[ 0.00] memory: 512 GiB of address space reserved, the console's [ 0.49] log: written to ~/Games/LocalLibrary/ScarletNX Games/0100F2C0115B6000/0100F2C0115B6000.log [ 0.49] ScarletNX - The Legend of Zelda: Tears of the Kingdom [ 0.49] build: ScarletNX main fe895b0, committed 2026-11-09 (clang 23.1.4, Linux x86_64) [ 0.49] system: 'Gentoo Linux' (Linux 7.2.11-tkg-eevdf-gentoo-llvm22-x86_64_v3), AMD Ryzen 7 3700X 8-Core Processor, 16 threads, 31 GB RAM [ 0.49] settings: fullscreen=1 (default 0), showcase_corner=tl (default "br"), stats_corner=tr (default "tl"), resolution=2 (default 1), anisotropy=16 (default 0), vulkan_video=1 (default 0), memory_gb=8 (default 0), pipeline_threads=8 (default 0), jit_threads=4 (default 0) [ 0.49] last start: ended with an exit, or none before [ 0.50] fs: ExeFS and RomFS read from the dump ~/Games/LocalLibrary/ScarletNX Games/0100F2C0115B6000/Base Game/The Legend of Zelda_ Tears of the Kingdom [0100F2C0115B6000][v0] [NKA][NC][T].xci (16724.2 MB mapped) [ 0.50] fs: 0 RomFS/ExeFS files mapped for the whole run, 0.0 MB [ 0.50] memory: 4 KiB host pages, views share their source's pages (alias pool) [ 0.50] memory: memory_fit_mode=0 (Auto): the game is told 6964 MiB, the console's being 6964 (the system can still give 15964 MiB, the process holds 84) [ 0.54] Loaded rtld at 0x8000000 [ 0.61] Loaded main at 0x8005000 [ 0.62] Loaded subsdk0 at 0xc66c000 [ 0.63] Loaded sdk at 0xcd16000 [ 0.63] symbols: 32979 functions named [ 0.64] hooks: the module calls the functions of the 722 symbols the hooks name through their dispatch slots, and every other function directly (route list f1b76606a7486c69, this runtime's too) [ 0.64] hooks: module rtld, SDK unknown (its versioned hooks aren't installed) [ 0.64] hooks: module main, SDK unknown (its versioned hooks aren't installed) [ 0.64] hooks: module subsdk0, SDK unknown (its versioned hooks aren't installed) [ 0.64] hooks: module sdk, SDK 15.3.1 [ 0.64] hook: _ZN2nn4diag6detail10VAbortImplEPKcS3_S3_iPKNS_6ResultEPKNS_2os17UserExceptionInfoES3_RSt9__va_list at cda5cb0 runs diag_abort [ 0.64] hook: _ZN2nn5codec27FinalizeHardwareOpusDecoderEPNS0_23HardwareOpusDecoderTypeE at cfa6140 runs codec_decoder_finalize [ 0.64] hook: _ZN2nn5codec24ResetHardwareOpusDecoderEPNS0_23HardwareOpusDecoderTypeE at cfa62f0 runs codec_decoder_reset [ 0.64] hook: memcpy at d29cf90 runs hook_memmove [ 0.64] hook: memmove at d29d2d0 runs hook_memmove [ 0.64] hook: memset at d29d580 runs hook_memset [ 0.64] hooks: 6 of the game's functions run the runtime's handlers [ 0.64] nvn: the runtime implements 675 NVN functions, and the game's NVN driver doesn't run [ 0.64] jit: the AOT module has no runtime code variants; the JIT handles the misses and writes a cache [ 0.64] jit: 4 compile threads, 0 pcs of earlier runs queued [ 0.64] npdm: system resource 24 MB, cores 7, priorities ffffffff0000000 [ 0.64] acc: 1 user, playing as user 1 [ 0.64] users: [user1] mii=Leek Girl: Leek Girl; picture=(none): file [ 0.64] time: the time zone is Etc/GMT+6 (UTC-06) [ 0.64] game: 0100f2c0115b6000, version 1.0.0 [ 0.65] pl: the Japanese stand-in answers for the console font's private-use characters [ 0.65] pl: the Chinese simplified stand-in answers for the console font's private-use characters [ 0.66] pl: the Chinese traditional stand-in answers for the console font's private-use characters [ 0.66] pl: the Korean stand-in answers for the console font's private-use characters [ 0.66] pl: the extended stand-in answers for the console font's private-use characters [ 0.66] RomFS: the dump's, read in place (16278.4 MB) [ 0.92] input: gamepad Microsoft Xbox Controller (id 4, GUID 0600b792c82d0000272000000d010000, standard) [ 0.92] input: device path /dev/input/event16, 6 axes, 12 buttons, mapping 0600b792c82d0000272000000d010000,Microsoft Xbox Controller,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,misc1:b11,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux, [ 0.92] input: Microsoft Xbox Controller