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SILENT HILL: The Short Message on AnyPS5
Windows is in game — SILENT HILL: The Short Message (the PS5 title PPSA10112, content 01.000.001, not SILENT HILL f), walking and opening doors at about 8.6 FPS — on unmodified main 66702f1cf (Windows 11 / AMD Ryzen 9 9950X3D / GeForce RTX 5090), with about 8.6 fps in game as the current blocker and an intermittent FAsyncLoadingThread crash; Linux and macOS were not checked. Cited commit 66702f1cf (17 Oct) predates v0.1.3 (3fd1cc393b, 20 Oct). 66702f1cf is the merge of #7060 and is in v0.1.3. The cited furthest in-game used plain main, with no pull requests applied. Relinked with relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path anyps5-elf anyps5-elf/eboot.bin app.exe. Those flags are relinker flags, not a game patch. The dump's eboot.bin and 40 bundled modules are SELF files; they were unwrapped with tools/unwrap_self.py into a folder anyps5-elf. That unwrap is a conversion step, not a game patch. The dump has no PlayGo files, so the run used APS5_PLAYGO_UNLISTED_CHUNKS=absent. Run with ANYPS5_GPU set to the 5090 and VK_LOADER_DRIVERS_DISABLE=*dzn*. No extra title patch file is named as required. 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 cited furthest in-game used unmodified main 66702f1cf, not a release zip. The title shows the intro brightness screen, the main menu, the New Game flow, a rendered intro movie and then the game itself: the camera moves, the player walks and opens doors. Frame rate: under 2 fps in the menu on the first run (shaders compile), about 8.6 fps in game. Entering a new room slows it down briefly while new shaders compile, then it returns to the same slow rate. Later (18 Oct 2026): on later main 2788ed5cf and f1af6c591 the title stops at its title menu in every warm-cache run without APS5_STORE_AT_FLIP=1. Those commits also predate v0.1.3 and are in v0.1.3. With APS5_STORE_AT_FLIP=1 on f1af6c591, two runs went past the menus into the game; the second ran for more than 70,000 frames with no stop, at about 45 fps at the menus on a warm shader cache. The in-game rate was not recorded in those two runs. Historical (17 Oct 2026): one run of two stopped about 136 s after start, right after the intro brightness setting was changed and the game saved /savedata0/ue4savegame.dpx.sav, with a null read on the async loading thread. The second run did the same steps and did not crash. Later (20 Oct 2026): a Windows 11 / RTX 2080 SUPER comment on unreleased main e9a5a0c84 (newer than v0.1.3) names a historical intro stop on 053034f41 (#7579, in v0.1.3), reverted by merged #8265 (20 Oct, not in v0.1.3). 2 of 3 runs then stall during loading. When a run gets through, it reaches the menu and New Game at about 1 to 3 s per frame. Audio and controller behaviour were not checked. The form furthest point is In game. The remaining issue is performance and the intermittent crash. In game on that cited main commit is not a Playable claim. A single self-report is not an official-table row.
PPSA10112

Snapshot
| Stage | In game |
|---|---|
| Platforms in this snapshot | Windows |
| Build source | main · 66702f1cf |
| Last verified in snapshot | 20 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 / WinLibs GCC 15.2.0 / NVIDIA GeForce RTX 5090 (driver 617.42) / AMD Ryzen 9 9950X3D (discussion #7305, 17 Oct 2026): SILENT HILL: The Short Message PPSA10112 content 01.000.001 on unmodified main 66702f1cf, with no pull requests applied. Windows in game — intro brightness screen, main menu, New Game flow, rendered intro movie, then walking and opening doors. First-run menus under 2 fps (shader compile); about 8.6 fps in game. 66702f1cf predates v0.1.3 and is the merge of #7060, which is in v0.1.3. Single community self-report. In game ≠ Playable.
