Captures
See it running
Every frame below came out of the emulator. Each caption says what it actually is, so a rendering milestone is never mistaken for a playable game.

October 30, 2026 · Development build · KeyWe
Save-slot creation fixed; the opening tutorial is reachable.
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. A new slot is written to disk and remains available after restarting the game. The run reaches the post-office tutorial with both kiwis and movement/jump prompts. Playable · Completable, confirmed by the project maintainer on October 30, 2026.
Test history and captures →Timeline
Recent runs
The newest recorded runs across every title, each linked to its full test history.

October 30, 2026 · Development build
DirectX 12 map text restored
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.
Super Woden GP →
October 30, 2026 · Development build
DirectX 12 reaches the map after the logos
The October 30 development build adds RGBA16F targets/textures, hardware default fragment inputs, 3D textures and R16_UNORM sampling. On RTX 3070 Ti at 1920×1080, a 120.6-second scripted run reaches the map without the previous stops; the watchdog ends the test. Sampled private memory peaks at 4,227 MiB. All 46 D3D12 tests and native GPU probes pass, including 1,360 volume comparisons. Several labels still render as solid rectangles. The 30 FPS diagnostic cap is not a measured result; races, audio quality and long-session stability remain unverified.
Super Woden GP →
October 29, 2026 · Development build
Two Vulkan fixes restore UI orientation
Resident copies apply their Y flip immediately; buffered fullscreen draws execute the guest vertex shader. The map capture shows corrected orientation. All 267 Vulkan tests and focused rendering probes pass; memory growth remains unresolved. Development build, not a released version.
Super Woden GP →
October 29, 2026 · Development build
Dealership captured in the same scripted check
The same bounded run reaches the car dealership with upright BUY/EXIT text and vehicle statistics. This is a renderer capture, not a race test. The 30 FPS diagnostic cap is not a benchmark; manual control, audio and saving remain unverified.
Super Woden GP →
October 29, 2026 · Development build
Past the post-Cross black screen with raster rendering
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. The comparison reaches the animated introduction, subtitles and GET UP prompt, with over 2,600 frames and no queue stop or guest fault. Full ray tracing still fails on dynamic shader calls and BVH preparation. Character control, further progression, rendering correctness and audible sound quality remain unverified.
Oxide Room 104 →
October 29, 2026 · Development build
DirectX 12: texture arrays, mip levels and anisotropic filtering
The development build fixes SCC-based vertex descriptor recovery and adds cube/2D arrays, mip chains, flat attributes and shader-based anisotropic filtering. All 324 GPU tests, 44 D3D12 tests and the native GPU suite pass, including 280 mip-chain and 128 anisotropic full-frame checks. The capture shows the startup warning; the automatic gameplay demo and D3D12 gameplay FPS remain unverified.
Quake II (2023) →
October 24, 2026 · Development build
Streamed texture fix corrects the opening cinematic
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. 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.
ASTRO BOT →
October 24, 2026 · Development build
Particle-loop truncation reproduced in an isolated replay
A reconstructed Vulkan workload stops at 2,340 of 4,000 particle iterations under the 65,536-block guard. Larger finite guards finish with byte-identical output. The ordinary compute guard is now 1,048,576 block visits, with explicit exhaustion reporting; native tests also cover a wide 5,550-iteration loop. The intermediate cinematic still has color and material defects. A fresh gameplay check of the final build is pending; no new gameplay FPS or complete graphics fix is claimed.
ASTRO BOT →
October 24, 2026 · Development build
Character control confirmed; graphics fixes and two new captures
RG16F DCC clears and a texture-cache ownership fix preserve prepared images. The maintainer reports corrected graphics after restart. The new cinematic averages 8.87 FPS over 266 frames in 30 seconds; the earlier 6.97 FPS gameplay sample is a different scene. Native GPU checks and 64 overwrite configurations pass. Sampled cinematic error and unresolved-resource counters are zero; the matching crash-site recheck remains pending. A later cinematic capture still shows patchy surfaces and color artifacts; the graphics are not fully corrected.
ASTRO BOT →
October 21, 2026 · Development build
Black-frame flicker fixed in the first level
GPU exposure data now reaches CPU memory before completion; the user confirms that flicker disappeared. Velocity-buffer clears, final-position clipping and single-layer depth array views are corrected. 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. 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.
Severed Steel →
October 21, 2026 · Development build
First-level reload and movement check
Continue reaches Trash Compactor again. Keyboard movement is verified; six stationary counter readings range from 9.2 to 10.1 FPS (mean 9.75). The repeat logs no guest fault or rejected dispatch, but visible defects remain. The unedited screenshot shows 8.3 FPS after the measurement interval; completion is unverified.
Severed Steel →
October 20, 2026 · Development build
Menu UI restored; ray tracing disabled for startup
The original RT compute shader fails with InvalidScalarCall and the guest render thread times out. Appending -noraytracing to the existing ue4commandline.txt bypasses that path locally. Shader-header scratch sizing and corrected video presentation restore the New Game/difficulty UI. Full ray-tracing support is not claimed.
Severed Steel →
October 17, 2026 · Development build
Playable grade, partial audio fix and new gameplay capture
The maintainer assigns Playable · Completable. NGS2 voice allocation, ATRAC9 effects and render-pass/descriptor handling improve. A moving first-level interval averages 39.75 FPS over 1,193 frames; later combat falls to about 18–22 FPS. Background music remains incorrect and completion is unverified. The screenshot comes from the native renderer.
Raiden IV x Mikado Remix →
October 16, 2026 · Development build
Storage copies reduced; title averages 20.07 FPS
The renderer avoids 26.125 MiB of obsolete host copies per frame; queue discovery avoids about 117 repeated pointer checks. The uninterrupted title measurement is 20.07 FPS over 2,640 frames, with 60-frame blocks at 18.39–21.68. 680 HLE tests, 274 Vulkan tests and 64 native overwrite configurations pass. Twelve unresolved storage bindings and cinematic defects remain; character control is unverified.
ASTRO BOT →
October 16, 2026 · Development build
Resource preparation updated; title averages 17.83 FPS
Borrowed shader data, compact lookup keys, content fingerprints and cached loop writes reduce CPU work. Omitting inert CPU scalar steps measures 17.85 → 17.88 FPS, an inconclusive difference. The final 2,640-frame run averages 17.83 FPS; 582 GPU/Vulkan tests and five native probes pass. Twelve unresolved storage bindings and cinematic defects remain; 20 FPS and character control are unverified.
