github quer3q/ampr-emu-ng v0.3.4

56 minutes ago

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 /queues page: event queue waits, pending events and AMPR
    targets.
  • /metrics adds 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

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.

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