- Same Windows host and thread: Relinked with relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path anyps5-elf anyps5-elf/eboot.bin app.exe. Those flags are relinker flags, not a game patch. The dump's eboot.bin and 40 bundled modules (sce_module/*.prx and prx/*.prx, including Wwise ak*.prx) are SELF files (magic 4f153d1d); they were unwrapped with tools/unwrap_self.py into a folder anyps5-elf. That unwrap is a conversion step, not a game patch. app0 holds the dump's shpc and sce_sys as junctions, plus copies of eboot.bin, ue4commandline.txt and contentids.json. The dump has no PlayGo files, so the run used APS5_PLAYGO_UNLISTED_CHUNKS=absent. Run with ANYPS5_GPU set to the 5090 and VK_LOADER_DRIVERS_DISABLE=*dzn*. No extra title patch file is named as required. Later (18 Oct 2026): with APS5_STORE_AT_FLIP=1 on later main f1af6c591, two runs went past the menus into the game; the second ran for more than 70,000 frames with no stop, at about 45 fps at the menus on a warm shader cache.
Blocked
- Current blocker named in discussion #7305: the frame rate in game (about 8.6 fps on 66702f1cf); the cause of the steady slow rate is not measured. Entering a new room slows it down briefly while new shaders compile, then it returns to the same slow rate.
- Intermittent crash and later-main stop. Historical (17 Oct 2026): one run of two stopped about 136 s after start after the brightness setting was changed and /savedata0/ue4savegame.dpx.sav was written — FATAL: unhandled exception 0xc0000005 on thread 60016 'FAsyncLoadingThread', read of 0x0. Later (18 Oct 2026): on later main 2788ed5cf and f1af6c591 (both in v0.1.3) the title stops at its title menu in every warm-cache run without APS5_STORE_AT_FLIP=1, same FAsyncLoadingThread null read. #6926 alone did not change the stop. Later (20 Oct 2026): a Windows 11 / RTX 2080 SUPER comment on unreleased main e9a5a0c84 names a historical intro stop on 053034f41 (#7579, in v0.1.3) — storing storage image results pending over memory outside the write watch without the guest bytes saved before them is not implemented — reverted by merged #8265 (not in v0.1.3). 2 of 3 runs then stall during loading (GameThread timed out waiting for RenderThread after 120.00 secs). When a run gets through, it reaches the menu and New Game at about 1 to 3 s per frame. The form furthest point is In game. 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 66702f1cf, which predates v0.1.3 and is the merge of #7060 (already in v0.1.3), not a release zip. v0.1.3 also includes #7579, which a later comment names as an intro stop.
- Linux. No cited Linux session of this title in discussion #7305.
- macOS. No cited macOS session of this title in discussion #7305.
- A save reload. Discussion #7305 names a write of /savedata0/ue4savegame.dpx.sav; a save round trip was not checked.
- Audio. Discussion #7305 says audio was not recorded.
- Controller behaviour. Discussion #7305 says controller behaviour was not recorded.
- Network or online play. No cited report checks it.
- AMD or Intel GPU in-game reports. The cited Windows device is the RTX 5090; a later comment uses an RTX 2080 SUPER.
- How far play went past walking and opening doors, or completion. The cited session names the intro brightness screen, menus, New Game, the intro movie, walking and opening doors.
- In-game FPS on the later APS5_STORE_AT_FLIP=1 runs. Discussion #7305 records about 45 fps at the menus on those runs and does not record the in-game rate.
Saves, patch, and network
Saves
Status: Known
Known. Discussion #7305 names a write of /savedata0/ue4savegame.dpx.sav after the intro brightness setting was changed. A save reload was not checked.
Game patch
Status: Known
Known. The cited report names SILENT HILL: The Short Message PPSA10112 content 01.000.001. Relinked with relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path anyps5-elf anyps5-elf/eboot.bin app.exe. Those flags are relinker flags, not a game patch. The dump's eboot.bin and 40 bundled modules were unwrapped with tools/unwrap_self.py. That unwrap is a conversion step, not a game patch. APS5_STORE_AT_FLIP=1 is an environment variable named for later main, not a game patch. #7358 (a docs pull request naming this title under that setting) was closed without merge. No extra title patch file is named as required. Furthest cited in-game used unmodified main 66702f1cf (the merge of #7060) with no pull requests applied. #7060 is in v0.1.3.
