Test results
Title compatibility
How far each observed title gets, and what stops it going further. These results follow the status document in the emulator repository.
Playthrough reports carry the date the maintainer confirmed them. Every timing refers to the NVIDIA GeForce RTX 3070 Ti development machine and will differ on other hardware. Game content is supplied locally and is never distributed here.
34
Titles on record
Tested on 0.3.2
11
Playable · Completable
11
Reaches in-game scenes
12
Boot, intro or menus
How results are graded
- Playable · Completable
- The maintainer finished the title. Picture, sound and input behave correctly in the runs that were recorded, although frame rate still depends on the scene and the hardware.
- Reaches in-game scenes
- Loaded gameplay or in-engine scenes appear on screen, but no playthrough is claimed — frame rate, loading times or untested input stand in the way.
- Intro and menus render
- The title draws its intro, logos, artwork or menus through the guest render graph. Gameplay has either not been reached or not been verified.
- Boots and loads assets
- Modules link and the engine bootstrap makes progress, but nothing is claimed about a frame reaching the screen.
Titles on record
Showing 34 of 34 titles.

Asterix & Obelix: Slap Them All!
PlayablePlayable · Completable
Finished end to end, with the intro and UI both correct.
October 9 development retest: stationary opening-forest median 46.45 → 162.20 FPS, from 30-second UI-counter samples at 1080p output on RTX 3070 Ti. Later levels are not measured.
What was reached
A confirmed playthrough. Gameplay and interface draw the right way up, and intro playback works. The final fullscreen composite stays on the GPU, and scanout keeps the guest viewport's orientation without copying a frame back through host memory.
Known limits
- Frame cost depends on scene density rather than being locked.
Confirmed by the maintainer on 2026-09-08.

Cat Quest III
PlayablePlayable · Completable
Finished, with menus, dialogue and island terrain all drawing correctly.
Opening-island samples have a median of 124 ms, roughly 8 FPS, improved from about 148 ms before the optimisation work.
What was reached
A confirmed playthrough. Menus, adventure cards, dialogue, island terrain and colours are right in the captured scenes. Getting there took fixes to world orientation, stencil-only passes, AGC interpolant mapping and scanout channel order.
Known limits
- Frame rate on the opening island, not correctness, is the remaining limit.
Confirmed by the maintainer on 2026-09-08.

Dreaming Sarah
PlayablePlayable · Completable
Opening forest exceeds 100 FPS after vertex upload optimization.
60-second opening sample: 198.25 FPS median, 187.8–203.2 FPS. After waking: 197.25 FPS; next platform screen: 144.35 FPS (30 seconds each).
What was reached
The October 10 development build replaces oversized sprite-buffer copies with proven vertex ranges. Buffer uploads fall from about 78 MiB to 4.9 MiB per opening frame. Movement, jumping and the next platform screen are verified; the earlier completed-playthrough report remains on record.
Known limits
- These are window-counter samples on an RTX 3070 Ti with 1080p output and audio enabled; they do not establish a minimum across the entire game.
- Loading needed eboot.bin and sce_module/libc.prx restored from the backups left by the copy's own eboot patcher, which had truncated both.
Confirmed by the maintainer on 2026-10-10.

Jets 'n' Guns 2
PlayablePlayable · Completable
Finished, with levels, HUD, score and parallax scene all correct.
October 9 combat UI samples read 35.7–45.8 FPS. The historical 70–92 ms frames (11–14 FPS) used an earlier build and scene; this is not a matched speedup benchmark.
What was reached
Concurrent music and effects now keep separate host streams. The October 9 development fix also preserves PCM order after an underrun; it is newer than release 0.3.4. The maintainer confirmed a complete playthrough on September 15.
Known limits
- A final 30-second installed-runner menu recording retained one 30 ms silent interval; its cause is not established.
- Short menu and combat audio checks passed; end-to-end sound latency and long-session stability were not measured.
Confirmed by the maintainer on 2026-09-15.

