Current conclusion
Linux main 4c7d275bef with Ghost of Yōtei 02.002.000 on an RTX 4070 SUPER passed the loading spinner after the GHOSTYOTEIDUPLEX entitlement label was supplied, then stopped during first world-cell loading after 549 seconds and roughly 430 presents: the current color-blend path supports only one merged target per draw (#12796).
On an earlier Windows contributor fork, the world rendered but the character appeared under the map in a T-pose with camera errors; two runs disabling resident linear targets spawned normally (#8152). The Windows fork and Linux main runs have different build and scene conditions and must not be treated as a direct A/B.
Platform test results
Windows · First frame submitted; no presented frame
IssuesImports resolve, the Vulkan device initializes, and the first graphics submission begins before a Tiled Decals compute-shader failure.
Build: main with title-specific PR stack, including open #648 and #653
Report: Oct 5, 2026
Windows · First frames and loading spinner on patch stack; later GPU driver crash
IssuesOn the tested patch stack, cold-start first frame took 80–181 seconds with eager shader preparation but about 40 seconds with APS5_LAZY_SHADER_PREPARE=1. A lazy run reached frame 768 (loading spinner) at 241 seconds, compared with 623 seconds in one eager run. Separate title runs later crashed in NVIDIA graphics-pipeline creation around frames 795–812.
Build: main 82ddae75b plus unmerged PR #6227 and local diagnostics; APS5_LAZY_SHADER_PREPARE=1 tested
Report: Oct 16, 2026
Windows · World spawn renders; character T-pose and camera error with resident linear targets
IssuesReporter compared one default resident-linear run with two disabled-residency runs on the same save and warm caches. Default path spawned a T-pose character under the map with a wandering camera; disabling resident linear targets yielded normal spawns.
On main 0393728fd3, a standalone graphics test independently reproduced delayed store-back overwriting CPU writes outside the draw scissor. These observations do not prove the two defects share a cause.
Build: Reporter fork merged with recent main; exact title test SHA not supplied. Separate rendering reproducer on unmodified main 0393728fd3; APS5_NO_RESIDENT_LINEAR=1 A/B.
Report: Oct 20, 2026
Linux · Loading spinner passed; first world-cell load stops on second blended color target after about 430 presents
IssuesWith the GHOSTYOTEIDUPLEX entitlement label present, the title progresses beyond its loading spinner; at 549 seconds after launch (about 430 presents), streaming hok_5_-39_-35.xpps stops on 'a draw merges into one color target at most' for a second unclamped normalized-color target.
The upstream Issue ties the limit to merged #11684 and identifies CB_COLOR_INFO 0x0000000c and CB_BLEND1_CONTROL 0x40010504. Without the label, the title remains at the loading spinner and does not reach this draw.
Build: upstream main 4c7d275bef (merge of #11684); Linux Relinker --registry; local entitlement query print only. With anyps5-entitlements.ini containing GHOSTYOTEIDUPLEX and APS5_TRACE_SUMMARY_EVERY=10; cold shader cache.
Report: Oct 29, 2026
Known issues
Windows · First frame submitted; no presented frame
- Image descriptor loaded at a computed table offset cannot be resolved in the Tiled Decals compute pass.
- No visible frame or gameplay is established by the linked Windows report.
Windows · First frames and loading spinner on patch stack; later GPU driver crash
- Large pipeline registration jobs can delay first submission while preparing shaders not needed for the first frame.
- The lazy-preparation A/B has two runs per setting, mixed later-stage results, and a separate unresolved NVIDIA driver crash; it is not evidence of completed gameplay.
Windows · World spawn renders; character T-pose and camera error with resident linear targets
- Default resident-linear title run shows malformed spawn and camera; the switch is an A/B diagnostic on the fork, not a confirmed upstream game fix.
- Unmodified main graphics reproducer shows out-of-scissor CPU-written pixels overwritten by delayed GPU store-back.
Linux · Loading spinner passed; first world-cell load stops on second blended color target after about 430 presents
- The merged #11684 path handles one blended render target per draw; this build refuses the second MRT target during its first world-cell load.
- This Linux main run does not establish gameplay. Earlier Windows fork results describe a different content version, build and GPU.
Test environments
- Platform
- Windows
- Game version
- 01.008
- Hardware / tools
- Windows 11 Pro; i9-11900H; RTX 3080 Laptop 16 GB
- Platform
- Windows
- Hardware / tools
- Windows 11 Pro 26200; RTX 4090 (NVIDIA 617.42); cold and warm shader caches
- Platform
- Windows
- Game version
- PPSA26344; content version not supplied
- Hardware / tools
- Windows title test setup; isolated graphics reproducer: Windows 11, RTX 3080 Laptop, NVIDIA driver 610.62
- Platform
- Linux
- Game version
- 02.002.000
- Hardware / tools
- CachyOS Linux 7.3.0-4-cachyos; NVIDIA RTX 4070 SUPER, driver 615.78.08; GCC 16.2.1 Release
Windows v01.008 and Linux v02.002.000 reports cover different AnyPS5 builds and systems.