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Blue Prince (PPSA25009) #9189
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Follow-up on the per-draw Pins: clean Release Default 4096 entries. On the menus the draw cache hits 84–90 %. In the 3D scene it stays at 4096 entries:
55–65 % of lookups find no entry because it was evicted. Another 75,000–107,000 per 10 s find none because the admission filter, which
The machine's load average was about 9 during bd3/be3, so compare within each pair: about 16 % and 21 % lower frame p50. The rest of the frame is GPU-bound (about 57–60 ms of GPU work per present), so frame time doesn't track the hit rate. A third default run (bd1) stopped at 148 s on base with Cost: with I'm not proposing a new default from one title: the RSS cost applies to every title that fills the cache, and #9129 (byte bound), #5404 (bypass at low hit rates), #5609 and #6539 (reuse across moved bases and value-only user words) all change this cache. For this title, Traces with Protocol note (added 2026-10-23): these captures ran with the game's stdout and stderr redirected to a file by my harness, on both sides of each comparison. The Performance report form asks not to redirect the log, so the numbers are a diagnostic comparison under identical conditions, not form-compliant captures. AI-assisted testing and report: yes, Claude Code. |
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Where the remaining GPU time goes, with
RenderDoc capture at 130 s, with per-event
Several of the most expensive single draws are 6-index full-screen quads, about 1 ms each, on the 4x MSAA 1080p target. Not per-sample shading. Those quads and the heavy geometry draws all have One thing the capture shows but doesn't measure: every fragment shader I checked interpolates its inputs itself, through Replay outputs, Protocol note (added 2026-10-23): these captures ran with the game's stdout and stderr redirected to a file by my harness, on both sides of each comparison. The Performance report form asks not to redirect the log, so the numbers are a diagnostic comparison under identical conditions, not form-compliant captures. AI-assisted testing and report: yes, Claude Code. |
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Existing thread
Title
Blue Prince (PPSA25009)
Content version tested
02.001.000
AnyPS5 commit
main2abfb1beb4with #8847.System tested
Linux 7.2.9 (Arch), Ryzen 9 7950X, Radeon RX 6650 XT, RADV Mesa 26.2.4, GCC, Release.
Furthest point
Menu
What is shown
The studio logo, the credits text and the 3D desk scene, with no stop in 180 s and 160 s runs. Input and progress past the desk scene were not checked.
Frame rate on the desk scene with a warm shader cache:
APS5_TRACE_SECONDS=120:30,APS5_TRACE_EVENTS=4194304,dropped: no:Driver.Draw.shader_compile_and_link: about 1655 calls per present at about 31 µs each, i.e. once per draw, withShader.DrawStageat about 677 per present. With a warm cache this is per-draw shader resolution, not compilation, the same pattern as the Castlevania and Pumpkin Jack reports in Castlevania: Belmont's Curse (PPSA35399) #5832 and Pumpkin Jack (PPSA03446) #8421.Current blocker
None (no stop). Per-draw shader resolution limits the frame rate on this scene.
How it was run
Protocol note (added 2026-10-23): the frame times above were captured with the game's stdout and stderr redirected to a file by my harness. The Performance report form asks not to redirect the log, so they are diagnostic, not form-compliant captures.
AI-assisted testing and report: yes, Claude Code.
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