ASTRO BOT →
October 15, 2026 · Development build
Resource costs reduced; 18.05 FPS title average
Packed linear texture reads, smaller scalar scratch and static-query caches reduce CPU work. Counter-assisted GPU waiting measures 17.78 → 18.02 FPS in a balanced comparison; the uninterrupted 2,640-frame confirmation averages 18.05 FPS. 573 GPU/Vulkan tests and native validation pass. Twelve unresolved storage bindings and cinematic defects remain; character control is unverified.
ASTRO BOT →
October 15, 2026 · Development build
Reduce uniform-analysis reads and texture scans
AnyPS5/KytyPS5 review: omit 49 unused CPU proof reads per frame and reuse compute texture instruction indices. Later title comparison: 14.95 versus 14.91 FPS, 660 frames per mode; no established gain, 25 FPS not reached. 560 GPU/Vulkan tests and native validation pass; 12 unresolved storage bindings remain. Graphics uniform specialization was also tested and remains disabled because it reduced FPS.
ASTRO BOT →
October 15, 2026 · Development build
Reuse proven scalar reads
Reviewed AnyPS5 and KytyPS5; removed redundant preparation for proven entry scalar reads. Title: 14.92 versus 15.02 FPS, 660 frames per mode; no measured gain, 25 FPS not reached. About 411 buffer preparations avoided per frame. 558 GPU/Vulkan tests and native graphics validation pass.
ASTRO BOT →
October 14, 2026 · Development build
Scalar reads and split texture descriptors
AnyPS5 review led to fixes for unused scalar-buffer fields and bounded texture descriptors assembled from multiple loads. Title: 14.97 FPS over 660 frames. 556 GPU/Vulkan tests and native probes pass; ten broader RDNA2 failures also occur on the baseline. New capture; 25 FPS and character control remain unverified.
ASTRO BOT →
October 14, 2026 · Development build
Draw capture and cache comparison
Title: 15.33 versus 15.22 FPS, 660 frames per setting. Unusable replay data is no longer copied or hashed. A larger cache did not improve FPS; the default stays unchanged. All 553 tests and native Vulkan checks pass. New title capture; 25 FPS and character control remain unverified.
ASTRO BOT →
October 14, 2026 · Development build
Storage ownership and scalar loop budgets
Title comparison: 14.48 versus 14.26 FPS, 660 frames per setting. GPU layout conversion preserves padding; rectangular overwrite proofs avoid redundant uploads. Shared scalar walks use exact instruction budgets. All 551 tests and native validation probes pass. New title capture; 25 FPS and character control remain unverified.
ASTRO BOT →
October 14, 2026 · Development build
Static shader analysis and narrow texture layouts
Title comparison: 14.25 versus 14.19 FPS, 660 frames per setting. Reused immutable call/NGG analysis, cheaper buffer queries and bounded Vulkan waits. Added verified 8/16-bit GPU layout transforms; storage uploads stay disabled after a slower comparison. 548 tests pass. New title capture; 25 FPS and character control are not confirmed.
ASTRO BOT →
October 14, 2026 · Development build
Scalar analysis and queued completion
Balanced title comparison: 13.79 versus 13.43 FPS, 660 frames per setting. Less repeated shader analysis, indexed dirty-buffer completion, queued satisfied waits and faster large copies. 542 GPU/Vulkan tests pass. New title capture; 25 FPS is not reached and character control remains unverified.
ASTRO BOT →
October 14, 2026 · Development build
Bounded recording and exact storage proofs
A 250 μs command-recording budget improved the balanced title comparison from 11.69 to 12.43 FPS. Later storage changes measured 12.55 versus 12.49 FPS: no clear extra gain, but 26.125 MiB of redundant hashing is avoided per frame. 537 GPU/Vulkan tests and 64 overwrite configurations pass. New title capture; 25 FPS and character control are not verified.
ASTRO BOT →
October 13, 2026 · Development build
Wave synchronization removes horizontal lighting bands
Whole-wave scalar branches and converged LDS barriers fix the repeating bands. BVH bounds and opaque child pointers are corrected; opt-in PSR v9 snapshots complete the captured query with a 16,384-block budget. Later sampled frames report no draw/dispatch failures, but four warm-up programs were rejected before the switch was enabled. Dark/patchy surfaces remain; gameplay and a sustained FPS gain are unverified.
ASTRO BOT →
October 13, 2026 · Development build
Startup fixes and removal of green corruption
JSON, APR, font and shader fixes reach the diagnostic hub cinematic using local font aliases and disabled acoustic propagation. The SDWA correction removes severe green corruption; this first checkpoint still rejects four BVH compute programs. Character control is not established.
ASTRO BOT →
October 13, 2026 · Development build
First farm gameplay capture and stationary FPS sample
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. 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. 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.
Goat Simulator 3 →
October 13, 2026 · Development build
Campaign database fix and first gameplay capture
Real rename operations replace unsupported errors and allow LevelDB to publish its CURRENT file. All 653 HLE tests pass. The repeat reaches controllable tutorial gameplay, but severe graphics and text defects remain. This is a development build, not a completed-playthrough report.
Minecraft Legends →
October 12, 2026 · Development build
Career creation and district selection 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.
Police Simulator: Patrol Officers →
October 12, 2026 · Development build
First controllable level 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.
Monster Boy and the Cursed Kingdom →
October 11, 2026 · Development build
The autosave notice renders; later rendering hits shader and queue errors.
PPSA07653 v01.000.000: Two launches pass linking. Automatic Cross reaches black output with FLAT addressing, IMAGE_BVH_INTERSECT_RAY, InvalidScalarCall and DMA_DATA rejection errors. A keyboard-only repeat displays the autosave notice. Gameplay is unverified.
Oxide Room 104 →
October 11, 2026 · Development build
The main menu renders, but its artwork and text are upside down.
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.
Medieval Dynasty →
October 11, 2026 · Development build
The illustrated introduction leads into the forest-road scene.
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.
Charon's Staircase →
October 11, 2026 · Development build
Opening movie and title screen reached; movie colors are incorrect.
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.
