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Super Meat Boy 3DPS5 Super Meat Boy 3D — game artwork

Super Meat Boy 3D

PPSA31162 · Linux · Windows · 5 reports

Issues

Linux · Level 1-1 in matched four-pair performance experiment; partial-depth patch reduced slow-run outliers

Experimental build · PR #9026 patch ced0e2ac7b compared with unmodified main f894ba69d3; PR merged into main on 2026-10-21 19:29 UTC, AFTER v0.1.3 release

Current conclusion

Merged upstream PR #9026 addresses the previously reproduced full-plane depth-buffer write-back bottleneck in Super Meat Boy 3D. A four-pair Linux RTX 4070 Ti test compared 60-second level 1-1 runs: all patched runs presented 33–46 frames per 10 seconds, versus 2–27 on the tested base runs.

The patch stores only intersecting 64 KiB depth-plane units and preserves guest writes. The developer separately checked depth execution tests and compared screenshots from the same level. The original #8840 slow-run report remains archived as the baseline.

A separate 24 October Windows 11/RX 6700 XT report on f90a3f7294 plus #9026 reaches 3D gameplay but renders diffuse objects cyan-white and shadows black while UI/FMVs retain color. A same-day Linux NVIDIA current-main comparison rendered normal scene colors at roughly 5 FPS; different OS, GPU and commit prevent treating this as an isolated AMD driver cause or a confirmed upstream fix.

On 6 November the same Windows RX 6700 XT reporter observed natural colors and shadows on clean main 82fcf46d25 without the RenderDoc capture layer; the exact cause was not isolated.

Merged #9026 partial-depth-store fix and four paired level 1-1 performance tests ↗
Super Meat Boy 3DPS5
Super Meat Boy 3D — promotional gameplay screenshot

What Works

The Linux NVIDIA first-level comparison renders scene colors and shadows normally.

Test environment & source

Build requirements & blockers

The first-level scene runs at about 5 FPS.

Scoped evidence

Platform test results

Community report

Linux · Level 1-1 gameplay; intermittent 3–10x speed regression from depth-plane stores

Issues
Build / branch
Unmodified main eea640a5bf and a806c69bfe; candidate PR #8756 tested separately in a 12-run comparison; Release libs
Hardware / OS
Ubuntu 24.04 (Linux 6.8); NVIDIA RTX 4070 Ti, driver 595.99.02; GCC 13.3; 3840x2160 depth plane
Reported

Observed result

Twelve 60-second level 1-1 runs split randomly between fast and slow runs on both main revisions and PR #8756; no single build determined the outcome. The 10-second present count was 30–42 in faster runs versus 5–9 in slower runs.

The GPU depth plane of 31.9 MiB is flushed as a whole when a read-only shader buffer's range intersects about 3 KiB of its stale data. Slow runs logged 1,547–1,837 depth stores (48–57 GB) per 10 seconds, versus 306–455 (2.2–6.7 GB) in fast runs. The reporter had not yet determined whether the shader needs to read the overlapping bytes.

Blockers & limits

  • Repeated full-plane store-back on a small descriptor overlap greatly reduces rendering throughput for some allocations.
  • Optimizing this cannot simply skip required depth synchronization because another title can read depth through a raw buffer; the correct narrow-range solution is under investigation.

Experimental build · community report

Linux · Level 1-1 in matched four-pair performance experiment; partial-depth patch reduced slow-run outliers

Issues
Build / branch
PR #9026 patch ced0e2ac7b compared with unmodified main f894ba69d3; PR merged into main on 2026-10-21 19:29 UTC, AFTER v0.1.3 release
Game version
PPSA31162; exact game content version not specified
Hardware / OS
Ubuntu 24.04; GCC 13.3; RTX 4070 Ti, NVIDIA 595.99.02; 12 GiB memory cap; scripted level 1-1 runs
Reported

Observed result

Four alternating base/patch pairs of 60-second level 1-1 runs: patch 33–46 presents per ten-second window across all four paired runs; base 2–27 presents per window. In the pair showing the original slow mode, base wrote back 47–60 GB of depth data per ten seconds, while the patched run wrote 2.5–2.8 GB.

The fix tracks 64 KiB depth-plane units, copies only those intersecting the read, and retains guest overrides. Screenshots in pairs 2 and 4 matched. Core depth and graphics tests also passed; no full-game run or stable-release binary retest was reported.

Blockers & limits

  • PR #9026 is merged to upstream main but not included in the existing tagged v0.1.3 release; a new built main must be distinguished from release downloads.
  • The matched comparison covers one level and one NVIDIA/Linux host; the patch author did not test the title on Windows, AMD GPUs or other levels.

Experimental build · community report

Windows · 3D gameplay reached; scene geometry cyan-white with black shadows, while 2D UI and cinematics retain color

Issues
Build / branch
AnyPS5 commit f90a3f7294bb8964d50ca31b0c95026601b0f929 plus cherry-pick of merged PR #9026; not identified as an unmodified current main revision
Game version
01.000.000
Hardware / OS
Windows 11; AMD Radeon RX 6700 XT (gfx1031); Vulkan driver amdvlk64.dll
Reported

Observed result

After entering gameplay, player/terrain/foliage are uniformly cyan-white [224,248,255] with black shadows; 2D UI and FMV are full color. Texture dumps showed intact diffuse textures; an MRT[3] red-output witness did not alter the final frame. DCC-key zeros and deferred-attachment routing are investigated but not a proven root cause.

Blockers & limits

  • Graphics are visually incorrect despite reaching gameplay; a Windows RX 6700 XT retest on the same current main commit as the Linux comparison has not been reported.
  • The tests do not separate a Windows/AMD-specific fault from source-commit differences; no verified correction or official Playable result.

Community report

Linux · First level 3D gameplay: normal color and shadows, but around 5 FPS

Issues
Build / branch
unmodified upstream main e7e99adcc4 including merged PR #9026; warm shader cache and release libraries
Game version
01.000.000
Hardware / OS
Ubuntu 26.04.1; NVIDIA RTX 4070 Ti, driver 615.71.09
Reported

Observed result

About three minutes into level 1, the tester saw green foliage, red character, purple crystals and brown ground with shadows, at about 5 FPS. This comparison does not reproduce the cyan-white visuals, but uses a different OS, GPU and commit than the Windows RX 6700 XT observation.

Blockers & limits

  • Throughput remains slow at approximately 5 FPS in that first-level scene.
  • Cross-platform observations are not a matched same-device A/B, so the cause of the Windows rendering difference remains unresolved.

Community report

Windows · 3D gameplay rendered with natural colors and shadows

Issues
Build / branch
Clean upstream main 82fcf46d25; no active RenderDoc capture layer
Hardware / OS
Windows 11; AMD Radeon RX 6700 XT (amdvlk64.dll)
Reported

Observed result

The earlier Windows reporter observed green foliage, red character, brown terrain and correctly rendered lighting and shadows. Main changed and the capture layer was inactive, so the individual cause was not isolated.

Blockers & limits

  • The exact cause of the earlier cyan-white rendering was not isolated; this follow-up changed both the build and capture-layer conditions.

Record & sources

PPSA31162. The tested title is Super Meat Boy 3D on Linux; issue #8840 measures level 1-1 only, with no evidence for other levels or Windows.

Record reviewed

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