exposes no motion sensors through SDL [ 0.93] video: SDL 3.4.18 on wayland [ 0.93] memory: no watch of the system's memory pressure: /proc/pressure/memory does not open: No such file or directory [ 1.25] vpad skin: line: overlay0 "landscape" has 17 of the 17 controls [ 1.25] vpad skin: line: overlay0 "landscape" is read: of its landscape pages, the first with the most controls (17) [ 1.27] vpad skin: line, page 0 "landscape": 20 images in 1952 rows of the atlas [ 1.29] vulkan: subgroups of 64 lanes, operations 0x6ff, stages 0x3fff: VOTE and SHFL use them in vertex, control, evaluation, geometry, fragment, compute programs [ 1.29] vulkan: native ASTC textures were asked for, but the GPU can't sample ASTC: they are decoded on the GPU as they are loaded (astc_mode=0) [ 1.29] vulkan: native ETC2 textures were asked for, but the GPU can't sample ETC2: they are decoded [ 1.29] vulkan: a known problem the extension bans do not turn off: VK_EXT_graphics_pipeline_library on AMD Radeon RX 7800 XT (RADV NAVI32) (radv, Mesa 26.2.4, driver version 26.2.4): RADV crashed creating graphics pipelines with it under ANGLE, which keeps it off on RADV; DXVK and vkd3d-proton use it there (ANGLE vk_renderer.cpp:6928, crbug 1497512; extension_bans.txt:75) [ 1.29] vulkan: a known problem the extension bans do not turn off: VK_EXT_extended_dynamic_state3.extendedDynamicState3ColorBlendEquation on AMD Radeon RX 7800 XT (RADV NAVI32) (radv, Mesa 26.2.4, driver version 26.2.4): RADV broke blend enable and equation as dynamic state (2023); Eden lifted the ban (yuzu da83afdeaf (2023-03-15); lifted in Eden PR 3074 (5edcdea78f, 2026-01-07); extension_bans.txt:80) [ 1.29] vulkan: the device discrete, the CPU maps all of its memory (resizable BAR); guest buffers copied (vk_memory=auto); VK_EXT_external_memory_host yes, VK_EXT_map_memory_placed yes, without a whole chunk's placing or its address kept reserved [ 1.29] vulkan: H.264 movies decode with Vulkan Video, on queue family 2 (experimental) [ 1.29] vulkan: the restart index restarts lists as it does strips, not patch lists (VK_EXT_primitive_topology_list_restart) [ 1.29] vulkan: mesh draws are skipped: mesh_draws off (experimental) [ 1.29] vulkan: vertex_input_dynamic_state=auto: draws set their vertex layout as dynamic state (VK_EXT_vertex_input_dynamic_state) on AMD Radeon RX 7800 XT (RADV NAVI32) (radv, Mesa 26.2.4, driver version 26.2.4) [ 1.29] vulkan: new pipelines are linked from parts (VK_EXT_graphics_pipeline_library) on AMD Radeon RX 7800 XT (RADV NAVI32) (radv, Mesa 26.2.4, driver version 26.2.4): a draw's first waits for its programs' parts alone, made once for every pipeline that shares them, and the pipeline made whole replaces it in the background [ 1.29] vulkan: vk_descriptors_mode=3 (Automatic) is 0, descriptor sets, on this GPU, which has memory of its own [ 1.29] vulkan: dynamic texture offsets use native maintenance8 sampling [ 1.30] vulkan: allocations of at most 256 MiB, bigger images in pieces (sparse binding), a texture with holes in its mapping with memory where it is mapped (sparse residency of 2D and 3D images) [ 1.30] vulkan: graphics descriptors use sets [ 1.30] vulkan: astc_mode=0 (Auto): heap 1's budget is 11782 MB as the device starts, at least 8192 MB: ASTC textures are decoded to RGBA8, exact, in four times BC7's memory (Exact) [ 1.30] vulkan: the driver that runs: radv, Mesa 26.2.4 (driver ID 3) [ 1.30] vulkan: the Vulkan 1.3 way: synchronization2, dynamic rendering and the extended dynamic state are core [ 1.30] vulkan: AMD Radeon RX 7800 XT (RADV NAVI32), Vulkan 1.4.354, driver 06802004, graphics queue family 0, compute 1 (separate family) [ 1.30] vulkan: draws sample the color targets they render to in place (attachment feedback loops, enabled by dynamic state, ordered by barriers within the pass) [ 1.30] vulkan: swapchain 1280x720, 4 images, presents timed, fifo [ 1.30] vulkan: render targets at 2.00x [ 1.30] vulkan: no shader cache of radv (driver