PAC-MAN WORLD Re-PAC →
October 11, 2026 · Development build
Thread cancellation state and Audio3d imports unblock startup
Implemented per-thread cancellation state with previous-state output and argument validation, plus seven Audio3d APIs with owned PCM queues, position/gain and simultaneous stereo mixing. All 635 HLE tests pass. The game reaches save-slot selection, but a subsequent black screen remains unresolved. Full spatial audio and gameplay are not established. Development build.
KeyWe →
October 11, 2026 · Development build
Thread cleanup handlers unblock Unity startup
Implemented __pthread_cleanup_push_imp and __pthread_cleanup_pop_imp with a separate LIFO list for each guest thread, using caller-owned storage. Pop removes an entry before invoking its callback; pthread_exit runs remaining handlers before TLS destructors. All 627 HLE tests pass. A third launch reaches the map menu with scripted Cross/Down input. The capture shows 71.8 FPS, but inverted labels and incorrect flag colors remain. Racing is untested. Development build.
Super Woden GP →
October 11, 2026 · Development build
Counted pthread semaphores unblock startup and the opening story
Implemented scePthreadSemInit, Wait, Trywait, Post and Destroy on the shared semaphore store. Waits park and consume tokens; posting reserves a token before waking its recipient. Empty polling, overflow, stale handles and busy destruction return errors. All 625 HLE tests pass. The rebuilt, signed runner reaches the menu at a 252.9 FPS median over 30 readings; a repeat using automatic Cross advances into the opening video with readable subtitles. Manual controls, gameplay and audio quality remain unverified. Development build.
Arcade Spirits: The New Challengers →
October 11, 2026 · Development build
Fiber startup fixed and large menu atlases restored
Implemented sceFiberGetInfo, sceFiberRename, process-private pthread_mutexattr_setpshared and real fsync, shared by sceKernelFsync. Per-fiber firmware stacks prevent overflow; synchronized migration allows suspended loading jobs to resume on another worker. A separate 512 MiB sampled-image upload bound accepts the 16K BC7 menu atlases without raising framebuffer limits. All 623 HLE and 244 Vulkan tests pass; the rebuilt, signed runner reaches the title and mode menu in repeat launches. Menu median: 45.6 FPS over 30 samples. Gameplay remains unverified; this run uses a development build.
Arkanoid: Eternal Battle →
October 11, 2026 · Development build
Startup fixed; raw depth clears restore the first level
The loader now separates library-version metadata from dynamic tables instead of reading an absent 39-byte segment. NGS2 file/rack queries and font-cache storage are implemented; packed 16-bit textures now upload with correct channel order. Publishing full raw depth-plane clears to Vulkan removes the black level. The final automatic-input run reaches the first level with shots and enemies visible. All 921 loader, HLE and Vulkan unit tests and two native GPU clear probes pass. This is a development build; ATRAC9 sampler playback, live-thread cancellation and full playability remain incomplete.
Raiden IV x Mikado Remix →
October 11, 2026 · Development build
Blended scene composition and custom sampler audio restored
A copy shortcut ignored blending and replaced the lit scene with a black emissive image. Restricting it to replace blending restores the level and character. The custom NGS2 sampler rack (0x4001) now accepts waveform format, blocks and pitch; the menu mix changes from silence to a peak near 0.12 of full scale. Listening has not yet confirmed the music. Seven starting-room counter readings span 59.2–68.1 FPS; combat, progression and saves were not tested.
Dead Cells →
October 11, 2026 · Development build
NGS2 audio functions let Dead Cells link and reach gameplay
The October 11 development build implements eight libSceNgs2 functions Dead Cells needs to link: buffer-backed creation of the audio system and racks, and the 3D audio geometry helpers — listener basis, distance rolloff, cone, Doppler and speaker panning. Every observed call returns success. The main menu renders correctly, with 71–72 FPS on the window counter; gameplay shows the HUD and tutorial prompt, but the level and the character are dark. The main menu is silent, while gameplay is audible.
Dead Cells →
October 10, 2026 · Development build
Movie completion and green reflection publication corrected
The real launcher reaches the menu automatically in 139 seconds with both active emulator caches absent. Pending buffer and storage-image clears complete before newer reflection faces, removing the observed green wash and neon-green reflections. Live bounded uniform guards remove inactive resource references from both staging and SPIR-V. The tested opening scene reports zero draw/dispatch failures and unresolved storage bindings. Indexed resource checks and compact shader variant keys reduce repeated preparation work. A stationary opening sample records 8.27 FPS; 10 FPS remains unverified. Reported moving/duplicated shadows and one rejected vertex-only initialization draw remain under investigation.
Grand Theft Auto III: The Definitive Edition →
October 10, 2026 · Development build
Proven vertex ranges remove oversized sprite uploads
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. 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). 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.
Dreaming Sarah →
October 10, 2026 · Development build
ACM reverb fixes delayed and corrupted audio
ACM now computes convolution reverb and rejects the invalid initial batch wait. Previously FMOD mixed unwritten output into its effects, producing crackle, NaNs and prolonged silence. Two fresh launches produce finite, nonzero PCM within 11–13 seconds; the maintainer confirms clear sound. The earlier Options explanation is withdrawn. All 606 HLE tests pass. Short scheduling dropouts, rendering defects and the 30 FPS target remain separate work.
Subnautica: Below Zero →
October 10, 2026 · Development build
Less transfer work, with the grass preserved
October 10 menu check: 9.4 FPS median (9.0–9.5) over 45 seconds, versus 4.9 FPS before. Resource coherence fixes, bounded GPU readbacks, volume reuse and asynchronous batching reduce repeated work. An intermediate stencil-discard regression was removed and dense grass is visible again. Sampled failure counters are zero; stable 15 FPS and universal rendering correctness remain unverified.
Big Helmet Heroes →
October 9, 2026 · Development build
MSAA depth/stencil fix raises opening-forest FPS
The October 9 development build preserves the sample count in depth/stencil-only passes, restoring stencil masks and removing four accidental full-frame readbacks per frame. Stationary opening-forest UI-counter medians rise from 46.45 to 162.20 FPS in 30-second samples on the RTX 3070 Ti at 1080p output. Movement and the first Roman encounter are rechecked. All 233 Vulkan tests and native 2×/4× probes pass. This is a shared renderer fix after 0.3.4, not a minimum across all levels or a new full playthrough.