Playable · Completable
Startup restored; the first level is verified again.
Historical title and selection frames sampled at roughly 27 and 33 ms. The October 8 retest checked startup and the first level; it did not establish a new FPS benchmark.
What was reached
Startup works again in development commit a3d371e. The October 8, 2026 retest passed two launches, reached the first level and confirmed keyboard input in the map overlay. The maintainer's earlier completed-playthrough report remains on record.
Known limits
- Cycling preview videos repeatedly can exhaust an AvPlayer handle pool, after which later previews freeze.
- Frame cost varies by collection game and by hardware.
Confirmed by the maintainer on 2026-10-08.

KeyWe
PlayablePlayable · Completable
Save-slot creation fixed; the opening tutorial is reachable.
RTX 3070 Ti, 1920×1080, Vulkan. The diagnostic 30 FPS cap is not a measured frame rate or a sustained gameplay benchmark.
What was reached
October 30 development build, Vulkan: corrected the save-memory readiness response and added the shipped Dialogs.prx to deferred Unity plug-in loading. This removes the empty, unresponsive save-slot panel without game-specific patches.
Known limits
- This development check covers save creation/reloading and the opening tutorial. It does not repeat the full playthrough or assess two-controller play and audio quality.
Confirmed by the maintainer on 2026-10-30.

Playable · Completable
Finished, from the publisher sequence through to Command Center gameplay.
The intro holds roughly 13–20 ms per frame. Dense post-menu frames of about 255 draws cost around 470 ms, dominated by repeated guest-buffer staging.
What was reached
Confirmed playable on September 24, 2026. The publisher sequence, title menu and gameplay all render and respond to controller input; the capture shows the Red Ranger in the Command Center training stage with HUD, health bar, objectives and button prompts.
Known limits
- The exact guest CRT composite still produces static on the reference host, so a narrowly matched shader-signature fallback scales the scene 4× in RGBA8 before post-processing.
Confirmed by the maintainer on 2026-09-24.

Quake II (2023)
PlayablePlayable · Completable
Finished, with lighting, models and weapons all restored.
The maintainer reports peaks of 60–70 FPS in lighter scenes, with busy combat noticeably slower. Buffer reuse and GPU clears cut transfer overhead.
What was reached
Confirmed playable on September 16, 2026 and rechecked on September 25 as PPSA09477 v1.003. Level lighting, textures, weapons and NPCs are visible: the dark world and missing models seen in earlier builds are resolved in the observed gameplay. Menus, HUD and controller input all work.
Known limits
- Busy combat scenes still run well below the peaks, so the high figures are not a floor.
- Performance work continues.
Confirmed by the maintainer on 2026-09-16.

Raiden IV x Mikado Remix
PlayablePlayable · Completable
First-level gameplay, working effects and reduced rendering costs.
39.75 FPS: 1,193 frames in 30.013 seconds, one-second intervals 24.99–63.97 FPS. Later heavy combat was observed around 18–22 FPS. Moving scenes, not a controlled before/after comparison. RTX 3070 Ti, 1920×1080 output and observed internal target. The final snapshot optimization is not included in this timed candidate.
What was reached
October 17 development build: the NGS2 voice pool now accommodates 1,024 sampler voices plus the master. ATRAC9 decoding and in-memory waveform parsing restore sound effects. Compatible render passes and sampled-image descriptor banks reduce driver overhead.
Known limits
- Playable · Completable is the maintainer-assigned grade. This run did not verify a complete playthrough or long-session stability.
- Background music remains incorrect: the user hears it only around death. Sustained 60 FPS has not been reached.
Confirmed by the maintainer on 2026-10-17.

Subnautica: Below Zero
PlayablePlayable · Completable
New Game reaches the opening world, with camera movement and walking verified.
Second fresh launch, same executable and Survival save: menu 15.50 FPS; two unpaused 30-second stationary world samples 12.70 and 8.50 FPS, 10.60 FPS combined. Output 1080p, Speed preset, warm caches. No ten-second stop in these intervals, but shorter delays remain. The previous launch averaged 9.52 FPS. This is run-to-run variation, not a new optimization; 30 FPS remains unmet.
What was reached
October 3 repeat, PPSA02457 v1.022.125: the installed runner restores the Survival save and renders the snowy crash site and HUD. This run measures the current build after the shared GTA III renderer changes; it adds no new emulator fixes.
Known limits
- Dark lighting, visual artifacts and long pauses remain.
- Full playthrough, audio correctness and long-session stability remain unverified.
Confirmed by the maintainer on 2026-10-03.

