Games · Compatibility · Home

Marvel's Guardians of the Galaxy on AnyPS5

Linux is in game on a single community self-report (Marvel's Guardians of the Galaxy, PPSA01748, content 01.006.000). Reached the playable prologue, then an unfinished load into the next chapter. The cited NVIDIA run showed the language, brightness and adjustments menus, the photosensitivity warning, the autosave notice, then the title screen and main menu. New Game loaded the playable prologue — objects could be picked up and inspected, and button prompts showed — then finished the prologue and started loading the next chapter (the Milano). That load was not finished in the first session. First visits were about 0.3–1 FPS on a cold cache while shaders and pipelines built, including one 1.7M-word compute shader, with long waits while level data streamed in. Menus ran at about 13–30 FPS once compiled. Host: Linux 7.2.9 (CachyOS) / Intel Core i9-14900K / NVIDIA GeForce RTX 4090 (driver 615.78.08) / GCC 16.2.1 / Release. This title is not in the official table. Build source is patched — the cited play used main d6eafa54d with #9694 (793e51a91), not a release zip. An official zip may stop earlier. In game on that cited patched stack is not a Playable claim. A single self-report is not an official-table row. Windows: no report in the cited thread. A second host in the same thread, AMD/RADV only: Radeon Pro V620 / RADV Mesa 25.2.8, crashed about 10 minutes after START GAME on RADV's default ACO compiler (SIGSEGV in libvulkan_radeon.so, aco::live_var_analysis, compiling a 731k-word fragment shader); RADV_DEBUG=llvm compiled that pipeline slowly and reached the warning screen. The report calls that a Mesa defect, not an AnyPS5 defect.

In gameCommunity reportLinux

PPSA01748

AnyPS5.io branded placeholder cover for Marvel's Guardians of the Galaxy. Not official box art.
Branded AnyPS5.io placeholder. Not official box art.

Snapshot

StageIn game
Platforms in this snapshotLinux
Build sourcepatched · d6eafa54d
Last verified in snapshot22 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

  • Linux 7.2.9 (CachyOS) / Intel Core i9-14900K / NVIDIA GeForce RTX 4090 driver 615.78.08 / GCC 16.2.1 / Release (discussion #9704, 22 Oct 2026): Marvel's Guardians of the Galaxy PPSA01748 content 01.006.000. Furthest point named In-game: the playable prologue, then the load into the next chapter. Opening menus rendered (language, brightness, adjustments, photosensitivity warning, autosave notice, title screen, main menu). New Game loaded the prologue; objects could be picked up and inspected, and button prompts showed. It finished the prologue and started loading the next chapter (the Milano). That load was not finished in the first session. First visits about 0.3–1 FPS on a cold cache while shaders and pipelines built, including one 1.7M-word compute shader; long waits while level data streamed in. Menus about 13–30 FPS once compiled. Single community self-report. Patched stack, not a release zip. In game ≠ Playable.
  • Same NVIDIA host and thread: relinked with relinker --to-intel --registry eboot.elf app.elf. Modules in sce_module converted with the title. Route: Languages → NEXT, brightness → confirm, Adjustments → START GAME, title screen → New Game.
  • Cited AnyPS5 commits in that report: main d6eafa54d with fix(agc): require full coverage only for metadata pass targets with CMASK or DCC keys #9694 (793e51a91; still open). #9694 is named as the fix for the first-level stop CB metadata pass over part of a color target. The report also names one already-fixed historical compute-shader stop (#7362, fixed by merged #8991) plus the first-level stop addressed by open #9694, and does not claim those as extra current requirements for the cited furthest point.
  • AMD/RADV only. Same thread, second host: Radeon Pro V620 / RADV Mesa 25.2.8 / Ubuntu 24.04 / kernel 7.0. On RADV's default ACO compiler the title crashed about 10 minutes after START GAME (SIGSEGV in libvulkan_radeon.so, aco::live_var_analysis) while compiling a 731k-word fragment shader. It reproduced in a standalone pipeline-creation program; the SPIR-V passed spirv-val. With RADV_DEBUG=llvm the same pipeline compiled slowly and the title reached the warning screen. The report says this is not an AnyPS5 defect. This AMD path is not the cited furthest in-game point.
  • The reporter marked AI-assisted testing and report: yes, Claude Code. The furthest-point observation (playable prologue, then the unfinished load into the Milano chapter) is the reporter's. Any images in that thread are the reporter's, not captures from this site.

Blocked

  • Current blocker named on NVIDIA with #9694: none known, up to the start of the second chapter's load (not finished in the first session) (discussion #9704).
  • AMD/RADV only. On AMD (RADV/ACO, Mesa 25.2.8): ACO crash about 10 minutes after START GAME, worked around with RADV_DEBUG=llvm. The report does not claim that workaround as the cited furthest in-game path.

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 patched in-game report. The cited play used d6eafa54d+#9694, not a release zip. An official zip may stop earlier.
  • Windows. No cited Windows session of this title in discussion #9704.
  • Audio. Discussion #9704 does not say whether audio was checked.
  • Saving. Discussion #9704 does not test creating a save and loading it back.
  • Network or online play. No cited report tests it.
  • Output resolution. Discussion #9704 does not name a resolution.
  • Whether the Milano chapter actually finishes loading or becomes playable. The first session started that load and did not finish it.
  • Whether #9694 is required for this title's picture beyond being part of the cited play stack.
  • Whether #7362 or #8991 are extra current requirements for the cited furthest point. The report names them as already-fixed historical stops (#8991 merged); it does not add them as extra requirements for the NVIDIA in-game run.
  • Intel GPU in-game reports. The cited Linux hosts are RTX 4090 and Radeon Pro V620 only.
  • Play past the unfinished second-chapter load, or completion.

Saves, patch, and network

Saves

Status: Unknown

Unknown. Discussion #9704 does not test creating a save and loading it back.

Game patch

Status: Known

Known. The cited report names Marvel's Guardians of the Galaxy PPSA01748 content 01.006.000. Relinked with relinker --to-intel --registry eboot.elf app.elf. Modules in sce_module converted with the title. No extra title patch file is named as required. Furthest cited in-game used a patched stack (d6eafa54d with #9694), 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.

Windows

No report in the cited thread.

Linux

Linux 7.2.9 (CachyOS) / Intel Core i9-14900K / RTX 4090 driver 615.78.08 / GCC 16.2.1 / Release (discussion #9704, 22 Oct 2026): in game — opening menus (language, brightness, adjustments, photosensitivity warning, autosave notice, title screen, main menu); New Game loaded the playable prologue (pick up and inspect objects, button prompts), then started loading the next chapter (the Milano). That load was not finished. First visits about 0.3–1 FPS on a cold cache (one 1.7M-word compute shader); menus about 13–30 FPS once compiled. Cited stack: main d6eafa54d with #9694 (793e51a91). Relinked with --to-intel --registry. Modules in sce_module converted with the title. Same thread, AMD/RADV only: AMD V620 RADV Mesa 25.2.8: ACO crash ~10 min after START GAME; RADV_DEBUG=llvm reached the warning screen. 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.