Asterix & Obelix: Slap Them All! →
October 9, 2026 · Development build
Native PCM restores Quake II audio
The October 9 development build handles the raw stereo PCM blocks, compact playback commands and 256-frame NGS2 grain used by Quake II. A 10-second attract-sequence loopback changes from complete silence to audible output with no fully silent 10 ms blocks. Full routing and effects remain incomplete; this is not a new playthrough or an FPS benchmark. All 602 HLE tests pass.
Quake II (2023) →
October 9, 2026 · Development build
Audio clock corrected; menu audio and FPS checked
Subnautica already produced native audio after title-screen confirmation. A depth-one queue clock error is now fixed. Separate 30-second menu samples read 14.4 FPS with output, 14.9 with output disabled and 15.2 after the clock fix; these are UI counters, not a controlled speedup claim. Longer recordings still contain short dropouts, so crackling is not fully resolved.
Subnautica: Below Zero →
October 9, 2026 · Development build
Opening movie no longer stalls on reused video buffers
The October 9 development fix restores startup with GPU page tracking enabled. The old reader wrote FFmpeg output directly into guest video pages that had become read-only after texture upload, so playback stalled on the third frame. Video and audio now use the existing host pipe buffer before publishing tracked guest writes. The retest passes the bumper and reaches gameplay. All 597 HLE tests pass. This fix postdates 0.3.4; the earlier confirmed playthrough grade is retained.
Asterix & Obelix: Slap Them All! →
October 9, 2026 · Development build
Independent music and effects streams; audio retested
A 20-second mission-menu loopback recording fell from 92.25% silent 10 ms blocks on 0.3.4 to zero with the fix. Two 13-second active combat intervals also had no silent blocks. Full recordings include silence at transitions and after player death. Separate host streams replace device handoffs, and recovery now wraps within the active PCM ring. All 596 HLE tests passed. This is a development fix after 0.3.4, not a new complete playthrough or a controlled FPS comparison.
Jets 'n' Guns 2 →
October 8, 2026 · Release 0.3.4
Font-atlas startup fixed; first level reached
Development commit a3d371e fixes the startup regression introduced by Font HLE. The collection requested U+007F while building its ImGui atlas; rejecting that missing character triggered the CalcGlyphInfo assertion and terminated CarbonMainThread, leaving other threads waiting on pending AGC commands. Missing characters now use the font's .notdef glyph. Both retest launches passed the failure point; the first level rendered and the map overlay responded to keyboard input. All 569 HLE tests passed, including complete Latin-1 atlas metrics and rendering checks. This record covers the startup and first-level retest.
Jurassic Park Classic Games Collection →
October 5, 2026 · Release 0.3.3
Post-tree bottlenecks and lower cache memory
The repeat reaches the post-tree 3D cinematic, with incomplete lighting and character surfaces. The tree remains at 1.231 FPS; a later cinematic interval presents two frames in 30 seconds (0.067 FPS). One 198-second transition frame spends 177 seconds creating pipelines. Later frames also reload 1.4–2.6 GiB of textures. Shader variants now share canonical program bytes, and large Windows driver-cache snapshots use a temporary file mapping. A 256 MiB isolated snapshot test saves about 256 MiB of additional private memory and produces identical files. All 21 cache tests and three native Vulkan probes pass. These memory changes have no new game FPS measurement; character control remains unconfirmed.
Ghost of Yōtei →
October 5, 2026 · Release 0.3.3
Runtime texture tables and recovered disk cache
Small indirect texture tables now keep descriptor addresses in runtime data, avoiding new pipelines solely for relocation or changed hash collisions. A native probe verifies three correctly rendered passes with one compilation; nine Vulkan checks pass. The live disk cache resumed saving after redundant probe-cache copies were removed. Save failures now report an error and retry while retaining the previous cache. No new game FPS gain or character control is confirmed; tree streaks, lighting defects and packed-color blending remain open. The repeat presents 37 frames in 30.049 seconds at Medium difficulty (1.231 FPS), matching the previous tree measurement.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Fewer snapshot reads; lower compiler cost
Bounded FLAT reads now select the matching buffer before loading data, preserving overlaps, unaligned addresses and fault reports. In a controlled shader replay, compilation falls from 46.55 to 39.36 seconds and peak private memory from 3.96 to 3.37 GB. A slower loop variant was discarded. Native Vulkan checks pass. These are compiler results, not game FPS; tree streaks, incomplete later rendering and unconfirmed character control remain. The installed runner records 37 frames in 30.046 seconds at the tree (1.231 FPS), with no demonstrated frame-rate improvement.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Tree repeat: 1.23 FPS, post-tree memory limit
The updated local runner presents 37 frames in 30.043 seconds at the tree (1.23 FPS), with no demonstrated gain over the preceding 1.26 FPS sample. It reaches an incomplete 3D cinematic, with long first-use pipeline compilation and unsupported packed-color blending. The diagnostic guard stops the run after 1,158 seconds as system commit approaches its limit. Character control remains unconfirmed; the capture shows unresolved material and lighting defects.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Material sampler recovered; severe post-tree stalls remain
The combined sampler/cache repeat records 1.23 FPS at the tree and five frames in 60 seconds after it (0.083 FPS). A different cinematic interval prevents claiming a speedup. The original material rejection is passed; a later texture lookup in the same shader remains unsupported. Signed-index tests and 26 native Vulkan cases pass. Tree streaks, incomplete lighting and packed-color blending remain unresolved. Character control is not reached. The candidate stays isolated; the installed runner is unchanged.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Tree repeat at 1.30 FPS; material-pointer recovery
The content-generation repeat presents 39 frames in 30 seconds at the tree and only four in 60 seconds in the dark cinematic. Lighting and character geometry remain incomplete; character control is unconfirmed. A captured shader replay now resolves 60 texture descriptors. Ten native Vulkan cases verify sparse material tables and report an error when an active shader selects an unsupported record. Game validation of the new material fix is pending.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Packed color repeat; content-cache and memory fixes
The packed UNORM candidate records 1.23 FPS at the tree. A later dark cinematic stalls at one frame in 60 seconds; this is not steady gameplay FPS. Lighting and geometry remain broken, and a blended color pass is unsupported. Further cache-generation and memory-batch fixes pass seven Vulkan probe groups and five kernel tests; their game benefit is not yet measured. Character control is unconfirmed.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Shared color transfers; tree repeat at 1.40 FPS
The runner removes separate host readback buffers for color targets. Brightness and tree repeats each present 42 frames in 30 seconds, about 1.40 FPS versus 1.26 previously. Cache history differs, so this does not isolate the improvement. Tree streaks remain; the illustrated movie is reached, but character control is unconfirmed.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Illustrated movie reached; compute compilation stalls
The updated runner passes the tree and dark cinematic into the illustrated narrative movie. Character control is still unconfirmed. The tree repeat remains 1.26 FPS; the read-only texture reuse fix shows no additional game FPS gain. One later frame takes 239.4 seconds, including 234.9 seconds creating compute pipelines. A live texture-cache increase coincides with the scene change and proves no speedup. Lighting, streaks and a missing pixel-shader resource remain open.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Post-tree cinematic: compilation and texture churn
The combined build reaches a very dark cinematic after setup. One cold frame takes 59.3 seconds, including 35.4 seconds of graphics pipeline creation. Reducing caches to contain memory use causes several GiB of texture uploads per frame. A separate Vulkan regression verifies that read-only storage bindings no longer invalidate sampled textures. Gameplay FPS and character control are still unconfirmed; streaks and a missing pixel-shader resource remain.
