Community report notes
With a memory patch (see Extra notes) the game boots and reaches controllable gameplay. No visible rendering artifacts in the intro or in gameplay.
Performance (official build 8cecaf4):
- Cutscenes: ~14-25 FPS, audio lags behind the video.
- First gameplay area (collecting coins): ~8-9 FPS.
Crash: with "Shader validation" enabled in Global settings, the emulator exits when the player has to pull a cable:
--- Error --- ShaderRecompiler VS failed hash=0xea0906e528b6d46e: SPIR-V validation failed in ...\pipelineCache.cpp:247
With "Shader validation" disabled, the same scene runs on my machine (RTX 3060), so the recompiler seems to emit SPIR-V that the validator rejects but the NVIDIA driver accepts. I am not sure which of my builds had which setting during my first attempts.
Steps to reproduce
- Open KytyPS5 (launcher.exe), add the game folder in Global settings and
enable "Shader validation" in the "Debugging & logs" section.
- Place the memory patch PPSA01325.json into the _Patches folder (contents in Extra notes).
- Boot the game and play through the intro.
- Continue to [your location/level] until the section where the cable has to be pulled.
- The emulator exits with the VS SPIR-V validation error above.
Expected behavior
Ray-traced GI is not supported, so I used a GoldHEN-style mods JSON (process eboot.bin, version 01.904.000) that selects the non-tiled deferred-lighting renderer and the "GI unavailable" state. The log confirms:
Game cheat: matched eboot.bin with source base 0x10510 Successfully applied cheat: Select the existing non-tiled deferred-lighting renderer Successfully applied cheat: Select the common GI-unavailable state
Without the patch the game fails earlier on an unimplemented MIMG opcode: unsupported family=MIMG opcode=0xe6 raw=[0xf1989f07 0x00020e0e 0x1441130a 0x45434442 0x00004746] pc 0x00001170 (ShaderCFG.cpp:40)
Game is installed on an HDD.