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Ball X Pit on AnyPS5
Windows is in game on a single community self-report (Ball X Pit, PPSA31872, content 01.301.000, AnyPS5 main 7ce3b1d). Picture, audio, and DualSense input worked from a new save and with Continue at 1920×1080 on Windows 11 Pro / Ryzen 7 5800X3D / RX 9070 XT. The log reports 310–600 presents per 10 s (mostly 500–600); the frame is CPU-bound (#7895). This title is not in the official table. Build source is main — the cited play used unmodified main 7ce3b1d with no pull requests or local changes on top (controller retest also on main 86b8424). An official zip may stop earlier. In game on that cited main commit is not a Playable claim. A single self-report is not an official-table row. Linux: no report in the cited thread.
PPSA31872

Snapshot
| Stage | In game |
|---|---|
| Platforms in this snapshot | Windows |
| Build source | main · 7ce3b1d |
| Last verified in snapshot | 21 Oct 2026 |
| Snapshot assembled | 14 Oct 2026 · checked 11 Oct 2026 |
Allowed values: release, main, fork, patched, unknown. Official table membership is not a release-zip claim.
Furthest public stage shown, including testing branches. Not an official playable verdict.
Page content updated: 22 Oct 2026. This date is when the page text changed. It is not a new hardware test.
Playable here can come from later main or extra patches. The official release zip may stop before that furthest stage.
Verified, blocked, unknown
Verified
- Windows 11 Pro 10.0.26200 / AMD Radeon RX 9070 XT (AMD proprietary driver 26.10.1) / Ryzen 7 5800X3D / GCC 15.2.0 (WinLibs 15.2.0posix-14.0.0-ucrt-r7) (discussion #8966, 21 Oct 2026): Ball X Pit PPSA31872 content 01.301.000 on AnyPS5 main 7ce3b1d, no pull requests or local changes on top. Played in game with a DualSense from a new save and with Continue: picture, audio, and controller input work. Output 1920×1080. Log: 310–600 presents per 10 s (mostly 500–600); GPU busy about 5 ms per frame; queue worker 0x0 is 97–98% busy (about 54,000 DRAW_INDEX_2 per 10 s taking 6.9 s of it). Default in-game settings. Unmodified main, not a release zip. Single community self-report. In game ≠ Playable.
- Same host and thread: Unity title relinked with relinker --windows --registry --sce-module-path app0 --module-dir Media/Modules --module-dir Media/Plugins app0/eboot.bin app.exe. eboot.bin and 10 .prx files (sce_module, Media/Modules, Media/Plugins) unwrapped from SELF first. No APS5_* variables needed to play; the runs used APS5_PROFILE_DRAW=1 APS5_LOG_TIMESTAMPS=1 APS5_TRACE_SUMMARY_EVERY=10 and, to dump a freeze, APS5_HANG_DUMP_SECS. tools/import_audit.py (with --modules for each of the three folders) reports 0 absent imports and 27 throwing stubs.
- Controller retest also on main 86b8424 (same thread): DualSense unplugged and plugged in again is not seen on Windows — no new Pad: connected game controller line; the title gets no input. The reporter names #8964 (closed under the open pull request limit; planned reopen after #8932). Once on 86b8424, about 5 s after start: AGC graphics: storage texture has no committed guest pages (abort). Two more runs on that commit did not show it.
- The reporter wrote that conversion, log reading, and the write-up were prepared with AI assistance (Claude Code); the in-game result (smooth play, the hitches, the freeze, the controller) was observed by the reporter. Any images in that thread are the reporter's, not captures from this site.
Blocked
- In game the frame is bound on the CPU (discussion #8966 citing #7895): GPU busy about 5 ms per frame; queue worker 0x0 is 97–98% busy. Current blocker named in the report: none for play — the freeze at first level load (one run in four) and the first-use hitches remain.
- Occasional 1.3–1.9 s hitches in play: the 10 s windows that hold them are the only ones with Vulkan.GraphicsPipeline / Vulkan.GraphicsPipelineLibrary in the top phases (6–10 ms per frame), so they are graphics pipelines built on first use. The pipeline journal grew from 90 to 118 to 205 pipelines over the runs.
- One freeze in four runs, at the first level load (level3, Level_Graveyard.bank) about 74 s into the first run (empty caches, new save): presents stopped, and so did the queue worker's 10 s statistics, while the title kept opening Master.bank every 9.4 s. Three later runs, two from a new save and one with Continue, loaded the same level without it. No dump of the frozen state yet.
- Reconnecting a DualSense on Windows needs #8964 (closed for now under the open pull request limit).
Unknown
- Official-table membership. This title is a community report (official: false), not a tested-compatibility table row.
- Whether the current official release zip matches this unmodified-main 7ce3b1d in-game report. The cited play is main, not a release zip. An official zip may stop earlier.
- Linux. No cited Linux session of this title in discussion #8966.
- Save/load across a later launch. The cited report played from a new save and with Continue; it does not separately name a save-file path or a reload on a later launch.
- Network or online play. No cited report tests it.
- Play past the cited sessions, or completion.
- NVIDIA or Intel GPU in-game reports. The cited Windows host is AMD RX 9070 XT only.
- Whether the first-level-load freeze reproduces on other hosts or later main commits. One run in four on the cited host; no frozen-state dump yet.
- DualSense reconnect on other hosts or without #8964. The cited Windows reconnect failure is that thread.
Saves, patch, and network
Saves
Status: Known
Known. The cited report played in game from a new save and with Continue. It does not separately name a save-file path or a reload on a later launch.
Game patch
Status: Known
Known. The cited report names Ball X Pit PPSA31872 content 01.301.000. Relinked with --windows --registry --sce-module-path app0 --module-dir Media/Modules --module-dir Media/Plugins. No extra title patch file is named as required. --module-dir is a relinker flag, not a game patch. Furthest cited in-game used unmodified main 7ce3b1d, not a release zip.
Network
Status: Unknown
Unknown. No cited report tests online or networked play.
Quoted public error strings
Verbatim from the linked report. One run, one build — not a promise that you will see the same line.
AGC graphics: storage texture has no committed guest pages
github.com/boykopovar/AnyPS5/discussions/8966
Windows
Windows 11 Pro 10.0.26200 / Ryzen 7 5800X3D / RX 9070 XT (discussion #8966, 21 Oct 2026): in game with DualSense from a new save and Continue — picture, audio, and controller input. Output 1920×1080. Log 310–600 presents per 10 s (mostly 500–600); CPU-bound (queue worker 0x0; #7895). Occasional 1.3–1.9 s first-use pipeline hitches. One freeze in four at first level load. DualSense reconnect needs #8964 (closed under PR limit). AnyPS5 main 7ce3b1d, no PRs or local changes; controller retest also on main 86b8424.
Linux
No report in the cited thread.
Sources
- github.com/boykopovar/AnyPS5/discussions/8966
- github.com/boykopovar/AnyPS5/issues/7895
- github.com/boykopovar/AnyPS5/issues/8964
Live threads beat this snapshot: Game bring-up discussions.
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