Ghost of Yōtei →
October 4, 2026 · Release 0.3.3
Array-layer coherence: tree detail returns
Restricting color-surface tracking to the selected slices prevents neighboring layers from invalidating GPU contents. Compatible sampled arrays now refresh dirty layers on the GPU. A 30-second tree interval records 1.23 FPS versus 1.03 in the control, with differing animation phases and cache history. Bark is visible again, but bright streaks remain. Loading beyond setup still reaches the host memory limit; character control is unconfirmed.
Ghost of Yōtei →
October 3, 2026 · Release 0.3.3
Candidate check: tree smearing remains
The third run measures 1.30 FPS at the tree with different cache budgets, but the image is more smeared. Restoring the render-target limit does not visibly fix it. The user closes the run during scene preparation; post-cinematic gameplay is not confirmed. This is not a verified FPS gain, and the installed runner remains the baseline pending a clean visual comparison.
Ghost of Yōtei →
October 3, 2026 · Release 0.3.3
Tree measurements and graphics pipeline reuse
Before the change, tree intervals measure 0.83–0.97 FPS. Two attempts to continue beyond the tree are deliberately stopped near the Windows commit limit. Dynamic depth bias and stencil references remove 61 redundant variants from a 1,007-pipeline snapshot; GPU probes pass. This is not a measured gameplay FPS gain, and the bright streaks remain.
Ghost of Yōtei →
October 3, 2026 · Release 0.3.3
Save/reload verified; 3.73–4.46 FPS in gameplay
Save writes and file resizing now persist real payloads; restarting and Resume load the opening room. Shared HTILE and eager-readback changes, plus four copy workers, yield 4.46 FPS beside the suitcase and 3.73 FPS after movement in separate 30-second samples. The installed executable matches the measured build. 5 FPS, correct materials and reliable startup remain unresolved; the report records shader omissions and intermittent allocator failures.
Little Nightmares Enhanced Edition →
October 3, 2026 · Release 0.3.3
Opening gameplay reached; 2.16 FPS measured
Native compute-ring consumption fixes the repeatable 510-frame stop. Deferred writes then expose a MallocBinned3 failure during New Game; a fresh eager-write run reaches interactive gameplay and presents 3,540 frames before an intentional stop. Two unpaused 30-second samples each present 65 frames: 2.16 FPS combined. The title profile selects eager writes automatically. Graphics defects and empty save files remain.
Little Nightmares Enhanced Edition →
October 3, 2026 · Release 0.3.3
Title screen restored after startup and descriptor fixes
Resolved Trinity-mode and IPMI imports, native graphics-event changes and invalid dispatch dimensions. Correcting scalar BITSET restores the visible title and first-run UI. Two launches reach the title screen; gameplay and long-session stability remain unverified. A repeat exits after a 120-second render-thread wait during first-run setup; stability is not established.
Little Nightmares Enhanced Edition →
October 3, 2026 · Release 0.3.3
Second fresh-process performance repeat
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.
Subnautica: Below Zero →
October 3, 2026 · Release 0.3.3
Performance repeated on the current runner
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. Main menu: 14.67 FPS. Two unpaused 30-second stationary world samples: 7.27 and 11.77 FPS; 9.52 FPS combined. The first includes a 9.998-second stall. Output 1080p, Speed preset, warm caches. The earlier valid sample was 7.93 FPS, but this is not a controlled speedup comparison. 30 FPS remains unmet.
Subnautica: Below Zero →
October 3, 2026 · Release 0.3.3
Colors, reflections and resource preparation corrected
The updated installed runner reaches Give Me Liberty with player control. Measured opening-position samples reach 8.10–8.97 FPS with Performance mode, Bloom and Motion Blur off and Classic Lighting on. Shared scalar walks, resident volume/mip copies and lower bookkeeping costs accompany the rendering fixes. The report records settings, slower samples and test limits; full playability is not established.
Grand Theft Auto III: The Definitive Edition →
October 2, 2026 · Release 0.3.3
NGG exports corrected; opening gameplay and movement verified
The installed runner reaches Give Me Liberty with visible geometry, the player, vehicle, HUD and minimap. W moves the player and D changes his direction. A shared NGG export fix restores all 32 color-grading layers. A world sample measures 0.97 FPS; severe green overexposure, missing resources and intermittent crashes or timeouts remain.
Grand Theft Auto III: The Definitive Edition →
October 2, 2026 · Release 0.3.3
AMPR imports resolved; policy screen reached
October 2 development build, PPSA03527 v1.007: resolving 13 missing AMPR imports lets the extracted game start. Two fresh processes reach the readable policy screen after Cross input advances an initial blank stage. The policy screen shows about 30 FPS. Gameplay performance has not been measured. Gameplay, saves and audio correctness are unverified. Shader diagnostics and incomplete wait/counter emulation remain.
Grand Theft Auto III: The Definitive Edition →
October 2, 2026 · Release 0.3.3
Windows stack bounds fix diagnostic-output startup failure
A standalone reproduction exited with 0x40010006 when Windows debug output ran on the firmware stack. The stack switch now updates Windows bounds, and guest escapes restore the enclosing HLE state. ANSI/Unicode output, 8 stack tests and 9 native bridge tests pass. The installed build starts without a debugger or a temporary-directory override and restores the save. Unpaused gameplay records 7.93 FPS over 30.02 seconds. This is not a controlled performance comparison; 30 FPS, complete rendering correctness and long-session stability remain unverified.
