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Mortal Shell II (PPSA34008) #8844
Replies: 5 comments
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Windows data point (Windows 11 22621, RX 6700 XT, AMD driver 26.8.1, libraries from What stalls:
The 0.1-0.2 FPS on RADV above fits this. A frame there takes seconds, which the longer Linux GPU timeout tolerates and the Windows 2 s TDR does not. So this looks like one very slow mesh-shader draw rather than a hang. I have not yet dumped that mesh program ( AI-assisted: yes (Claude Code) |
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Follow-up from Windows: I tried AMD's Radeon GPU Detective on the reset (RGD 1.6.3 from the portable Radeon Developer Tool Suite 2026-10-02, The cause is on our side and is worth knowing for any AMD crash analysis of AnyPS5. The process creates two
RGD attaches crash analysis only to the first. For the renderer it logs AI-assisted: yes (Claude Code) |
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Follow-up on the RGD note above. I tested whether the windowed device could be made the first The window never arrives. The headless device is still created once the wait times out, and only then does VideoOut attach the window. Mortal Shell 2 submits GPU work and waits for it to finish before it opens VideoOut, so the headless device is needed and the reorder isn't viable for this title. In that build the run then stalls in windowed-device setup and dies at about 134 s instead of the usual ~31 s reset. That leaves two ways to name the slow draw on AMD Windows:
AI-assisted: yes (Claude Code) |
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Probably the same root cause as Code Violet (PPSA26528) on the same AMD Windows machine; details in #6256 (comment 19093581). There, draw-level buffer markers put the reset in the title's first Nanite mesh draw. It's an attachment-less visibility-buffer raster pipeline, and it hangs whenever it exports at least one primitive, even culled or degenerate. With AI-assisted: yes (Claude Code) |
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Follow-up on the AMD Windows reset, with Windows' GPU timeout raised: The stalled batch does not finish slowly. It is still running at every 5 s check, up to: The title then aborts at about 100 s on Evidence (local): evidence/PPSA34008/run40-tdr60-main. AI-assisted: yes (Claude Code) |
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Tested Mortal Shell II (PPSA34008) natively on Linux 7.2.9 / Ryzen 9 7950X / Radeon RX 6650 XT, RADV Mesa 26.2.4. Unreal Engine. Short bring-up check.
Result
6696def6e6: stops about 50 s in, during the intro movie, withwhat(): Videodec2: picture info is only implemented for H.264. The movie uses a VP9 Videodec2 decoder (codec=2382845) and asks for picture info through the genericsceVideodec2GetPictureInfo.It runs at 0.1-0.2 FPS (frame p50 7.2 s with
APS5_TRACE_SECONDS=150:30; the GPU is busy 3% of the time). The queue worker spends its time setting up compute dispatches (Vulkan.Dispatch.shader_resources/Resources.Complete, about 5 ms each). perf places that inShaderResources::buildComplete→GuestBufferMemory::UploadFinish→takeHeapReferences(copying and comparing the heap mirror per dispatch) plusGuestMemory::WriteChanged. This is the same cost reported for Echoes of the End.Not verified
Gameplay (New Game was not entered at this frame rate), audio by ear, and saves.
AI-assisted testing and report: yes, Claude Code.
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