Terminator 2D: No Fate
PlayablePlayable · Completable
Played to the end with nothing reported wrong.
Once warmed up, startup frames land between 22 and 65 ms on the reference host.
What was reached
The maintainer completed this title. Backgrounds, characters, HUD, textures and colours all come out as intended, and it has been the project's most stable reference title since the September 8 confirmation.
Known limits
- Frame times still vary with the scene rather than holding a fixed rate.
Confirmed by the maintainer on 2026-09-08.

ASTRO BOT
In-gameIn-game · graphics improved · low FPS
Streamed texture fix corrects the opening cinematic
Opening cinematic: 327 frames / 30.0001754 s = 10.90 FPS. Earlier gameplay: 6.97 FPS in another scene/build; no paired speedup claim. RTX 3070 Ti, Vulkan, 1080p output, game-controlled 4K scanout. Development build.
What was reached
Image MIN_LOD now prevents sampling texture levels that the game has not loaded. Colored panel noise and excessive rainbow glow disappear in repeated opening shots; the maintainer confirms corrected opening graphics. All 266 Vulkan tests and eight native clamp cases pass. New before/after captures accompany this development-build result.
Known limits
- Later scenes, a fresh gameplay measurement and the motion-control tutorial remain unverified. Some profile rows still report 12 unresolved storage bindings; no deferred shader fault was observed through flip 4261. Full graphics correctness and completion are not established.
Confirmed by the maintainer on 2026-10-24.

Charon's Staircase
In-gameOpening 3D scene · controls unverified
The illustrated introduction leads into the forest-road scene.
Forest view: 9.1 FPS median (8.0–9.3), 30 counter readings over 29.852 s. Automatic Cross remains active; largest internal target 3456×1944. Not a game-wide benchmark. October 11 development build; RTX 3070 Ti, 1920×1080 output, Speed preset. Existing caches retained; automatic Cross input enabled. Internal rendering remains game-controlled.
What was reached
PPSA06603 v01.000.000: The existing runner reaches the opening 3D forest road. A 32.342-second transition frame includes 26.810 seconds of graphics pipeline misses. The scene renders, but character control and playability are unverified.
Known limits
- 63 of 64 GPU-gap reports contain unresolved storage bindings, usually 72. Their visual consequences remain unisolated; lighting correctness is unverified.
- Manual controls, audio quality, saves, completion and long-session stability were not verified.
Confirmed by the maintainer on 2026-10-11.

Dead Cells
In-gameMain menu · first level renders · playability unverified
The first room, character and HUD render; menu music now produces a nonzero mix.
Seven starting-room window-counter readings: 59.2–68.1 FPS, including 62.5 FPS at capture; not a timed median. Earlier main-menu readings: 71–72 FPS. RTX 3070 Ti, Speed preset, 1080p output request.
What was reached
October 11 development build, PPSA15552 v01.005.000: after resolving eight NGS2 imports, two shared fixes restore the visible level and menu-audio data. Full-screen copy shortcuts now respect blending, preserving the lit scene. Custom NGS2 sampler voices now accept waveform format, blocks and pitch instead of mixing silence.
Known limits
- Automatic Cross presses started the game; combat, progression, saves and longer sessions remain untested.
- Menu audio is confirmed only by mix levels, not listening. Spatial audio matrices and channel panning remain incomplete.
Confirmed by the maintainer on 2026-10-11.

