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Hot Wheels Infinite Rush on AnyPS5

Linux is in game through races and the garage at about 1–7 FPS (Ubuntu / RTX 3080 Ti on main 5d9dcc42d + #6160, later garage at about 1 FPS on plain main 74eec319c / Radeon 780M) and Windows reached the garage at about 0.8 FPS (Windows 11 Pro / RTX A2000 Laptop); current blocker is black or flat-white static scenery while cars, HUD, sky and particles render; macOS was not checked. #6160 has since merged (18 Oct 2026) and is in v0.1.3; #6455 has since merged (18 Oct 2026) and is in v0.1.3. Cited commits 5d9dcc42d (15 Oct), 452494439 (16 Oct) and 74eec319c (19 Oct) all predate v0.1.3 (3fd1cc393b, 20 Oct). No cited run tested 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 latest cited in-game used unmodified main 74eec319c after #6160 merged, not a release zip. In game on that cited main commit is not a Playable claim. A single self-report is not an official-table row.

In gameCommunity reportWindowsLinux

PPSA22408

AnyPS5.io branded placeholder cover for Hot Wheels Infinite Rush. Not official box art.
Branded AnyPS5.io placeholder. Not official box art.

Snapshot

StageIn game
Platforms in this snapshotWindows · Linux
Build sourcemain · 74eec319c
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

  • Ubuntu / Ryzen 9 5950X / RTX 3080 Ti 12 GB (NVIDIA 615.71.09) / GCC 15.3 / Release (discussion #6895, 16 Oct 2026): Hot Wheels Infinite Rush PPSA22408 content 01.000.000 on main 5d9dcc42d + #6160 (d1a68c4ae). Linux in game — races and the garage. Cars, HUD and 2D menus render correctly. Static scenery (buildings, road, garage) is black or flat white. About 1–7 FPS. Relinked with the title's own prx/ folder (eossdk-ps5-shipping.prx and four kitt modules), unpacked like sce_module. Without those modules the title never registers MILESTONEEOS and later dereferences null (app.elf+0x5641523). Input after the boot screens: Cross on the PSN communication error; Down and Cross for Cancel on "Milestone services can not be reached"; Options on each of the 5 first-run settings pages leads to the garage. With default memory budgets the first race load stops with vkAllocateMemory device buffer ... Vulkan result -2; APS5_UNIT_SHADOW_MIB=512 APS5_STAGING_POOL_MIB=768 keep VRAM around 9 GB and the race then starts. Historical (16 Oct 2026): without #6160 the title aborted after the boot screens on the s_swappc_b64 call at PC 0x134. #6160 has since merged (18 Oct) and is in v0.1.3. 5d9dcc42d predates v0.1.3. Single community self-report. In game ≠ Playable.
  • Ubuntu 26.04.1 / Ryzen 9 PRO 8945HS / Radeon 780M (RADV PHOENIX) / Mesa 26.0.8 / GCC 15.2.0 / Release (discussion #6895 comment, 19 Oct 2026): same dump on plain main 74eec319c, no extra PRs (#6160 and the memory PRs from earlier runs already merged). Garage looks the same as on the RTX 3080 Ti and the RTX A2000: cars and the menu render; scenery black with the same scattered floor patches. About 1 FPS (10 presents per 10 s). The first run aborted while the garage loaded with guest allocation 0x11f3c00000+0x2c00000 is still pinned by GPU work or an import (waited 60000 ms for the lease (APS5_PIN_WAIT_MS)); a second run with APS5_PIN_WAIT_MS=600000 got through. With one run each, whether the longer wait was needed is unknown. 74eec319c predates v0.1.3. Relinked with the game's own prx/ modules. Single community self-report. In game ≠ Playable.
  • Windows 11 Pro (build 26200) / Core i7-11850H / RTX A2000 Laptop GPU 4 GB (NVIDIA 610.60) / WinLibs GCC 15.2 / Release (discussion #6895, 16–17 Oct 2026): in game — the garage. Cars and menus render; garage scenery is black with the same floor patches. About 0.8 FPS. Build: main 452494439 + #6160 (head 03cc2efaf), relinked with --windows --to-intel. #6160 has since merged (18 Oct) and is in v0.1.3. 452494439 predates v0.1.3. On this Intel CPU the title must be relinked with --to-intel; without it a background worker stops on 0xc000001d (illegal instruction) at app.exe+0x88b2937. The laptop's Intel UHD stops on 64-bit image atomics need VK_EXT_shader_image_atomic_int64. Historical (16 Oct 2026): with an EOS stub, Windows stopped at the same null read as Linux (app.exe+0x5651523). Single community self-report. In game ≠ Playable.
  • Same thread (19 Oct 2026): a RenderDoc capture of one garage frame on Linux / RTX 3080 Ti, main 4b462ef60 plus a local change that only triggers the capture. The scenery has depth but no colour. About 26 base-pass draws are the cars and 25 box draws are the decals; building depth arrives through AnyPS5's depth load from guest memory, not a draw in the frame. A compute software-rasterizer path (Nanite-like) has 15 of 18 indirect raster passes running with 0 groups ([0, 1, 1]). 4b462ef60 predates v0.1.3. The 0-group counts are confirmed in the captured frame; the scenery is black with or without RenderDoc.