Subnautica: Below Zero →
October 2, 2026 · Release 0.3.3
Less resource preparation overhead; stencil warning located
Large indirect-image tables no longer occupy ordinary draw/dispatch stacks. Scalar pointer recovery reuses an immutable register snapshot and initializes only the eligible bitmap range. 72 scalar/resource tests and targeted Vulkan probes pass. A fresh process restores the save and records 11.96 FPS over 30.01 seconds in unpaused gameplay. Different weather and warm-up prevent a controlled speedup claim; 30 FPS remains unmet. A bounded trace locates the remaining scalar-resource warning in a stencil-only draw with colour writes disabled. Full rendering correctness and long-session stability remain unverified. A separate trace finds repeated 4 MiB mappings holding the memory lock. Reusing physical page commitment and removing duplicate native queries reduces the mapping microbenchmark median by 18%; a gameplay gain is not established.
Subnautica: Below Zero →
October 2, 2026 · Release 0.3.3
Descriptor workspace reuse and safer failed unmaps
Sampled-image descriptor updates reuse temporary arrays, reducing their stack frame from 753,720 to 56 bytes without changing the Vulkan batch. A separate regression fixes unmap failures that left removed native pages marked readable. 154 renderer/index, 29 memory and 60 submission tests pass, along with Vulkan checks including 4352 mixed texture views. The first fresh load restores the saved world; a stationary unpaused sample records 12.03 FPS over 30.01 seconds. Different weather and warm-up prevent a controlled speedup claim. One scalar resource remains unresolved. 30 FPS, reliable loading and a full playthrough are not verified.
Subnautica: Below Zero →
October 2, 2026 · Release 0.3.3
Smaller draw stack and protected guest reads
Reusable scalar storage reduces the draw function stack from 447,424 to 32,640 bytes. A further loading crash in hashing exposed a check-to-read race: GPU input copies and hashes now hold the mapping until they finish. A concurrent-unmap regression passes, along with 34 memory/lifetime/index tests and 60 submission tests. The first follow-up restores the saved world and measures 8.63 FPS over 30.01 seconds without pausing. Different weather and warm-up prevent a direct comparison with the earlier 10.00 FPS sample. One shader resource remains unresolved; 30 FPS and long-session stability are still unverified. A fresh repeat with the same executable still crashes during loading in hash + 0xf0. The protected-read regression is valid, but this observed crash is not fixed; the failing caller is under investigation.
Subnautica: Below Zero →
October 2, 2026 · Release 0.3.3
Second save recovery and buffer overlap measurements
A fresh process restores the same saved world again after the buffer ownership fix. Bounded overlap queries replace full scans without changing writer order or the 4096-entry cache limit. One paused ABBA comparison gives 11.93–12.23 FPS for linear scans and 12.30–12.43 for indexed scans; this small difference is not a proven general gain. A separate unpaused, fixed-camera sample records 300 flips in 30.01 seconds: 10.00 FPS, with changing weather and frost. 154 backend/index tests and five targeted Vulkan checks pass. 30 FPS, long-session stability and complete rendering correctness remain open.
Subnautica: Below Zero →
October 2, 2026 · Release 0.3.3
Saved world loads after buffer ownership correction
A traced 6 MiB GPU readback overlapped a corrupted game object during loading. Buffer caches now track mapping ownership so a new allocation at an old address cannot receive a retired result. The first follow-up restores the saved snowy world and responds to walking input. This is one successful recovery, not proof of long-session stability. 29 memory/retirement tests, 60 submission tests and four targeted Vulkan probes pass. Increasing cache capacity alone measured 9.93 to 9.10 FPS in the same paused scene; the default remains unchanged. 30 FPS is still unmet.
Subnautica: Below Zero →
October 2, 2026 · Release 0.3.3
Cheaper CPU shader walks; world sample remains at 7 FPS
CPU resource walks bypass vector-only interpretation while retaining dependency checks and GPU instructions. A separate correction invalidates both words of vector mask outputs. All 71 scalar tests and nine GPU probes pass. Isolated walks take 15–36% less time; the latest 30-second world sample records 7.00 FPS, without a controlled before/after gain. Copying, resource preparation and submissions remain expensive. Keyboard input now follows foreground focus. Loading corruption, one unresolved binding and the 30 FPS target remain open.
Subnautica: Below Zero →
October 1, 2026 · Release 0.3.3
sRGB colour writes corrected; mip checks reuse their ranges
The captured G-buffer and final output requested sRGB but used UNORM attachments, darkening colours when read back as sRGB. The renderer now encodes colour writes and preserves encoded bytes during display transfer. A GPU regression verifies sampling, alpha and scanout, including Vulkan validation; 129 focused tests pass. Mip backing checks also retain their calculated byte ranges. See the report for live runs and remaining limits. The new run reaches the snowy world with visibly brighter materials and records 9.49 FPS over 30.05 seconds (baseline: 9.13 FPS). Different weather and effects prevent a controlled speedup claim; 30 FPS, the unresolved scalar binding and intermittent loading failures remain open.
Subnautica: Below Zero →
October 1, 2026 · Release 0.3.3
Tracked mip memory: repeated transfers removed
A real-game trace found ten RG32F mip readbacks per frame (2730 KiB) followed by repeated uploads. Shared-memory validation now distinguishes a verified GPU publication from a CPU replacement. All four Vulkan cases with linear/packed mips and memory tracking pass, alongside 129 focused tests. In the new game run, menu render-target uploads and readbacks fall to zero and the ten-level pyramid stays on the GPU. Dark lighting, intermittent loading failures and the 30 FPS target remain open. The candidate reaches the snowy world; a 30.01-second stationary sample records 260 flips (8.66 FPS), so an overall FPS gain is not established.
Subnautica: Below Zero →
October 1, 2026 · Release 0.3.3
New Game reaches the opening world
October 1 development build, PPSA02457 v1.022.125: Survival passes loading and the intro, then renders the snowy crash site and HUD. Fixes protect CPU memory from stale GPU writeback, retire released storage buffers and preserve colour during depth-only draws. RG32F attachments, mip views and D16 shadow bias are supported. This validation did not include a full playthrough, save recovery or audio correctness.