Ghost of Yōtei
In-gameIntro playback · bonus notices · brightness calibration · reaches in-game scenes · not playable
Menus and the tree render, with visible defects and very low frame rates.
October 13: 38 presented frames in 30.001 seconds (1.27 FPS), tree/settings sequence on RTX 3070 Ti at 1080p output. One first-use frame takes 461.2 seconds, including 433.5 seconds creating graphics and compute pipelines. These are different intervals, not a controlled before/after comparison. No FPS gain is established for the final memory change.
What was reached
Loading, bonus notices, brightness calibration and the tree/settings scene render. Earlier runs reached an incomplete post-tree cinematic. The October 13 repeat measures 1.27 FPS at the tree/settings sequence; graphical defects and long compilation stalls remain. Controllable gameplay has not been reached in this investigation.
Known limits
- Character control remains unverified.
- Bright tree streaks, incomplete lighting and unresolved resource bindings remain.
- First-use pipeline compilation, large transfers and high memory use still dominate some transitions.
- An earlier BVH traversal stall remains unresolved; captures add synchronization, so successful replay does not establish normal-run stability.
Confirmed by the maintainer on 2026-10-13.

Goat Simulator 3
In-gameIn-game · inverted image · low FPS
Controllable farm scene reached
1.8 FPS median (1.7–1.8), 30 stationary window-counter samples over 30.011 seconds. RTX 3070 Ti, 1080p output, internal targets up to 3200×1800, Speed preset; caches retained.
What was reached
PPSA04158 v01.000.000: With the complete game files, the existing development runner passes the long world load and cart introduction. The goat, compass and Goat Castle objective appear; keyboard movement is verified.
Known limits
- The scene and HUD stay vertically inverted after closing pause; menu transitions repeat subframes. Shading artifacts, unsupported 3D storage images and unresolved bindings remain. Audio quality, save reload, multiplayer and completion are unverified.
Confirmed by the maintainer on 2026-10-13.

In-game · movement verified
Cold launcher startup verified; green reflection publication fixed.
October 10–11 opening-position checks: 7.37 FPS on the installed runner after a cold launch and 8.27 FPS after indexing uniform scalar analysis. Each interval is 30 unpaused seconds. A later 7.10 FPS sample with user movement is excluded from the stationary comparison. Performance mode, Bloom/Motion Blur off, Classic Lighting on; output 1080p, internal resolution game-controlled. Traffic and time of day vary. Further buffer-index and compact variant-key changes await a clean gameplay measurement; 10 FPS is not yet established.
What was reached
October 10 development build, PPSA03527 v1.007: the installed signed runner automatically reaches the menu after both startup movies, with the emulator caches absent. Give Me Liberty renders the player, car, bridge, HUD and minimap. Ordered buffer/storage-image publication removes the observed green reflection clear; shared shader analysis reduces repeated CPU work.
Known limits
- Opening-scene reports show zero draw/dispatch failures and unresolved storage bindings; later shaders and remaining visual defects are not fully audited.
- Vehicle/object shadows moving with the player and duplicated player shadows were reported on October 11; reproduction and correction remain pending. One rejected vertex-only draw at initialization is also under investigation.
- Whole-game completion, long-session stability, save recovery and audio correctness remain unverified.
Confirmed by the maintainer on 2026-10-10.

In-game · rendering incomplete
Save/reload works; opening gameplay measures 3.73–4.46 FPS.
Updated default build: 4.46 FPS beside the suitcase, 3.73 FPS after moving right, each over 30 unpaused seconds. RTX 3070 Ti, 1080p output request, Speed preset, in-game Performance; internal resolution is game-controlled. The earlier 2.16 FPS check is not an identical-position comparison. 5 FPS is not achieved.
What was reached
October 3, PPSA10737 v01.004.000: asynchronous save writes now persist progress and fresh processes Resume the opening room. HTILE handling, batched eager readbacks and four copy workers reduce rendering costs. The updated runner still falls short of 5 FPS.
Known limits
- Dark lighting, reflective material defects and unsupported FLAT/ray-intersection shaders remain.
- Intermittent allocator failures can interrupt startup; completion and long-session stability remain unverified.
Confirmed by the maintainer on 2026-10-03.

Minecraft Legends
In-gameIn-game · severe rendering defects
Opening tutorial reached; movement verified
No sustained FPS measurement in this capture run. RTX 3070 Ti, 1920×1080 output, Speed preset; existing caches retained.
What was reached
PPSA05510 v01.013.000: Native file rename unblocks the campaign database. A fresh development-build run reaches the mounted hero, health hearts and tutorial. Keyboard movement and turning work.
Known limits
- Severe color and lighting corruption, large black regions and missing text remain. Startup also logs image-read failures. Save reload, audible quality and completion are unverified.
Confirmed by the maintainer on 2026-10-13.