Blocked

  • Black or flat-white static scenery in the garage and in races (discussion #6895) while cars, HUD, sky and particles render. The same on NVIDIA (RTX 3080 Ti, RTX A2000) and AMD (Radeon 780M). A garage frame capture shows the compute rasterizer's indirect dispatches mostly run with 0 groups. Open issue #9510 (MXGP 26, same studio) describes the same black opaque surfaces.
  • First race load on the cited Linux NVIDIA host: vkAllocateMemory device buffer ... Vulkan result -2 with default budgets. APS5_UNIT_SHADOW_MIB=512 APS5_STAGING_POOL_MIB=768 keep VRAM around 9 GB and the race then starts. The four memory PRs delayed that stop but did not prevent it; those PRs have since merged.
  • Historical (16 Oct 2026): abort after the boot screens on the s_swappc_b64 call at PC 0x134 without #6160. #6160 has since merged (18 Oct 2026) and is in v0.1.3. Historical null dereference (app.elf+0x5641523 / app.exe+0x5651523) without the title's own prx/ modules.
  • Not checked in the cited reports: races on Windows, audio, saving, play past the sampled race, macOS, or an Intel GPU in-game (Intel UHD stopped on 64-bit image atomics). In game through the garage or a race 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.
  • macOS. No cited macOS session of this title in discussion #6895.
  • Audio output. The cited reports do not say whether sound plays.
  • Saving or save reload. No cited report tests it.
  • Network or Milestone / PSN play. Cited runs Cancel past "Milestone services can not be reached".
  • Whether APS5_PIN_WAIT_MS=600000 is required on the Radeon 780M host. One run each.
  • Races on Windows. The cited Windows runs reached the garage only.
  • Play past the sampled garage and race, or completion.

Saves, patch, and network

Saves

Status: Unknown

Unknown. Discussion #6895 does not report creating or reloading a save.

Game patch

Status: Known

Known. The cited report names Hot Wheels Infinite Rush PPSA22408 content 01.000.000. Relinked with the title's own prx/ folder (eossdk-ps5-shipping.prx and four kitt modules), unpacked like sce_module — the dump's own modules, not a local PRX mod. Windows Intel CPU needs --windows --to-intel. Furthest cited races used main 5d9dcc42d + #6160; latest cited garage used unmodified main 74eec319c after #6160 merged. No extra title patch file is named as required.

Network

Status: Unknown

Unknown. Cited runs Cancel past "Milestone services can not be reached". No cited report tests working online play.

Quoted public error strings

Verbatim from the linked report. One run, one build — not a promise that you will see the same line.

Windows

Windows 11 Pro (build 26200) / Core i7-11850H / RTX A2000 Laptop GPU 4 GB (NVIDIA 610.60) / WinLibs GCC 15.2 / Release (discussion #6895, 16–17 Oct 2026): in game — the garage. Cars and 2D menus render; static garage scenery is black with the same broken floor patches as Linux. About 0.8 FPS. Build: main 452494439 + #6160 (head 03cc2efaf), relinked with --windows --to-intel and the title's own prx/ modules (eossdk-ps5-shipping.prx and four kitt modules). #6160 has since merged (18 Oct 2026) and is in v0.1.3. 452494439 predates v0.1.3. On this Intel CPU the title must be relinked with --to-intel; without it a background worker stops on 0xc000001d (illegal instruction) at app.exe+0x88b2937. The laptop's Intel UHD was not a non-NVIDIA check: it stops on 64-bit image atomics need VK_EXT_shader_image_atomic_int64. Historical (16 Oct 2026): with an EOS stub instead of the title's prx/, Windows stopped at the same null read as Linux (app.exe+0x5651523). Races, audio, saving and macOS were not checked. Single community self-report. In game ≠ Playable.

Linux

Ubuntu / Ryzen 9 5950X / RTX 3080 Ti 12 GB (NVIDIA 615.71.09) / GCC 15.3 / Release (discussion #6895, 16 Oct 2026): in game — races and the garage. Cars, HUD and 2D menus render correctly. Static scenery (buildings, road, garage) is black or flat white. About 1–7 FPS. Build: main 5d9dcc42d + #6160 (d1a68c4ae). Relinked with the title's own prx/ folder (eossdk-ps5-shipping.prx and four kitt modules), unpacked like sce_module. Without those modules the title never registers MILESTONEEOS and later dereferences null (app.elf+0x5641523). Input after the boot screens: Cross on the PSN communication error; Down and Cross for Cancel on "Milestone services can not be reached"; Options on each of the 5 first-run settings pages leads to the garage. With default memory budgets the first race load stops with vkAllocateMemory device buffer ... Vulkan result -2; APS5_UNIT_SHADOW_MIB=512 APS5_STAGING_POOL_MIB=768 keep VRAM around 9 GB and the race then starts. Historical (16 Oct 2026, before #6160 merged 18 Oct): without #6160 the title aborted after the boot screens on the s_swappc_b64 call at PC 0x134. #6160 has since merged and is in v0.1.3. 5d9dcc42d predates v0.1.3. Later Ubuntu 26.04.1 / Ryzen 9 PRO 8945HS / Radeon 780M (RADV PHOENIX) / Mesa 26.0.8 / GCC 15.2.0 / Release (19 Oct 2026): same dump on plain main 74eec319c, no extra PRs — garage looks the same (cars and menu render; scenery black with the same floor patches) at about 1 FPS (10 presents per 10 s). The first AMD run aborted while the garage loaded with guest allocation 0x11f3c00000+0x2c00000 is still pinned by GPU work or an import (waited 60000 ms for the lease (APS5_PIN_WAIT_MS)); a second run with APS5_PIN_WAIT_MS=600000 got through (one run each, so whether the longer wait is required is unknown). 74eec319c predates v0.1.3. Audio, saving, macOS and play past the sampled race were not checked. Single community self-report. In game ≠ Playable.

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.