tested
01.019.076 (masterVersion 01.00), full image — all forge packs mounted.
AnyPS5 commit
main2185dbf92plus thefeat/psml-mfsr-queriesbranch commits (the psml MFSR exports of #8290) and the libSceNpGameIntent app-launcher lifecycle of #8355. Windows build of that tree, all runtime libraries one vintage.System tested
Windows 11 Pro 10.0.26300, Intel Core i7-10700, NVIDIA GeForce RTX 3070 (driver 617.42, native
VK_KHR_fragment_shader_barycentric), WinLibs GCC 15.2.0 UCRT POSIX SEH. Earlier bring-up runs were on Linux/WSL2 + llvmpipe on the same host.Furthest point
Boot cinematics — an in-engine rendered intro sequence, the Assassin's Creed logo splash and the auto-save notice, presented at ~25 FPS. The run stops before the title menu.
What is shown
The window presents real rendered frames: an in-engine cinematic (character tumble through the bright chamber), the AC logo over the sky backdrop, and the "This game saves data automatically" notice. The title bar frame counter climbs past 1,300 at ~25 FPS. About 9,000-9,300 shaders compile on a cold run; texture streaming/detiling and save-journal writes continue until the abort.
Current blocker
A presentation draw aborts the run on this GPU:
The draw writes stencil unconditionally (front+back compare
ALWAYS, all opsREPLACE, masks0xff) at 4xMSAA with a reference exported per pixel. That reference is a texture-derived value (ImageRead), so it is unbounded: on a device withoutVK_EXT_shader_stencil_exportthe recompiler takes the all-256-value replay path, but the shader then failsStencilReplaySafe—maskStable()cannot prove theBallot/WqmU64helper-lane mask stable across replays — and the draw also trips thesamples == 1replay gate. Full shader/draw analysis is in #8514.Resolved along the way: the early-boot dead-handle SIGSEGV of #8514 was a launch-subset content artifact — a forge pack absent from the partial
app0/populated the handle-table slot. With the complete image it never reproduces.How it was run
over the complete
app0/;libaegir_f/libmemorywrapper_fstay title-deferred at theapp0/root,libs/holds the same-vintage Windows build of every prx plus the three MinGW runtime DLLs.--to-intelis required on non-SSE4a hosts (the guest usesinsertq/extrq). Two environment variables only for logging (APS5_LOG_TIMESTAMPS,APS5_CRASH_STACK_BYTES).Prior progress notes live in #8514 — launch-subset forensics, the SSE4a fix, the deferred-module layout, and the llvmpipe mesh-output budget wall (36,864 B vs the 32,768 B device limit) that the 3070's native barycentrics bypassed.
AI-assisted: yes (Devin).
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