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Crash Bandicoot 4: It's About Time (PPSA02433) #9065
authurtabo-byte
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Title
Crash Bandicoot 4: It's About Time (PPSA02433)
Content version tested
01.000.002
AnyPS5 commit
main
ec7eacc62d(PR #8825), with local PRX modifications:libSceAudioOut: adjusted priming cushion inAudioOut2Context.cpp(queueDepth * 2) so contexts with 2-grain queues un-prime and play rather than staying permanently muted.libSceAvPlayer: relaxed the frame recycling loop inSource.cppto clamp against timestamp drift rather than dropping video frames on small demuxer clock jitter.libSceVideodec/libSceVideodec2: stubs for unmapped exports used during startup.libSceAgcDriver: avoided assertion on storage image writes over memory outside write-watch tracking inTexture.cpp.System tested
Windows 11 Pro 10.0.26100, MinGW GCC 15.2.0 (WinLibs posix-seh ucrt r7):
Furthest point
In game
What is shown
Unreal Engine 4 title (
../../../Lava/Lava.uproject). Tested through the opening cinematics and into active 3D gameplay on N. Sanity Beach.AMD Radeon 780M (RDNA 3 / Wave64):
libSceAudioOut2across both active contexts; zero dropped frames logged over extended sessions (>37,000 pushes on context 2, >19,000 pushes on context 1).Ikey on keyboard) cleanly skips cinematics directly to the beach.NVIDIA GeForce RTX 3050 (Ampere / Warp32):
Current blocker
None on AMD RDNA hardware (playable in game at 60 FPS).
Blockers on NVIDIA / 32-wide subgroup hardware:
SpirvAluEmitterMath.cpp), causing UE4's cascaded shadow projection and directional lighting evaluation to collapse to zero for opaque G-Buffer passes.How it was run
eboot.binand 40 bundled.prxfiles withtools/unwrap_self.pyand relinked:app0/ue4commandline.txt:AI-assisted: yes. Testing, log analysis and this report were prepared with AI assistance (Antigravity); the in-game results (FPS, picture, audio, controls) were observed by me.
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