In-game · rendering defects
First controllable level reached
First level: 3.8–5.7 FPS, median 4.2; 30 one-second counter samples. RTX 3070 Ti, 1920×1080, Speed. Concurrent compilation affected the run; this is not an isolated benchmark.
What was reached
PPSA02787 v01.000.004: New Game now saves and loads the first level after fixes to NGS2 port queries, keyboard taps and save services. Movement was verified; large black polygons remain.
Known limits
- Severe background and ground defects; no completed playthrough, save-reload or audible-output verification.
Confirmed by the maintainer on 2026-10-12.

Severed Steel
In-gameIn-game · rendering defects · low FPS
Black-frame flicker fixed in the first level
Latest stationary check: 261 flips / 30.0004 s = 8.70 FPS. RTX 3070 Ti, Vulkan, Speed, retained caches, 1920×1080 output; internal targets up to 3264×1836. This does not establish a speedup. Development build; testing paused after this check.
What was reached
PPSA05106 v01.000.000: New Game and Continue reach Trash Compactor with the Escape the Crusher objective. These October 20–21 development-build checks require the game's own -noraytracing switch in ue4commandline.txt; the runner does not add it automatically.
Known limits
- Full rendering correctness remains unverified. Ray tracing is not implemented; the local -noraytracing workaround remains necessary. An initial candidate failed memory allocation; 13 FPS has not been reached.
- Movie staging also failed when the output disk was full. The successful repeat followed removal of old temporary movie files. Audio quality, later levels, completion and long-session stability remain unverified.
Confirmed by the maintainer on 2026-10-21.

The Precinct
In-gameTitle menu, intro movies, and a first in-engine gameplay frame
Plays both intro movies, draws the title menu, and enters the cold world load.
The world-load frame now measures 2.1 s, down from 5.1 s, once descriptor recovery stopped replaying each kernel's prolog for every resource it names.
What was reached
The complete six-image guest graph links, Unity plug-ins start, and both observed intro movies play as synchronised 4K video with 48 kHz stereo sound. The title artwork and a readable NEW GAME confirmation render, and holding Triangle begins the world load. An earlier guarded run produced the first verified in-engine gameplay frame.
Known limits
- The first world transition still takes minutes: first-use shader translation, driver pipeline compilation, synchronous submission and staging are all expensive.
- A title-specific compiler workaround was dropped in favour of the general shader path, so the transition needs fresh end-to-end validation before any gameplay claim.

Arcade Spirits: The New Challengers
Intro / menusMain menu · opening video · gameplay unverified
Startup fixed; the main menu measures a 252.9 FPS median.
Menu: 252.9 FPS median, 221.1–272.3 FPS range from 30 one-second window-counter readings spanning 29.939 seconds, with automatic input disabled. RTX 3070 Ti, requested output 1920×1080, internal target 3840×2160. The intro capture shows 200.3 FPS, a single observation. These are not gameplay benchmarks or a before/after comparison.
What was reached
October 11 development build, PPSA06409 v01.000.000: five missing scePthreadSem imports now use real counted semaphores and scheduler waits. Python/Ren’Py initializes and the signed runner renders the main menu. A repeat with automatic Cross input selects START and reaches the opening video with subtitles.
Known limits
- Manual menu navigation and gameplay remain unverified: the UI tool’s short key presses did not appear in Pad diagnostics.
- Audio quality, save recovery, full completion and long-session stability are untested. Zero reported gaps do not establish correctness in later scenes.
Confirmed by the maintainer on 2026-10-11.