Subnautica: Below Zero →
October 1, 2026 · Release 0.3.3
All-zero textures treated as unbound, and faster descriptor recovery
Textures proven to be entirely zero now use unbound-image semantics instead of rejecting the shader, and scalar descriptor recovery reuses intermediate values within a call — a nested fixture dropped from 504 reads to 18 and ran about 4.6× faster in isolation. Two checks of the installed runner still stalled awaiting GPU completion before the tree scene and were stopped deliberately after diagnostics.
Ghost of Yōtei →
September 30, 2026 · Release 0.3.3
Command-processor writes survive deferred readback
An explicit command-processor write inside a cached storage buffer could be lost when an older GPU result was published over it, because the flush path only matched a buffer's base address. Indexing overlapping buffers and publishing only proven write ranges fixed the resulting header corruption.
Ghost of Yōtei →
September 29, 2026 · Release 0.3.3
Wider tile copies, cheaper eviction and grouped page watches
The layout converter now copies a full 16-byte horizontal run whenever its address equation proves those bytes are contiguous, instead of moving one pixel at a time. Buffer-cache eviction stopped scanning all 4,096 entries, adjacent guest pages are watched in groups, and completed Vulkan buffers are recycled.
Big Helmet Heroes →
September 29, 2026 · Release 0.3.3
Scalar bookkeeping trimmed, with no frame-rate gain to show
Resource checkpoints stopped carrying unused scalar-load history, and full scalar analysis avoids redundant scans on forward visits. Isolated fixtures got 9–45% cheaper, but matched game samples were effectively unchanged — 157 ms in the menu against 154.5 ms in the control — and the report says so plainly.
Big Helmet Heroes →
September 28, 2026 · Release 0.3.3
A run of CPU-side reductions across the shared draw path
Index staging, pipeline lookup, scalar register snapshots, queue probing and scratch initialisation were each made cheaper, all without any title-specific condition. The menu settled at roughly 17 FPS — still well short of the 30 FPS target.
Subnautica: Below Zero →
September 28, 2026 · Release 0.3.3
An indefinite wait during loading, fixed
The title could stop on its first black frame or part-way through resource loading while its process and audio threads stayed alive: the loading thread waited forever after a file read returned an I/O error. Handling GPU-watched file reads correctly cleared the stall.
Big Helmet Heroes →
September 28, 2026 · Release 0.3.3
A correct main menu, and where the time goes
With Gen5 single-sample texture addressing, layered render targets and scanout channel order corrected, the menu renders properly with its character models, textures and lighting. Profiling put the cost in the host graphics backend — resource preparation, guest-to-Vulkan copies and synchronisation — rather than in pipeline compilation.
Big Helmet Heroes →
September 27, 2026 · Release 0.3.3
Native 1080p output and cheaper resource preparation
Presentation moved to native 1920×1080 and the shared graphics path stopped copying decoded instruction structures around during resource preparation and scalar interpretation. Play, Options and Credits are readable; water and lighting artifacts remain.
Subnautica: Below Zero →
September 26, 2026 · Release 0.3.3
The menu was missing because audio initialisation stalled
The animated background was already running, but no menu appeared: the platform initialisation coroutine had stopped inside FMOD, leaving the services the start screen waits for null forever. These were the last 4K-era measurements before the switch to native 1080p.
Subnautica: Below Zero →
September 25, 2026 · Release 0.3.3
Rendering rechecked, with peaks of 60–70 FPS
A recheck as PPSA09477 v1.003 found level lighting, textures, weapons and NPCs all visible, resolving the earlier dark-world and missing-model reports. Buffer reuse and GPU clears reduced transfer overhead; lighter scenes peak at 60–70 FPS while busy combat stays slower.
Quake II (2023) →
September 24, 2026 · Release 0.3.2
Movie audio works and later 3D scenes appear
Intro movies gained sound, starting in step with the audio track rather than staying silent, after multichannel ATRAC9 was decoded as interleaved mono streams across layouts from 2 to 36 channels. The run reached later 3D scenes including the tree scene, at 0.73 FPS, and the following loading sequence lost the Vulkan device.
Ghost of Yōtei →
September 24, 2026 · Release 0.3.2
Playable and completable
The maintainer confirmed a full playthrough on September 24. The capture shows the Red Ranger in the Command Center training stage with HUD, health bar, objectives and button prompts, all responding to controller input. The narrowly matched CRT scaling fallback is still needed on the reference host.
Mighty Morphin Power Rangers: Rita's Rewind →
September 16, 2026 · Release 0.3.2
Playable and completable
The maintainer confirmed a full playthrough. The work behind it covered startup imports and directory listings, deferred G-buffer writes, depth comparison samplers, and the typed buffer reads that model vertices and lighting data depend on. Missing NPC geometry came back.
Quake II (2023) →
September 15, 2026 · Release 0.3.1-beta.1
Difficulty selection renders over a loaded 3D scene
Menu composition reached difficulty selection drawn over real 3D geometry, with trees and parts of the background visible and menu music playing. Getting there took several minutes of intro and scene loading, and frames arrived at 0.6 FPS.
Ghost of Yōtei →
September 15, 2026 · Release 0.3.1-beta.1
The first recognisable frame out of the startup graph
595 guest draws and 63 compute dispatches completed without a rejected draw, producing the first recognisable particle frame. Because the registered 4K output target was still black, presentation fell back to converting a 1920×1080 intermediate — an early rendering milestone, not a menu.
Tetris Effect: Connected →
September 15, 2026 · Release 0.3.1-beta.1
Publisher intro, title menu and the scene behind it
The title settled into a stable 1920×1080 graphics and audio loop and rendered its animated publisher sequence, title menu and post-menu scene. The scene comes from a real 480×270 guest target carried through the CRT and post-processing chain, which replaced the former full-screen static.
Mighty Morphin Power Rangers: Rita's Rewind →
September 15, 2026 · Release 0.3.1-beta.1
START GAME reaches 4K tutorial gameplay
Title content resolved, AGC resource registration completed, and the full graphics, compute and output loop sustained. START GAME got past the loading screen into recognisable 3840×2160 tutorial gameplay, and an unattended run stayed live past flip 300.
Jets 'n' Guns 2 →
September 15, 2026 · Release 0.3.1-beta.1
Playable and completable
The maintainer confirmed a full playthrough. Levels, HUD, score, enemies and the parallax scene all render correctly. Profiling a 70 ms frame found 18 ms waiting on the GPU across 33 submissions, 11 ms on resource checkpoints and 13 ms staging 894 guest buffers.
