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Minecraft Dungeons II (PPSA16064) #8868
JJenkx
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Game bring-up
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Tested Minecraft Dungeons II (PPSA16064) 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
On plain main
e0e57a3270, with no pull requests or environment variables on top, the title runs for 240 s with no driver stop. It shows the loading art and then the first-run Accessibility settings (language, tutorial hints, cloud save, credits, privacy). The settings react to input: my scripted Cross presses changed the text language to German.It runs at about 0.3 FPS.
Where the time goes
perf over 8 s at about 120 s: 14% of all samples are in the comparison lambda of
GuestMemory::WriteChanged, plus libcmemcmp/memcpy. They come fromStorageTexture::writeBackLayers←StorageTexture::FlushPending←FlushForAccess←syncRange←GuestBufferMemory::AcquireRegistered←ShaderResources::prepareAddressBindings, in each address-based draw, plusrefreshHeapMirrors.So every draw with address-based bindings writes pending storage images back to guest memory and compares them byte for byte. That is a different hot path from the per-dispatch heap-mirror copy (
takeHeapReferences) reported for Mortal Shell II (#8844) and Echoes of the End. #6636 (reuse address-based draw builds) touches this area but currently conflicts with main, so it was not tested.Not verified
Gameplay (not reached at this frame rate), audio by ear, and saves.
AI-assisted testing and report: yes, Claude Code.
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