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Hollow Knight: Silksong

Issues

PPSA12544 · Summary scope: Windows · main f1451396 + #846, #425, #1918, #1968, #1969, #1994, #1995 and local shader fix

Editorially reviewed Oct 9, 2026. Original tester reports; no local benchmark by this site.

Current conclusion

Windows NVIDIA testing reaches opening gameplay at 60 FPS with patches and two opt-in switches. Windows AMD and Linux have separate results. The official table does not list this game as Playable.

Experimental result: extra patches, integration branches or local changes are required. Installing the tagged release does not establish this result.

Platform test results

Windows · Opening gameplay on patched stack

Issues

Intro, menus and opening rooms run at reported 60 FPS. #846, #425, #1994 and #1995 are open at review. The result needs this experimental stack.

Build: main f1451396 + #846, #425, #1918, #1968, #1969, #1994, #1995 and local shader fix
Test date: Oct 9, 2026 · Report dated Oct 9, 2026

Windows NVIDIA opening-gameplay test ↗

Windows · Gameplay and room transitions

Issues

Reported 60 FPS with menus, audio, keyboard and room transitions. The stuck foreground was fixed; an earlier allocator crash was not seen in about 20 later runs.

Build: main e76c70f6 + open #846, #425, #374 and local import/DCC/glyph workarounds
Test date: Oct 8, 2026 · Report dated Oct 8, 2026

Windows AMD updated test ↗

Linux · Tutorial gameplay; slow

Issues

Updated tests reach the tutorial and save at reported 7–19 FPS. Local unwind fixes pass the initial end-of-cinematic exception.

Build: awake-devel test/silksong-linux; main 296d68a3 plus open PRs/local fixes; later #1586/#1600/#1601 proposed
Test date: Oct 8, 2026 · Report dated Oct 8, 2026

Linux tutorial test and later limitations ↗

Known issues

Windows · Not specified in NVIDIA report

  • Without APS5_WRITE_WATCH_IMPORTS=watch and APS5_STORE_AT_FLIP=1, the report records about 5 FPS, garbled backgrounds or a loading crash.
  • General GPU-wait and write-tracking fixes remain open; this is not a normal release setup.

Windows · 01.000.010 (master 01.02)

  • Boxed menu glyphs still require a local workaround.
  • The old allocator crash has no confirmed root cause; later clean runs do not prove a general fix.

Linux · Not specified in Linux report

  • Slow gameplay and cinematic flicker/A/V drift remain reported.
  • A later run hits unsupported st_size during first-area loading; a local fix awaited an in-game check.
  • The branch retains a bundled-libc workaround. #1586 and #1600 are open; #1601 is draft at review.

Test environments

Platform
Windows
Game version
Not specified in NVIDIA report
AnyPS5 build
main f1451396 + #846, #425, #1918, #1968, #1969, #1994, #1995 and local shader fix
Hardware / tools
Windows 11 Pro; Ryzen 7 9800X3D; RTX 5090, driver 617.42; WinLibs GCC 15.2.0 r7; keyboard
Source reviewed
Oct 9, 2026
Platform
Windows
Game version
01.000.010 (master 01.02)
AnyPS5 build
main e76c70f6 + open #846, #425, #374 and local import/DCC/glyph workarounds
Hardware / tools
Windows 11 Pro; Ryzen 7 9800X3D; Radeon RX 9070 XT; WinLibs GCC 15.2.0 r7
Source reviewed
Oct 9, 2026
Platform
Linux
Game version
Not specified in Linux report
AnyPS5 build
awake-devel test/silksong-linux; main 296d68a3 plus open PRs/local fixes; later #1586/#1600/#1601 proposed
Hardware / tools
Arch Linux, Hyprland; i7-8750H; GTX 1050 Ti Max-Q 4 GB; NVIDIA 580.178.04
Source reviewed
Oct 9, 2026

Identity scope: All three platform/GPU reports identify PPSA12544. Versions not specified in a report remain unknown.

Key test history

  1. Windows

    Reached gameplay with keyboard input. Stuck foreground after room transitions remained; October 8 testing reports that fixed.

    Original milestone ↗
  2. Linux

    Local unwind fixes passed the intro exception and reached gameplay. Later tests still report low performance and a load-time exception.

    Original milestone ↗

Original sources

PR merges, closed issues and commit counts do not automatically change these judgments. Read our review policy.