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aPS3e Shader Patch Edition v2 — + GT5 memory-leak fix (#18844 backport)

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@mercurious mercurious released this 15 Jun 00:58

aPS3e "Shader Patch Edition" v2 — + GT5 memory-leak fix

⚠️ UNOFFICIAL community build — not by the aPS3e maintainer. Built from this fork's gt5-descpool-18844 branch (commit 3a4cd7a2, based on upstream main4). Retires the day upstream ships these fixes. Report problems with THIS build here on the fork — not to upstream.

What's new in v2

Adds the Gran Turismo 5 high-memory-usage fix on top of everything in v1:

  • GT5 memory leak (new): backports the already-merged upstream RPCS3 fix #18844 — "vk: Autogrow descriptor pools based on demand" (upstream issue #18819). The old descriptor pools over-allocated, growing ~300 MB per car viewed in the dealership until the game silently closed for lack of RAM. Now they scale on demand.
  • Persistent VkPipelineCache (from v1): the long "Compiling shaders" pass shrinks dramatically after one warm-up boot per game.

Evidence

On-device: Retroid Pocket Flip 2 (SM8250) / Adreno 650 / Turnip 26.1.2 / 7.7 GB RAM, GT5P Spec III. A 30-minute continuous session deliberately hammering the leak path — 5 laps at Eiger Nordwand, a full dealership car-by-car shader harvest (the exact thing that used to balloon), then a Daytona multi-car race:

Phase Emulator RAM (PSS) System free RAM
Racing (5 laps) flat ~3.0–3.3 GB ~2.1 GB
Full dealership harvest 3.3 → 4.3 GB (graphics-led — real new shaders) 2.1 → ~1.0 GB
Daytona multi-car plateau ~4.3 GB floor 934 MB

Pre-fix this leaked ~300 MB per car; here free RAM never dropped below 934 MB and there was no out-of-memory kill across the full 30-minute run. (Single extended session on one device — strong signal, not a statistical guarantee.)

What it is NOT

  • Not a full RPCS3 0.0.41 version bump — it's the one accepted upstream fix that resolves the GT5 leak, backported in isolation.
  • Not a fix for every crash. An unrelated silent native crash under heavy on-the-fly shader compilation still exists.
  • Not an official release.

Install

  • Upgrading from v1 (shader-patch-1): install straight over the top — same signing key, your games and shader vault are preserved (adb install -r, or just sideload the APK).
  • Coming from the official upstream aPS3e: different signing key, so Android requires uninstalling it first — back up your game data (Android/data/aenu.aps3e is wiped on uninstall unless you relocate it first).

SHA256: 7075000061cb1c7b9099a4dac845dd9f4b131944bfe416ca47a9478f0dd4bdaa

Tested on

Snapdragon 865 (SM8250) / Adreno 650 / Retroid Pocket Flip 2 / Turnip 26.1.2. Other arm64 devices should work (base is upstream main4) but are untested.

Source & license

Complete corresponding source: branch gt5-descpool-18844 at commit 3a4cd7a2. GNU GPL v2.0, like the RPCS3 core it embeds; modifications are marked in the commit history.

Credits

Backports + on-device validation by mercurious (with Claude Opus 4.8). Upstream fixes: RPCS3 #18844 (elad335 et al.) and the aenu1/aps3e Android port.