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Red Dead Redemption (PPSA30528) #9914
Replies: 2 comments
Second datapoint — same stack, slower cardContent version: 01.00 (UP1004-PPSA30528_00-REDEMPTION000001) Furthest point: in game. Boot reaches the legal screens, the loading screen, and the main menu, which renders the live game-world backdrop behind the logo — at ~3.6 FPS by the title's own counter, so the draw bottleneck shows even in the menu. Picture: yes, renders correctly end to end. Audio: working correctly (music and effects audible). Input: pad input accepted.
For the perf queue: two open PRs target this scene's costs — #9712 (draw snapshots in resizable BAR memory; this card exposes the full 7.83 GiB heap host-visible, so the path should engage) and #9875 (copy only the vertex records a draw fetches). I'll stack both next and post |
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Follow-up datapoint on the perf-stack question, PPSA30528 (content 01.002.000, RTX 3070, driver 617.42, Windows 11, ReBAR on). Stack tested: main Perf PRs: with #9712 + #9875 the title is still hard CPU-bound — Cache-miss anatomy (diagnostic counters on this stack): ~73k draw lookups / 10 s, 11% exact hits, ~65k data-only hits — but ~118k stage re-materializations / 10 s. Rejection cause is ~94% Relocation experiment (local, not proposed upstream — reverted): tried rebasing
Conclusion: for this title the draw-cache miss storm is driven by resource-pointer churn whose targets live outside |



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Existing thread
Title
Red Dead Redemption (PPSA30528)
Content version tested
01.002.000
AnyPS5 commit
main 29b25aa with #5965 (abd3af9) and #9913 (9da4a9607) merged on top
System tested
Windows 11 Pro 26300, MinGW-w64 GCC 15.2 (Release), NVIDIA GeForce RTX 5090 (driver 617.42)
Furthest point
In game
What is shown
The opening cutscene plays through. After about 7 minutes the game reaches Armadillo station ("Go to the saloon") and runs there at about 6.7 FPS. The log has no FATAL, unsupported or NotImplemented line.
Picture: yes. Audio: not checked. Input: walking with the left stick works (pad input driven with APS5_PAD_INPUT_FILE); keyboard and mouse not checked.
Current blocker
Without #9913 the opening cutscene stops after about 2.5 minutes with
AGC graphics: stencil operation 12 is unsupported(DB_STENCIL_CONTROL logic operation STENCIL_XOR).Open pull requests the title needs:
No local changes beyond these two.
Performance: about 6.7 FPS at Armadillo station on an RTX 5090. #5895 tracks the G-buffer draws that read vertex and index data in place from host imports.
How it was run
Relinked with
relinker --windowsfrom the title's eboot.bin and sce_module, then started the relinked exe from the game folder. No settings; the only environment variable was APS5_PAD_INPUT_FILE, which drove the pad input.All reactions