Network
Status: Unknown
Unknown. No cited report checks 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.
FATAL: unhandled exception 0xc0000005 on thread 60016 'FAsyncLoadingThread'
github.com/boykopovar/AnyPS5/discussions/7305storing storage image results pending over memory outside the write watch without the guest bytes saved before them is not implemented
github.com/boykopovar/AnyPS5/discussions/7305GameThread timed out waiting for RenderThread after 120.00 secs
github.com/boykopovar/AnyPS5/discussions/7305
Windows
Windows 11 / WinLibs GCC 15.2.0 / NVIDIA GeForce RTX 5090 (driver 617.42) / AMD Ryzen 9 9950X3D (discussion #7305, 17 Oct 2026): SILENT HILL: The Short Message PPSA10112 content 01.000.001 on unmodified main 66702f1cf, with no pull requests applied. Windows in game — intro brightness screen, main menu, New Game flow, rendered intro movie, then walking and opening doors. First-run menus under 2 fps (shader compile); about 8.6 fps in game. Relinked with relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path anyps5-elf anyps5-elf/eboot.bin app.exe. Those flags are relinker flags, not a game patch. The dump's eboot.bin and 40 bundled modules (sce_module/*.prx and prx/*.prx, including Wwise ak*.prx) are SELF files (magic 4f153d1d); they were unwrapped with tools/unwrap_self.py into a folder anyps5-elf. That unwrap is a conversion step, not a game patch. app0 holds the dump's shpc and sce_sys as junctions, plus copies of eboot.bin, ue4commandline.txt and contentids.json. The dump has no PlayGo files, so the run used APS5_PLAYGO_UNLISTED_CHUNKS=absent. Run with ANYPS5_GPU set to the 5090 and VK_LOADER_DRIVERS_DISABLE=*dzn*. No extra title patch file is named as required. Current blocker: the frame rate in game (about 8.6 fps); the cause of the steady slow rate is not measured. Historical (17 Oct 2026): one run of two stopped about 136 s after start, right after the intro brightness setting was changed and the game saved /savedata0/ue4savegame.dpx.sav — FATAL: unhandled exception 0xc0000005 on thread 60016 'FAsyncLoadingThread', read of 0x0. The second run did the same steps and did not crash. Later (18 Oct 2026): on later main 2788ed5cf and f1af6c591 (both in v0.1.3) the title stops at its title menu in every warm-cache run without APS5_STORE_AT_FLIP=1, same FAsyncLoadingThread null read. #6926 alone did not change the stop. With APS5_STORE_AT_FLIP=1 on f1af6c591, two runs went past the menus into the game; the second ran for more than 70,000 frames with no stop, at about 45 fps at the menus on a warm shader cache. The in-game rate was not recorded in those two runs. Later (20 Oct 2026): a Windows 11 / RTX 2080 SUPER comment on unreleased main e9a5a0c84 (newer than v0.1.3) names a historical intro stop on 053034f41 (#7579, in v0.1.3) — storing storage image results pending over memory outside the write watch without the guest bytes saved before them is not implemented — reverted by merged #8265 (20 Oct, not in v0.1.3). 2 of 3 runs then stall during loading (GameThread timed out waiting for RenderThread after 120.00 secs). When a run gets through, it reaches the menu and New Game at about 1 to 3 s per frame. Audio and controller behaviour were not checked. 66702f1cf (17 Oct, 15:49 UTC) predates v0.1.3 (3fd1cc393b, 20 Oct, 07:07 UTC). 66702f1cf is the merge of #7060 and is in v0.1.3. The cited furthest in-game used plain main. No cited run tested 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.