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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.

KeyWe post-office tutorial with two kiwis and movement, jump and dash prompts
Vulkan

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.

Super Woden GP DirectX 12 map with readable French labels, credits and bottom INFO text
DirectX 12

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 →
Super Woden GP map captured from the DirectX 12 renderer; icons render but several labels are solid rectangles
DirectX 12

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 →
Super Woden GP map with upright labels, icons, credits and bottom INFO text
Vulkan

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 →
Super Woden GP dealership with a blue car and correctly oriented BUY, EXIT and vehicle statistics
Vulkan

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 →
OXIDE Room 104 logo with GET UP and Options prompts; exported final scanout, not proof of character control
Vulkan

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 →
Quake II photosensitivity warning rendered by native DirectX 12; startup capture, not gameplay
DirectX 12

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) →
ASTRO BOT ship interior after the streamed texture fix, with clean panels and robot surfaces
Vulkan

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 →
Intermediate ASTRO BOT cinematic with robots, noisy panels and excessive colored glow
Vulkan

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 →
ASTRO BOT opening space scene with planet and asteroids after the graphics fixes
Vulkan

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 →
Severed Steel Trash Compactor after the exposure visibility fix, with objective and movement prompt
Vulkan

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 →
Severed Steel Trash Compactor with objective, movement prompt and dark speckled rendering defects
Vulkan

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 →
Severed Steel New Game difficulty selection with readable labels and Play button
Vulkan

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 →
Raiden IV gameplay with the player ship, enemy formation, bullets and HUD; score 14000
Vulkan

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 →
ASTRO BOT animated title after storage-copy and queue-discovery changes
Vulkan

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 →
ASTRO BOT animated title screen after resource-walk and content-check changes
Vulkan

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 →
ASTRO BOT animated title screen with logo and button prompt after CPU resource optimizations
Vulkan

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 →
ASTRO BOT title during uniform-read and texture-scan validation
Vulkan

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 →
ASTRO BOT title after entry-scalar validation
Vulkan

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 →
ASTRO BOT title after scalar descriptor fixes
Vulkan

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 →
ASTRO BOT title after draw capture optimization
Vulkan

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 →
ASTRO BOT title screen after storage ownership changes
Vulkan

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 →
ASTRO BOT title screen after static shader analysis changes
Vulkan

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 →
ASTRO BOT title screen after scalar-analysis optimizations
Vulkan

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 →
ASTRO BOT title screen after bounded command recording
Vulkan

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 →
ASTRO BOT arrival cinematic with the small craft and crashed ship; dark and patchy surfaces remain
Vulkan

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 →
ASTRO BOT arrival cinematic with the small craft and crashed ship; dark and patchy surfaces remain
Vulkan

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 →
Goat Simulator 3 controllable farm scene with goat, compass and objective rendered upside down
Vulkan

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 →
Minecraft Legends tutorial with a mounted hero, health hearts, corrupted colors and black regions
Vulkan

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 →
Police Simulator main menu with a severely corrupted green background
Vulkan

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 →
Monster Boy first level with HUD, character, hut and black polygon defects
Vulkan

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 →
Oxide Room 104 autosave notice with a white icon and Cross OK prompt on a dark red background
Vulkan

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 →
Medieval Dynasty main menu with vertically inverted snowy village artwork, logo and option text
Vulkan

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 →
Charon's Staircase opening forest road with dark trees, bright road lighting and lens flare
Vulkan

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 →
PAC-MAN WORLD Re-PAC title logo and Cross prompt over a dark island background
Vulkan

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 →
KeyWe SAVE SLOT panel with three empty slots and Select/Delete prompts on a black background
Vulkan

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 →
Super Woden GP main map menu after the startup fix, with remaining inverted labels
Vulkan

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 →
Arcade Spirits opening Fist of Discomfort 2 Pro Tour video with readable subtitles; window counter 200.3 FPS
Vulkan

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 →
Restored Arkanoid: Eternal Battle title artwork and START prompt; window counter 138.0 FPS
Vulkan

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 →
Raiden IV first level with the player ship firing, enemies, terrain and HUD; score 4090
Vulkan

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 →
Dead Cells in the Prisoners’ Quarters with the lit room, character, tutorial prompt and HUD
Vulkan

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 →
Dead Cells main menu with the Clean Cut Update title art
Vulkan

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 →
GTA III opening gameplay from the updated installed runner after the startup and reflection fixes
Vulkan

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 →
Dreaming Sarah opening forest after bounded vertex uploads
Vulkan

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 →
Subnautica menu during the ACM convolution audio retest
Vulkan

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 →
Big Helmet Heroes main menu with character models, readable labels and dense orange grass
Vulkan

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 →
Asterix in the opening forest with green HUD gauges after the MSAA depth/stencil fix
Vulkan

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! →
Quake II attract sequence during the native PCM audio retest
Vulkan

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) →
Subnautica menu during the audio-clock retest
Vulkan

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 →
Asterix gameplay after the watched video-buffer startup fix
Vulkan

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! →
Pirate Base combat during the October 9 audio retest
Vulkan

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 →
Jurassic Park first level at the park gates after the font-atlas startup fix, rendered by PS5PCEM
Vulkan

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 →
Pause overlay over the incomplete post-tree cinematic
Vulkan

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 →
Medium difficulty menu with runtime texture lookups; bright tree streaks remain
Vulkan

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 →
Tree at difficulty selection in the installed selected-FLAT runner; bright vertical streaks remain
Vulkan

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 →
Incomplete post-tree scene with missing material and lighting detail
Vulkan

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 →
Incomplete character surfaces after the tree in the material-pointer repeat
Vulkan

