

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 Menus used:
- Open PR#10935 fix(libScePad): return an error for unsupported port probes
- Open PR#10304 fix(agc): keep buffer owners when a staged address space dissolves
- Open PR#9950 feat(agc): publish a written native multisample D32 depth surface to its guest planes on access
- Open PR#11485 perf(agc): upload a storage image over several host imports on the GPU
- Open PR#11580 fix(shader): load and store 16-bit data of converted packed images
And 3 more, plus local changes listed in the report.
From the community 7
Captured by a tester while testing RESIDENT EVIL requiem.
Shared by testers in the AnyPS5 Game bring-up discussions. Select a screenshot for its post.
Where it stops
Logos, then the main menu (Main Story, Bonuses, Options, PlayStation Store) at about 5 fps at 3840x2160; pad input works and the menu can be navigated. Parts of the menu background are drawn as black blocks. Main Story > New Game > Standard shows the "requiem" title card, then…
- Open PR#10935 fix(libScePad): return an error for unsupported port probes
- Open PR#10304 fix(agc): keep buffer owners when a staged address space dissolves
- Open PR#9950 feat(agc): publish a written native multisample D32 depth surface to its guest planes on access
- Open PR#11580 fix(shader): load and store 16-bit data of converted packed images
- Open PR#11485 perf(agc): upload a storage image over several host imports on the GPU
What it needs
Read from the blocker in the report of by QRMOE, checked against today's source.
Errors it stops on
- Still in the source: DepthSurface.cpp:371, DepthSurface.cpp:388
History
Test reports 2
Select a report to see everything it says.