d3-1002-0000747e) yet: ~/Games/LocalLibrary/ScarletNX Games/0100F2C0115B6000/shader_cache/0100F2C0115B6000.d3-1002-0000747e.vkshaders is made [ 1.30] memory: GPU engines keep their results, guest memory is trapped until the CPU needs it [ 1.30] renderer: Vulkan [ 1.30] vulkan: 0 shaders and 0 pipelines of earlier runs with radv (driver d3-1002-0000747e) loaded from ~/Games/LocalLibrary/ScarletNX Games/0100F2C0115B6000/shader_cache/0100F2C0115B6000.d3-1002-0000747e.vkshaders in 0 ms, the pipelines to be made in the background, and 0 compute pipelines made (0 could not be); 0 shaders of the game's own programs in ~/Games/LocalLibrary/ScarletNX Games/0100F2C0115B6000/shader_cache/0100F2C0115B6000.d3-1002-0000747e.vkshipped [ 1.39] vulkan: main.data: 40 shaders found [ 1.39] vulkan: main.data: 11 vertex, 29 fragment [ 1.57] vulkan: swapchain 1920x1080, 4 images, presents timed, fifo [ 1.57] vulkan: the on-screen controls' atlas is 1024x3728 [ 2.64] vulkan: TextureShader.bnsh: 2 shaders found [ 2.64] vulkan: TextureShader.bnsh: 1 vertex, 1 fragment [ 6.04] vulkan: main.data: 40 new [ 6.04] vulkan: main.data: 40 translated, 0 already translated, 0 left out, 0 failed [ 6.04] vulkan: TextureShader.bnsh: 2 new [ 6.04] vulkan: TextureShader.bnsh: 2 translated, 0 already translated, 0 left out, 0 failed [ 6.04] vulkan: 42 shaders found: 42 new [ 6.04] vulkan: 42 programs: 42 translated, 0 already translated, 0 left out, 0 failed [ 6.04] vulkan: the game's own shaders: 42 translated new, 42 in ~/Games/LocalLibrary/ScarletNX Games/0100F2C0115B6000/shader_cache/0100F2C0115B6000.d3-1002-0000747e.vkshipped, in 4741 ms [ 6.43] prepare: 5125 ms before the game started (42 shaders translated from its files, 0 of 0 pipelines of earlier runs made), shown in YoRHa's look [ 6.43] main thread: entry 8000000, stack 1300001000 (1024 KiB), priority 44, core 0 [ 6.43] kernel: core 0 runs on host CPUs 0 3 6 9 12 15 [ 6.45] kernel: core 2 runs on host CPUs 2 5 8 11 14 [ 6.45] heap: 5768 MB requested (result 0) [ 6.47] nvn: the game's driver answers API 55.15 and GPU code 1.5 to 1.16, 84 items in all from its code [ 6.47] nvn: the game's NVN API 55.15 is one the runtime has measured layouts for (53.5, 53.13, 53.105, 53.209, 53.311 to 53.314, 55.8 to 55.15), and nvnPrivate0, which turns on its inlined command writes, stays 0 (the driver exports none) [ 6.47] nvn: device 1102fa1020 initialized, flags 0 [ 6.47] nvn: window origin upper left [ 6.47] nvn: depth mode near = -w [ 6.47] nvn: sampler pool 1102fa40b8: 4096 descriptors at GPU 400000000 [ 6.47] nvn: texture pool 1102fa4098: 33068 descriptors at GPU 400020000 [ 6.47] nvdrv: syncpt_alloc -> 20 [ 6.47] nvdrv: syncpt_alloc -> 21 [ 6.47] nvn: queue 11031d5020 initialized (replay 1) [ 6.47] nvn: the first texture of format 0x25 (target 1, 1920x1080) [ 6.47] nvn: window 11042b81c0: 2 textures, first 1920x1080 format 0x25, present interval 1 [ 6.47] kernel: core 1 runs on host CPUs 1 4 7 10 13 [ 6.71] nvn: virtual pool 110fd2c8a0 (6f00000 bytes at GPU 408740000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2ca38 (6f00000 bytes at GPU 40f640000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2cbd0 (6f00000 bytes at GPU 416540000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2cd68 (6f00000 bytes at GPU 41d440000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2cf00 (6f00000 bytes at GPU 424340000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2d098 (6f00000 bytes at GPU 42b240000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2d230 (6f00000 bytes at GPU 432140000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2d3c8 (6f00000 bytes at GPU 439040000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2d560 (6f00000 bytes at GPU 43ff40000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2d6f8 (6f00000 bytes at GPU 446e40000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2d890 (6f00000 bytes at GPU 44dd40000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2da28 (6f00000 bytes