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Echoes of Aincrad on AnyPS5

Windows is in game — Echoes of Aincrad (the PS5 title PPSA22969, content 01.000.006, not SWORD ART ONLINE Last Recollection), main menu, opening cinematic and starting-cave gameplay at about 0.5 to 4 FPS — on unmodified main fb0dc118f (Windows 11 / AMD Ryzen 9 9950X3D / NVIDIA RTX 5090), with frame rate as the current blocker; Linux and macOS were not checked. Cited commit fb0dc118f (19 Oct) predates v0.1.3 (3fd1cc393b, 20 Oct). fb0dc118f is the merge of #7782 and is in v0.1.3. The cited furthest in-game used plain main, with no pull requests applied. Converted with the relinker from a dump of the installed title and run as app.exe from the output directory, with the title's content directories junctioned into app0. That conversion is a relinker step, not a game patch. No cited run used the official release zip. Whether the current official release zip matches this report is unknown, so an official zip may stop earlier. This title is not in the official table. Build source is main — the cited furthest in-game used unmodified main fb0dc118f, not a release zip. Baseline runs used no APS5 switches. Frame times used APS5_TRACE_SUMMARY_EVERY=10; the GPU line used APS5_PROFILE_GPU=1. An Xbox One Elite 2 was used through SDL for input. Characters, foliage, the altar, the mural, decals and effects render correctly; large static geometry (ground, stairs, pillars, cave walls) renders black with only correct silhouettes and depth. Loading into the game from the main menu sometimes stops presenting about 250s-300s after the first present (2 of 4 profiled runs). In game on that cited main commit is not a Playable claim. A single self-report is not an official-table row.

In gameCommunity reportWindows

PPSA22969

AnyPS5.io branded placeholder cover for Echoes of Aincrad. Not official box art.
Branded AnyPS5.io placeholder. Not official box art.

Snapshot

StageIn game
Platforms in this snapshotWindows
Build sourcemain · fb0dc118f
Last verified in snapshot19 Oct 2026
Snapshot assembled14 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.

Official zip may stop earlier

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 build 26200 / AMD Ryzen 9 9950X3D / NVIDIA RTX 5090 (driver 617.14) / 64 GB RAM (discussion #8062, 19 Oct 2026): Echoes of Aincrad PPSA22969 content 01.000.006 on unmodified main fb0dc118f, the merge of #7782, with no pull requests applied. Windows in game — main menu, opening cinematic, and gameplay in the starting cave all load. Characters, foliage, the altar, the mural, decals and effects render correctly, but large static geometry (ground, stairs, pillars, cave walls) renders black with only correct silhouettes and depth. Frame rate between 0.75 and 4 FPS depending on what is on screen and running profilers. The menu runs at about 2 FPS, gameplay between 0.5 and 4 FPS depending on the scene. fb0dc118f predates v0.1.3 and is the merge of #7782, which is in v0.1.3. Single community self-report. In game ≠ Playable.
  • Same Windows host and thread: Converted with the relinker from a dump of the installed title and run as app.exe from the output directory with the title's content directories junctioned into app0. Those steps are a relinker conversion, not a game patch. No extra title patch file is named as required. No APS5 switches for the baseline runs; APS5_TRACE_SUMMARY_EVERY=10 for the frame times, APS5_PROFILE_GPU=1 for the GPU line, APS5_STALL_WATCHDOG_SECS=30 on one loading run. Used an Xbox One Elite 2 through SDL for input.

Blocked

  • Current blocker named in discussion #8062: frame rate. The menu runs at about 2 FPS, gameplay between 0.5 and 4 FPS depending on the scene (0.75 to 4 FPS depending on what is on screen and running profilers). With APS5_PROFILE_GPU=1, standing still in the cave, the GPU spends about 345 ms per frame, of which storage write-back is 137 ms and 55.9 GB per frame in about 2900 copies, draws 66 ms (about 1040 per frame), shadow-publish 41 ms, and all compute programs about 83 ms. nvidia-smi reads the GPU at 99 % busy at around 190 W.
  • Large static geometry (ground, stairs, pillars, cave walls) renders black with only correct silhouettes and depth. Characters, foliage, the altar, the mural, decals and effects render correctly.
  • Loading into the game from the main menu sometimes stops presenting about 250s-300s after the first present and never resumes (2 of 4 profiled runs). gdb stacks of both stops show both driver queue workers idle in Driver::run, presenter waiting, every game thread in a condition wait, and the game's main thread in scePthreadMutexLock. APS5_STALL_WATCHDOG_SECS=30 prints nothing, which is consistent with no outstanding GPU work, and audio contexts were pushing at full rate. The reporter could not diagnose why this deadlock occurs. In game on that cited main is not a Playable claim.

