New
- Smart runtime. The runtime now adapts to the game. It starts small,
grows while the game reads, and gives its threads back at once when the
game needs them. This works in every game, packed or not. - Faster open-world games. The pack caches are twice as large, so games
that stream a big world keep more of it in memory.
Fix
- Launch and in-game freezes. A game no longer goes black at launch or
freezes when it cannot start a thread of its own because the runtime's
threads took the room. Crimson Desert (#13) hit this at launch and at
the main menu. - Save fixes. Crimson Desert (#13, #30) no longer hangs when loading a
save. Saves load, new saves work and videos play, from a plain folder
and from a zstd pack.
Debug build
- New
GET /queuespage: event queue waits, pending events and AMPR
targets. /metricsadds APR wait and submit gauges, error events, signal type
and AIO id counters, and the thread budget.- zstd frames are checked against their checksum (the release build skips
this).
Thanks
- A big thank you to everyone who stayed with #13 to the end: @luminusalk,
who opened it and tested build after build, @jamesst20, whose tables of
working and failing settings found the thread problem, and
@eduardoalvarez7, @addictiontoplay and @sharppg45-oss for their runs and
reports. - Thanks again to @jamesst20 for helping other reporters in #35, #36 and
#37. - Welcome to everyone who reported a game for the first time:
@tnnuy23-dot (#34, #40), @KinggSlayerr (#35, #37), @dlangamer (#38),
@ramorym-bit (#39) and @Mrfireos (#41), and welcome back
@majimagorosandesu (#36).
Reporting a game
Issues have a game report form. Please share how your games run, both the ones that fail and the ones that work.
How to use
Copy libSceAmpr.sprx into the game's fakelib/ and mount the game with ShadowMountPlus (disable fakelib update in settings).
zstd and LZ4 packs can be made by ps5-dump-forge.