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The Exit 8 on AnyPS5
Windows is in game — the first hallway and around two corners, with audio and DualSense — at about 6.7 FPS (67–68 presents per 10 s, frame p50 about 150 ms) on unmodified main d0852defa (Windows 11 Pro / Ryzen 7 5800X3D / Radeon RX 9070 XT), blocked by objects popping in and out, black wall sections, and a black corridor after the second corner; Linux and macOS were not checked. Cited commit d0852defa (20 Oct) postdates v0.1.3 (3fd1cc393b, 20 Oct). Hallway measurements were also taken on main e25c9758e (20 Oct), which also postdates v0.1.3; the reporter says d0852defa gives the same rendering and about the same frame rate (63–73 presents per 10 s). Both commits are unreleased main newer than the latest official zip. The cited furthest in-game used plain main. 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 d0852defa, 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.
PPSA23276

Snapshot
| Stage | In game |
|---|---|
| Platforms in this snapshot | Windows |
| Build source | main · d0852defa |
| 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 Pro 10.0.26200 / Ryzen 7 5800X3D / AMD Radeon RX 9070 XT (AMD proprietary driver 26.10.1 for the d0852defa runs, 26.9.2 for the e25c9758e measurements) / GCC 15.2.0 (WinLibs 15.2.0posix-14.0.0-ucrt-r7) (discussion #8587, 20 Oct 2026): The Exit 8 PPSA23276 content 01.004.000 on unmodified main d0852defa, no pull requests or local changes on top. Windows in game — the title starts in the first hallway without any input; the reporter got through it and around two corners. Audio plays and DualSense controls work. Video output is 3840x2160. Hallway with warm caches: 67–68 presents per 10 s, frame p50 about 150 ms, GPU busy about 96 ms per present. d0852defa postdates v0.1.3. Single community self-report. In game ≠ Playable.
- Same host and thread: hallway measurements were also taken on main e25c9758e. The reporter says d0852defa gives the same rendering and about the same frame rate (63–73 presents per 10 s, GPU busy about 82 ms per present). e25c9758e also postdates v0.1.3.
- Same Windows host and thread: relinked with relinker --windows --registry --sce-module-path app0 app0/eboot.bin app.exe. The dump's decrypted eboot.bin and sce_module/*.prx were used. tools/import_audit.py reports 0 absent imports. No APS5_* variables are needed to reach the hallway. Default in-game settings. No extra title patch file is named as required.
Blocked
- Current blocker named in discussion #8587: rendering — objects popping in and out (wall vents and the fire alarm next to the right-hand recess appear and disappear between frames), black wall sections (the recess in the right wall and part of the end of the hall render as solid black), and a black corridor after the second corner (everything except the ceiling is black). Frame rate is about 6.7 FPS, bound by both the GPU (mostly compute dispatches) and queue worker 0x0.
- Same thread: APS5_STORE_AT_FLIP=1 with APS5_NO_SAMPLED_FROM_STORAGE=1 does not bring the black sections back and drops the frame rate to about 3 FPS. The title issues no occlusion-query sample dumps, so occlusion queries are not the cause of the popping. Queue 0x20 also logs WAIT_REG_MEM timed out after 1000ms during loading. With empty caches, the first run compiles a 552,414-word compute pipeline in 55.4 s, and the first frame appears after about 99 s.
- Not checked in the cited report: play past the second corner, full-game completion, Linux, or macOS. In game through two hallway corners 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.
- Linux. No cited Linux session of this title in discussion #8587.
- macOS. No cited macOS session of this title in discussion #8587.
- Save or save reload. No cited report tests it.
- Network or online play. No cited report tests it.
- NVIDIA or Intel GPU in-game reports. The cited Windows host is Radeon RX 9070 XT only.
- Play past the second corner, or completion.
Saves, patch, and network
Saves
Status: Unknown
Unknown. Discussion #8587 does not test save or save reload.
Game patch
Status: Known
Known. The cited report names The Exit 8 PPSA23276 content 01.004.000. Relinked with relinker --windows --registry --sce-module-path app0. --sce-module-path is a relinker flag, not a game patch. No extra title patch file is named as required. Furthest cited in-game used unmodified main d0852defa. No APS5_* variables are needed to reach the hallway.
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.
Objects pop in and out: the wall vents and the fire alarm next to the right-hand recess appear and disappear between frames while the camera barely moves
github.com/boykopovar/AnyPS5/discussions/8587after the second corner, everything except the ceiling is black; no walls, floor or props are drawn
github.com/boykopovar/AnyPS5/discussions/8587WAIT_REG_MEM ... timed out after 1000ms
github.com/boykopovar/AnyPS5/discussions/8587
Windows
Windows 11 Pro 10.0.26200 / Ryzen 7 5800X3D / AMD Radeon RX 9070 XT (AMD proprietary driver 26.10.1 for the d0852defa runs, 26.9.2 for the e25c9758e measurements) / GCC 15.2.0 (WinLibs 15.2.0posix-14.0.0-ucrt-r7) (discussion #8587, 20 Oct 2026): The Exit 8 PPSA23276 content 01.004.000 on unmodified main d0852defa, no pull requests or local changes on top. Windows in game — the title starts in the first hallway without any input; the reporter got through it and around two corners. Audio plays and DualSense controls work. Video output is 3840x2160. Rendering has three problems: wall vents and the fire alarm next to the right-hand recess appear and disappear between frames while the camera barely moves; the recess in the right wall and part of the end of the hall render as solid black in every run; after the second corner, everything except the ceiling is black. Frame dumps (APS5_DUMP_FRAMES, every 5th frame, no input) show the fire alarm in about 2 of every 8 dumps in some runs and in almost none in others. The title issues no occlusion-query sample dumps, so occlusion queries are not the cause of the popping. APS5_STORE_AT_FLIP=1 with APS5_NO_SAMPLED_FROM_STORAGE=1 does not bring the black sections back and drops the frame rate to about 3 FPS. Hallway with warm caches (APS5_TRACE_SUMMARY_EVERY=10, APS5_PROFILE_DRAW=1, APS5_PIPELINE_JOURNAL_THREADS=16): 67–68 presents per 10 s, frame p50 about 150 ms, GPU busy about 96 ms per present. Current blocker: rendering (objects popping in and out, black wall sections, and a black corridor after the second corner) and about 6.7 FPS, bound by both the GPU (mostly compute dispatches) and queue worker 0x0. With empty caches, the first run compiles a 552,414-word compute pipeline in 55.4 s, and the first frame appears after about 99 s. Queue 0x20 also logs WAIT_REG_MEM timed out after 1000ms during loading. Relinked with relinker --windows --registry --sce-module-path app0 app0/eboot.bin app.exe. The dump's decrypted eboot.bin and sce_module/*.prx were used. tools/import_audit.py reports 0 absent imports. No APS5_* variables are needed to reach the hallway. Default in-game settings. Hallway measurements were also taken on main e25c9758e; the reporter says d0852defa gives the same rendering and about the same frame rate (63–73 presents per 10 s, GPU busy about 82 ms per present). d0852defa and e25c9758e both postdate v0.1.3. The cited furthest in-game used plain main. 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.