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 →
Incomplete characters in the dark post-tree cinematic
Vulkan

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 →
Dark post-tree cinematic with unresolved lighting and geometry defects
Vulkan

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 →
Tree difficulty screen; bright streaks remain
Vulkan

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 →
Illustrated movie after the tree and dark cinematic; character control unconfirmed
Vulkan

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 →
Very dark cinematic after the tree; character control is not confirmed
Vulkan

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 →
Tree bark and branches are visible; bright vertical streaks remain
Vulkan

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 →
Candidate check: tree smearing remains
Vulkan

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 →
Tree at difficulty selection, with vertical bright streaks still visible
Vulkan

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 →
Six beside the suitcase in the opening room; dark lighting and reflective material defects remain
Vulkan

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 →
Six with her lighter in the opening room; materials and lighting remain incomplete
Vulkan

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 →
Little Nightmares Enhanced Edition title and Press X prompt rendered by PS5PCEM
Vulkan

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 →
Subnautica: Below Zero snowy crash site and survival HUD during the October 3 performance repeat
Vulkan

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 →
Subnautica: Below Zero snowy crash site and survival HUD during the October 3 performance repeat
Vulkan

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 →
GTA III player and car at Callahan Bridge after the color and reflection fixes
Vulkan

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 →
GTA III player running toward a car at Callahan Bridge, with the HUD and severe green overexposure
Vulkan

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 →
GTA III Rockstar Games Policies and Terms screen rendered by PS5PCEM
Vulkan

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 →
Subnautica: Below Zero — Windows stack-boundary fix, 2026-10-02
Vulkan

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 →
Subnautica: Below Zero — resource preparation build, 2026-10-02
Vulkan

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 →
Subnautica: Below Zero — unpaused 12.03 FPS sample, 2026-10-02
Vulkan

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 →
Subnautica: Below Zero — guest read lease build, 2026-10-02
Vulkan

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 →
Subnautica: Below Zero — unpaused world, 2026-10-02
Vulkan

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 →
Subnautica: Below Zero — recovered world, 2026-10-02
Vulkan

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 →
Subnautica: Below Zero — 1920×1080 gameplay, 2026-10-02
Vulkan

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 →
Subnautica Below Zero snowy crash site and survival HUD after correcting sRGB colour writes
Vulkan

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 →
Subnautica: Below Zero snowy crash site and HUD after the mip-coherence fix; dark lighting remains
Vulkan

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 →
Subnautica: Below Zero snowy opening area with the survival HUD, captured from PS5PCEM
Vulkan

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 →
Ghost of Yōtei Digital Deluxe Bonus notice before the October 1 GPU wait, rendered by PS5PCEM
Vulkan

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 →
Ghost of Yōtei tree scene after the command-write corrections, rendered by PS5PCEM
Vulkan

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 →
Big Helmet Heroes tutorial scene after the copy optimisations, rendered by PS5PCEM
Vulkan

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 →
Big Helmet Heroes tutorial after the scalar-load bookkeeping change, rendered by PS5PCEM
Vulkan

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 →
Subnautica: Below Zero menu from the measured development build, rendered by PS5PCEM
Vulkan

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 →
Big Helmet Heroes main menu after the startup fix, rendered by PS5PCEM
Vulkan

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 →
Big Helmet Heroes main menu with character models and lighting, rendered by PS5PCEM
Vulkan

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 →
Subnautica: Below Zero menu at native 1080p, rendered by PS5PCEM
Vulkan

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 →
Subnautica: Below Zero title screen without its menu, rendered by PS5PCEM
Vulkan

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 →
Quake II gameplay with a lit level, visible enemies and the player's weapon, rendered by PS5PCEM
Vulkan

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) →
Ghost of Yōtei tree scene rendered by PS5PCEM
Vulkan

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 →
Rita's Rewind gameplay with the Red Ranger in the Command Center, rendered by PS5PCEM
Vulkan

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 →
Quake II title screen rendered by PS5PCEM
Vulkan

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) →
Ghost of Yōtei difficulty selection over a loaded 3D scene, rendered by PS5PCEM
Vulkan

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 →
The first recognisable Tetris Effect particle frame rendered by PS5PCEM
Vulkan

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 →
Mighty Morphin Power Rangers: Rita's Rewind publisher intro rendered by PS5PCEM
Vulkan

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 →
Jets 'n' Guns 2 tutorial gameplay rendered by PS5PCEM
Vulkan

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 →
Jets 'n' Guns 2 gameplay with the player ship, HUD and score, rendered by PS5PCEM
Vulkan

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 →
The Precinct title menu with the NEW GAME confirmation, rendered by PS5PCEM
Vulkan

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 →
Dreaming Sarah forest scene with an NPC, rendered by PS5PCEM
Vulkan

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 →
REANIMAL animated title menu with incomplete option labels, rendered by PS5PCEM
Vulkan

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 →
Ghost of Yōtei brightness calibration screen with the wolf image, rendered by PS5PCEM
Vulkan

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 →
Cat Quest III language list with readable text clipped inside its panel, rendered by PS5PCEM
Vulkan

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 →
Cat Quest III island gameplay with the HUD, mountains and blue sea, rendered by PS5PCEM
Vulkan

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 →
Terminator 2D gameplay with the player character, HUD and desert scene, rendered by PS5PCEM
Vulkan

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 →
Asterix & Obelix: Slap Them All! gameplay with the HUD and a GO sign, rendered by PS5PCEM
Vulkan

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! →
Jurassic Park Classic Games Collection selection screen with cover art, rendered by PS5PCEM
Vulkan

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 →
A Ghost of Yōtei intro frame decoded and presented by PS5PCEM
Vulkan

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.

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.

@PS5PCEM