Arkanoid: Eternal Battle
Intro / menusTitle screen · main menu · gameplay unverified
Startup and menu artwork restored; the mode-selection menu measures 45.6 FPS.
Menu: 45.6 FPS median, 43.5–46.6 FPS range over 30 one-second window-counter samples spanning 29.962 seconds. Automatic Cross remained enabled. Title-screen observations: 138–149 FPS, not a timed benchmark. RTX 3070 Ti, 1920×1080 output request, 3840×2160 internal target. These are menu readings, not gameplay performance or a before/after comparison.
What was reached
October 11 development build, PPSA06328 v01.002.000: four missing Fiber/POSIX imports are implemented. Independent firmware stacks and synchronized fiber migration between workers remove the subsequent startup failures. A separate upload limit for large BC7 atlases restores the title artwork.
Known limits
- The online Eternal Battle mode reports that it is not accessible, with failed server connections in the guest log.
- Offline mode selection, paddle control and gameplay remain unverified. Audio quality, completion and long-session stability have not been tested.
Confirmed by the maintainer on 2026-10-11.

Big Helmet Heroes
Intro / menusMain menu and tutorial render · playability unverified
Reaches a correct main menu and a tutorial scene, at single-digit frame rates.
Main-menu median: 9.4 FPS (9.0–9.5), versus 4.9 FPS before; 45 one-second window-counter samples after warmup. RTX 3070 Ti, 1080p output, game-controlled internal resolution. All samples remain below 15 FPS. Tutorial performance was not retested.
What was reached
The title advances from its intro to a correctly rendered main menu with character models, textures, lighting and colours, and on into a tutorial scene. Fixes covered Gen5 single-sample texture addressing, layered render targets and scanout channel order. Gameplay itself has not been verified.
Known limits
- Gameplay, save recovery and long-session stability are all unverified.
- Visual artifacts remain, and copies, resource preparation and GPU waits stay expensive.
- Stable 15 FPS in the menu is not achieved.
Confirmed by the maintainer on 2026-10-10.

Medieval Dynasty
Intro / menusMain menu · vertically inverted image
The main menu renders, but its artwork and text are upside down.
Menu: 32.3 FPS median (28.8–33.2), 30 readings over 29.763 s. Largest internal target 1920×1080. Not a gameplay benchmark. October 11 development build; RTX 3070 Ti, 1920×1080 output, Speed preset. Existing caches retained; automatic Cross input enabled. Internal rendering remains game-controlled.
What was reached
PPSA07933 v01.413.001: The existing runner reaches the main menu. The background, logo and option text are vertically inverted. Scripted Cross does not enter a level during this check; gameplay is unverified.
Known limits
- 38 of 50 GPU-gap reports contain 72 unresolved storage bindings. Their relationship to the inversion is unknown. Manual navigation remains unverified.
- Manual controls, audio quality, saves, completion and long-session stability were not verified.
Confirmed by the maintainer on 2026-10-11.

Oxide Room 104
Intro / menusIntro · GET UP prompt · controls unverified
Past the post-Cross black screen with raster rendering
Heavy-scene diagnostic samples: about 0.6–0.7 s per frame, not a controlled gameplay benchmark. RTX 3070 Ti, Vulkan, 1920×1080 output; internal targets reach 3840×2160. Captures and compilation affected parts of the run.
What was reached
PPSA07653 v01.000.000, October 29 development build: the runner now selects Unreal's -noraytracing path through a virtual command-line file. Installed game files stay unchanged; the normal launch passes the reproduced graphics stop.
Known limits
- Full ray tracing still fails on dynamic shader calls and BVH preparation. Character control, further progression, rendering correctness and audible sound quality remain unverified.
Confirmed by the maintainer on 2026-10-29.

PAC-MAN WORLD Re-PAC
Intro / menusIntro · title and terms screens
Opening movie and title screen reached; movie colors are incorrect.
Startup transitions: 9.55 FPS median, 5.9–14.1 over 30 counter samples spanning 29.927 s. Concurrent desktop launcher activity; not a stationary or gameplay benchmark. October 11 development build; RTX 3070 Ti, 1920×1080 output, Speed preset. Existing caches retained; automatic Cross input enabled. Internal rendering remains game-controlled.
What was reached
PPSA06399 v01.000.002: The existing runner passes Unity initialization and reaches the title and terms screens after the opening movie. The movie has severe color distortion. Automatic Cross cycles through startup screens; gameplay is unverified.
Known limits
- Zero diagnostic counters do not establish correct graphics. No level or character control was tested.
- Manual controls, audio quality, saves, completion and long-session stability were not verified.
Confirmed by the maintainer on 2026-10-11.

