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PS5_Lichii v1.10.00 (pre-release)

Pre-release

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@mihawk-99 mihawk-99 released this 09 Nov 19:23

Fritchii v5.5, our PS5 renderer work back in place, and Switch 2 games started from their own files, with no .eden file to write.

Mario Kart World race Average Median 10% low 1% low Worst frame
Fritchii v5.5 alone 35.4 fps 37.7 fps 22.8 fps 9.7 fps 1,157 ms
v1.10.00 34.7 fps 36.4 fps 24.5 fps 15.3 fps 290 ms

Pre-release. It installs as ProsperoEden (PPSA99008) and replaces a ProsperoEden already installed; settings, saves and game files under /data/prosperoeden are shared.

No piracy. No games, keys or firmware are included, and they never will be. Use only games, keys and firmware you dumped yourself from hardware you own.

New

  • No .eden file needed. Copy a Switch 2 game's .xci, .nup or .nsp into roms/ (or a folder of its own there) and it is in the Library. A .nup is always a Switch 2 game; an .xci or .nsp is one when its title ID says so, and Switch 1 games keep starting as before. A .eden file is still read, for a loose dump or for options a file alone cannot carry.
  • Fritchii v5.5 (from v5.3): AMD drivers now prepare all of a game's recorded pipelines, and several Windows-side fixes. Frame generation (MihawkGen) keeps working: v5.5 switches it off in Fritchii builds, and the PS5 build keeps it under its own setting.
  • Our PS5 renderer work is back. Since the move to Lichii, a moved line in a source file made the build drop whole files of our changes without a word. They are re-targeted to the current code: guest writes no longer wait for the GPU thread's cache locks, pages ahead of a write are marked at once, exact conditional rendering, a barrier after each compute dispatch, and the per-draw timers. Where upstream now does the same, ours gave way (its compute barriers, draw submission policy, flush-area fast path and blitter memory release).

Fixes

  • Fewer long stalls in races: Mario Kart World's 1% low 9.7 → 15.3 fps, worst frame 1.16 s → 0.29 s.
  • Ocarina of Time looked too bright with an earlier attempt of this work (a read fast path that missed GPU-written buffers); the picture now matches Fritchii's.

Known issues

  • Ocarina of Time draws no flowers on the PS5.

PS5_Lichii v1.00.00 (pre-release)

Pre-release

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@mihawk-99 mihawk-99 released this 09 Nov 17:02

The first pre-release of PS5_Lichii: Switch 2 games on the PS5 Pro, on Fritchii v5.3. It is built from the code and settings of the measured run 50: Ocarina of Time in Hyrule Field, moving, frame generation off.

Window Average Median 10% low 1% low Worst frame
Whole gameplay stretch 29.4 fps 28.2 fps 18.9 fps 11.5 fps 624 ms
Last minute 32.7 fps 33.9 fps 22.8 fps 18.8 fps 58 ms

Pre-release. Expect hitches (250–590 ms at area changes) and games that do not start. It installs as ProsperoEden (PPSA99008) and replaces a ProsperoEden already installed; settings, saves and game files under /data/prosperoeden are shared.

No piracy. No games, keys or firmware are included, and they never will be. Use only games, keys and firmware you dumped yourself from hardware you own.

New

  • Fritchii v5.3 is the emulator (Lichii, Eglantine and the Switch 1 Eden base are gone from the build). Its AMD ASTC decoder no longer writes past an image's edge, which hung the GPU.
  • Switch 2 games from a single file: XCI game card images read in place, NUP containers (newest update over the base), NSP packages, or loose dumps, each named by a .eden descriptor.
  • Memory kept free for area changes: cold guest memory packed into a compacted slab store, a background scanner that keeps 2.5 GiB free, two-tier emergency packing, ASTC conversion in 64 MiB batches, allocator recovery, and the heap in 32 MiB pieces.
  • Compute pipelines rebuilt on a worker thread, from Nolar-Hack/Lichii.
  • Defaults from the measured run: Fast GPU, Compact memory and Block list on. MihawkGen frame generation is available in Settings > Video and off by default.
  • No update check: homebrew.page's entry for PPSA99008 is upstream ProsperoEden, whose releases would replace this build.

Fixes

  • No out-of-memory stops on the measured route (they ended every earlier long run in Hyrule Field).
  • Worst frame 0.62 s instead of 2.3 s.
  • A race between two threads mapping the same page of guest memory.