Jets 'n' Guns 2 →
September 15, 2026 · Release 0.3.1-beta.1
Both intro movies, the title menu, and a first gameplay frame
The six-image guest graph linked, Unity plug-ins started, and both intro movies played as synchronised 4K video with stereo sound before the title artwork and a readable NEW GAME confirmation appeared. An earlier guarded run reached the Cross prompt and produced the first verified in-engine gameplay image.
The Precinct →
September 15, 2026 · Release 0.3.1-beta.1
Playable and completable at the frame cap
A confirmed playthrough, with the title menu and first scene holding the 60 FPS cap — 5,280 flips over 90 seconds. Loading first required restoring eboot.bin and sce_module/libc.prx from backups the copy's own eboot patcher had left behind after truncating both.
Dreaming Sarah →
September 15, 2026 · Release 0.3.1-beta.1
An animated 4K title menu, missing its labels
Native and firmware modules resolved, the company-logo sequence played, and the animated 3840×2160 title menu sustained with its buoy background, title logo, water highlights and SELECT prompt visible. The central option labels are still only small red marks, so navigation was never verified.
REANIMAL →
September 8, 2026 · Release 0.3.0-alpha.4
Through the intro to the bonus notices and brightness calibration
Intro playback became continuous at roughly the stream's native 30 FPS, and the run advanced through streamed menu resources into the loading indicator, the Digital Deluxe Bonus, Gift of the Northern Star and Pre-order Bonus notices, and brightness calibration — wolf image, instructions, slider and confirmation glyph all readable.
Ghost of Yōtei →
September 8, 2026 · Release 0.3.0-alpha.4
An upside-down world, corrupted text and swapped colours, all fixed
The world rendered upside down while the UI did not; fragment coverage and stencil-only passes corrupted menu text; the original AGC interpolant-mapping interface was missing, so adventure artwork and scenery used the wrong vertex-to-fragment exports; and registered scanout formats were ignored, swapping red and blue. All four were corrected.
Cat Quest III →
September 8, 2026 · Release 0.3.0-alpha.4
Playable and completable
The maintainer confirmed a full playthrough. Alongside it, shader-translation work per sampled frame dropped from about 40 ms to 7 ms and buffer uploads from roughly 125 MiB to 65–75 MiB, moving the opening island from about 148 ms to a 124 ms median.
Cat Quest III →
September 8, 2026 · Release 0.3.0-alpha.4
Playable and completable
Completed with nothing reported wrong. Backgrounds, characters, HUD, textures and colours are all correct, and warmed-up startup frames measure 22–65 ms. Texture alpha, channel swizzles and sRGB sampling preserve the intended colour balance.
Terminator 2D: No Fate →
September 8, 2026 · Release 0.3.0-alpha.4
Playable and completable
A confirmed playthrough at 28–31 ms per frame, with a 3,000-flip development run free of rejected submissions. The fullscreen composite stays GPU-resident, and scanout preserves the guest viewport's orientation without a host-memory round trip.
Asterix & Obelix: Slap Them All! →
September 8, 2026 · Release 0.3.0-alpha.4
Playable and completable
A confirmed playthrough. Startup rendering was restored along with the title logo, confirmation prompt, collection cover art and animated preview. Cycling previews repeatedly can still exhaust a media handle pool, after which later previews freeze.
Jurassic Park Classic Games Collection →
September 4, 2026 · Release 0.3.0-alpha.3
The intro video decodes and plays
H.264 access units handed to the guest video library are now decoded on the host, converted from NV12 with BT.709 coefficients, and paced at about one picture per display interval so a title feeding frames as fast as they are accepted no longer burns through a whole movie in seconds. The in-engine frame behind the video was still black, so this was a playback milestone only.
Ghost of Yōtei →Gallery
Development captures
Ordered by how far each title reaches: finished titles first, then in-game scenes, menus and early rendering milestones.
PlayableAsterix & Obelix: Slap Them All!
Playable · Completable
PlayableCat Quest III
Playable · Completable
PlayableDreaming Sarah
Playable · Completable
PlayableJets 'n' Guns 2
Playable · Completable
PlayableJurassic Park Classic Games Collection
Playable · Completable
PlayableKeyWe
Playable · Completable
PlayableMighty Morphin Power Rangers: Rita's Rewind
Playable · Completable
PlayableQuake II (2023)
Playable · Completable
PlayableRaiden IV x Mikado Remix
Playable · Completable
PlayableSubnautica: Below Zero
Playable · Completable
PlayableTerminator 2D: No Fate
Playable · Completable
In-gameASTRO BOT
In-game · graphics improved · low FPS
In-gameCharon's Staircase
Opening 3D scene · controls unverified
In-gameDead Cells
Main menu · first level renders · playability unverified
In-gameGhost of Yōtei
Intro playback · bonus notices · brightness calibration · reaches in-game scenes · not playable
In-gameGoat Simulator 3
In-game · inverted image · low FPS
In-gameGrand Theft Auto III: The Definitive Edition
In-game · movement verified
In-gameLittle Nightmares Enhanced Edition
In-game · rendering incomplete
In-gameMinecraft Legends
In-game · severe rendering defects
In-gameMonster Boy and the Cursed Kingdom
In-game · rendering defects
In-gameSevered Steel
In-game · rendering defects · low FPS
In-gameThe Precinct
Title menu, intro movies, and a first in-engine gameplay frame
Intro / menusArcade Spirits: The New Challengers
Main menu · opening video · gameplay unverified
Intro / menusArkanoid: Eternal Battle
Title screen · main menu · gameplay unverified
Intro / menusBig Helmet Heroes
Main menu and tutorial render · playability unverified
Intro / menusMedieval Dynasty
Main menu · vertically inverted image
Intro / menusOxide Room 104
Intro · GET UP prompt · controls unverified
Intro / menusPAC-MAN WORLD Re-PAC
Intro · title and terms screens
Intro / menusPolice Simulator: Patrol Officers
Intro/menu · rendering defects
Intro / menusREANIMAL
Animated 4K title menu, with incomplete option labels
Intro / menusSuper Woden GP
Main menu · rendering improved · gameplay unverified
Intro / menusTetris Effect: Connected
Developer logos · readable license screen · Journey Mode selection · gameplay unverified
Recorded runs on YouTube
Stills cannot show frame pacing. The channel posts complete runs of the titles tracked here, so you can judge a build for yourself.