

Progress
- Converts
- Loads
- Starts
- First draw
- Presents
- Menus
- Ingame
- Playable
Striped steps are reached only with changes not yet on main. The report that got to Ingame used:
Plus local changes listed in the report.
Where it stops
Logos, title screen, menus and gameplay at 3840x2160: the first level plays, the character moves, dies and respawns on keyboard input (Space through the loading screen, then a fixed key cycle with the respawn key; controller not tested). Gameplay runs at 43 presents per 10 s (…
- Open PR#5372 perf(agc-driver): join a buffer bound from inside a range across the ranges it crosses
- Open issue#7895 perf(agc): the queue-0 draw committer bounds draw-heavy titles on the CPU — is parallel draw recording planned?
- Open PR#5609 perf(agc): reuse cached draw stages when only buffer base addresses moved
What it needs
Read from the blocker in the report of by saarthakpant, checked against today's source.
Errors it stops on
- Still in the source: Texture.cpp:6220, Texture.cpp:6430
Test reports 1
Select a report to see everything it says.