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 report. The cited play used unmodified main fb0dc118f, which predates v0.1.3 and is the merge of #7782 (already in v0.1.3), not a release zip.
  • Linux. No cited Linux session of this title in discussion #8062.
  • macOS. No cited macOS session of this title in discussion #8062.
  • Save or save reload. Discussion #8062 does not mention a save slot or a save round trip.
  • Network or online play. No cited report checks it.
  • Audio quality in gameplay. Discussion #8062 only notes that audio contexts were pushing at full rate during the loading stall.
  • AMD or Intel GPU in-game reports. The cited Windows host is RTX 5090 only.
  • How far play went past the starting cave, or completion. The cited session names the starting cave only.
  • Why loading sometimes stops presenting after 250s-300s. Discussion #8062 says the reporter could not diagnose the deadlock.

Saves, patch, and network

Saves

Status: Unknown

Unknown. Discussion #8062 does not mention a save slot or a save round trip.

Game patch

Status: Known

Known. The cited report names Echoes of Aincrad PPSA22969 content 01.000.006. Converted with the relinker from a dump of the installed title and run as app.exe from the output directory with the title's content directories junctioned into app0. Those steps are a relinker conversion, not a game patch. No extra title patch file is named as required. Furthest cited in-game used unmodified main fb0dc118f (the merge of #7782) with no pull requests applied. #7782 is in v0.1.3. Baseline runs used no APS5 switches.

Network

Status: Unknown

Unknown. No cited report checks online or networked play.

Windows

Windows 11 build 26200 / AMD Ryzen 9 9950X3D / NVIDIA RTX 5090 (driver 617.14) / 64 GB RAM (discussion #8062, 19 Oct 2026): Echoes of Aincrad PPSA22969 content 01.000.006 on unmodified main fb0dc118f, the merge of #7782, with no pull requests applied. Windows in game — main menu, opening cinematic, and gameplay in the starting cave all load. Characters, foliage, the altar, the mural, decals and effects render correctly, but large static geometry (ground, stairs, pillars, cave walls) renders black with only correct silhouettes and depth. Frame rate between 0.75 and 4 FPS depending on what is on screen and running profilers. The menu runs at about 2 FPS, gameplay between 0.5 and 4 FPS depending on the scene. With APS5_PROFILE_GPU=1, standing still in the cave, the GPU spends about 345 ms per frame, of which storage write-back is 137 ms and 55.9 GB per frame in about 2900 copies, draws 66 ms (about 1040 per frame), shadow-publish 41 ms, and all compute programs about 83 ms. nvidia-smi reads the GPU at 99 % busy at around 190 W. Converted with the relinker from a dump of the installed title and run as app.exe from the output directory with the title's content directories junctioned into app0. Those steps are a relinker conversion, not a game patch. No APS5 switches for the baseline runs; APS5_TRACE_SUMMARY_EVERY=10 for the frame times, APS5_PROFILE_GPU=1 for the GPU line, APS5_STALL_WATCHDOG_SECS=30 on one loading run. Used an Xbox One Elite 2 through SDL for input. Current blocker: frame rate. Additionally, loading into the game from the main menu sometimes stops presenting about 250s-300s after the first present and never resumes (2 of 4 profiled runs); gdb stacks of both stops show both driver queue workers idle in Driver::run, presenter waiting, every game thread in a condition wait, and the game's main thread in scePthreadMutexLock. APS5_STALL_WATCHDOG_SECS=30 prints nothing, which is consistent with no outstanding GPU work, and audio contexts were pushing at full rate. fb0dc118f (19 Oct) is the merge of #7782 and predates v0.1.3 (3fd1cc393b, 20 Oct); #7782 is in v0.1.3. The cited furthest in-game used plain main. No cited run used the official release zip. Linux and macOS were not checked. Single community self-report. In game ≠ Playable.

Linux

No report in the cited thread. Linux was not checked.

Sources

Live threads beat this snapshot: Game bring-up discussions.

Need the files? Download v0.1.3 from GitHub, then relink. This page is not a store and does not host games.