Police Simulator: Patrol Officers
Intro / menusIntro/menu · rendering defects
Career creation and district selection reached
Main-menu capture: 16.3 FPS, one reading. Corrupted district selection: 8.2–9.9 FPS, median 9.2, 30 one-second samples. RTX 3070 Ti, Speed, 1920×1080 output; internal targets reach 2560×1440. These are not gameplay FPS.
What was reached
PPSA05831 v01.000.000: Startup, New Career and district confirmation work. Bright green output corrupts the main-menu background; flipped UI and recursive image copies obstruct shift selection. Street gameplay was not verified.
Known limits
- Severe rendering corruption; street control, save reload and audible quality remain unverified.
Confirmed by the maintainer on 2026-10-12.

REANIMAL
Intro / menusAnimated 4K title menu, with incomplete option labels
Plays the logo sequence and sustains the animated title-menu render graph.
What was reached
The observed native and firmware modules resolve, the company-logo sequence plays, and the animated 3840×2160 title menu keeps rendering. The buoy background, title logo, water highlights and SELECT prompt are all visible — but the menu's own option labels are not.
Known limits
- Central menu option labels are reduced to small red marks, so navigation and the move into gameplay are unverified.
- Performance and longer-run stability are unmeasured, and no gameplay is claimed.

Super Woden GP
Intro / menusMain menu · rendering improved · gameplay unverified
DirectX 12 map text restored
DirectX 12, RTX 3070 Ti, 1920×1080. The 30 FPS diagnostic cap is not a measured result or race benchmark. Earlier Vulkan runs are listed separately below.
What was reached
October 30 development build: missing DMA_DATA transfers left the font atlases filled with 0xCD. Implementing the transfers restores map labels, credits and INFO text, including French accents. All 48 D3D12 tests and the native GPU suite pass. A 72.4-second repeat reaches the map without logged faults or rejections; race gameplay remains unverified.
Known limits
- Vulkan: Process memory still grows: an earlier run reached about 15 GB; the final check was bounded to 90 seconds and 8 GiB. The cause of the computer freeze is unproven.
- Races, manual controls, audio quality, saves and completion remain unverified. The earlier incorrect language-flag colors are not confirmed fixed.
Confirmed by the maintainer on 2026-10-30.

Tetris Effect: Connected
Intro / menusDeveloper logos · readable license screen · Journey Mode selection · gameplay unverified
Logos, the license screen and Journey Mode selection render, much faster than before.
Median license frames fell from 235 ms to 159 ms, about 4.3 to 6.3 FPS. Sampled Journey frames fell from 1127–1276 ms to 318–396 ms.
What was reached
Verified on September 24, 2026 with PPSA07923 v2.000.022. A translated composite replaced the earlier speculative 4K overrides, and the license and menu pages now render without the duplicated interface and vertical seam seen in earlier builds. Both screens also got substantially cheaper.
Known limits
- Dark interface elements and an unresolved compute texture binding are still open.
- Later video playback faults in the guest H.264 decoder.
- Longer-run stability and gameplay are not established.
Confirmed by the maintainer on 2026-09-24.
Pistol Whip
BootsMaps its VR modules, then loads Unity archives
Gets as far as loading Unity asset archives.
What was reached
The native PS VR2 plugin and the Burst module both map, and the title starts loading its Unity asset archives. Everything past that depends on VR support the project has deliberately put off.
Known limits
- Headset, tracking, controller and host OpenXR support are deliberately deferred.
Mounts its package, opens the shader archive, submits the first command buffer
Completes the Unreal bootstrap up to its first submission.
What was reached
The 8.8 GiB Unreal package mounts, ICU and configuration bootstrap complete, the cooked global shader archive opens, AGC shaders are created, and the first command buffer is submitted. Nothing is claimed about a presented frame.
Known limits
- The milestone predates the current synchronisation packet constructors and needs a fresh run.
- VR presentation has no host headset bridge, so there is nothing to present to.
Results belong to the build that produced them