at GPU 454c40000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2dbc0 (6f00000 bytes at GPU 45bb40000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2dd58 (6f00000 bytes at GPU 462a40000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2def0 (6f00000 bytes at GPU 469940000): 1 requests mapped [ 6.71] nvn: virtual pool 110fd2e088 (6f00000 bytes at GPU 470840000): 1 requests mapped [ 6.72] vulkan: descriptor pools of 1024 sets, 64 of them with texture arrays: 21632 uniform and 18432 storage buffers, 98304 combined image samplers, 8192 storage images, 8192 texel buffers, 2048 sampled images [ 6.72] nvn: the first texture of format 0x26 (target 1, 4x4) [ 6.72] nvn: the first texture of format 0xa (target 1, 4x4) [ 6.72] nvn: 64 KiB of the runtime's memory carry command records past the game's command memory [ 7.47] nvn: the first texture of format 0x1 (target 1, 2048x4096) [ 7.53] audren: the first update, revision REV11 [ 7.54] audio: SDL pulseaudio output opened on the system default, which plays SDL_AUDIO_S16LE at 48000 Hz, 2 channels, 768-frame buffer; the game gives 48000 Hz, 2 channels, signed 16-bit PCM [ 7.54] audio: queued 960 bytes of guest PCM [ 7.68] nvn: the first texture of format 0x49 (target 1, 5120x5120) [ 7.68] nvn: the first texture of format 0x83 (target 1, 256x256) [ 7.68] nvn: the first texture of format 0x86 (target 1, 256x256) [ 7.68] nvn: the first texture of format 0x7f (target 1, 256x256) [ 7.68] nvn: the first texture of format 0x82 (target 1, 256x256) [ 7.69] nvn: the first texture of format 0x84 (target 1, 64x256) [ 7.69] nvn: the first texture of format 0x85 (target 1, 128x128) [ 7.69] nvn: the first texture of format 0x44 (target 1, 2000x1600) [ 7.71] nvn: the first texture of format 0x6 (target 1, 1000x800) [ 7.72] nvn: the first texture of format 0x80 (target 1, 160x140) [ 7.72] nvn: the first texture of format 0x48 (target 1, 512x512) [ 7.73] nvn: the first texture of format 0xd (target 1, 1000x800) [ 7.73] nvn: the first texture of format 0x4b (target 1, 30x128) [ 7.74] nvn: the first texture of format 0x4c (target 1, 256x256) [ 7.74] nvn: the first texture of format 0x46 (target 1, 342x342) [ 7.75] nvn: the first texture of format 0x87 (target 1, 200x200) [ 7.76] nvn: the first texture of format 0x29 (target 1, 8x13) [ 7.79] nvn: the first texture of format 0x42 (target 1, 56x105) [ 7.82] nvn: the first texture of format 0x38 (target 1, 32x32) [ 7.92] nvn: the first texture of format 0x8e (target 4, 1024x1024) [ 8.11] nvn: the first texture of format 0x5 (target 1, 320x64) [ 8.16] nvn: the first texture of format 0x3f (target 1, 16x16) [ 8.16] nvn: the first texture of format 0x11 (target 1, 256x1) [ 8.16] nvn: the first texture of format 0x2e (target 1, 1x1) [ 8.16] nvn: the first texture of format 0xb (target 0, 1x1) [ 8.17] nvn: the first texture of format 0x32 (target 1, 192x192) [ 8.17] nvn: the first texture of format 0x12 (target 1, 500x400) [ 8.17] nvn: the first texture of format 0x2a (target 1, 4x4) [ 8.18] nvn: the first texture of format 0x88 (target 4, 64x64) [ 8.18] nvn: the first texture of format 0x8c (target 4, 64x64) [ 8.59] nvn: the first texture of format 0x79 (target 1, 256x256) [ 8.60] nvn: the first texture of format 0x3d (target 1, 1280x720) [ 8.68] nvn: present interval 2 [ 8.69] nvn: 512 KiB of the runtime's memory carry command records past the game's command memory [ 8.73] nvn: window crop 0,0 1920x1080 [ 8.73] nvn: first present, texture 0 of window 11042b81c0 [ 8.73] vulkan: write tracking on (caches skip unchanged memory) [ 8.74] vulkan: pipeline_threads=8: 8 workers make the new pipelines, of 16 CPUs: 2 at the system's normal priority, 6 at its low one (nice +10) [ 8.74] audio: queued nonzero guest PCM (s16 peak 1) [ 8.75] vulkan: swapchain 1920x1080, 4 images, sRGB, presents timed, fifo [ 11.43] perf: 16.4 frames a second over 5.0 s (82 shown in all) [ 12.37] nvn: the first texture of format 0x34 (target 1, 1600x900) [ 12.40] vulkan: a 1024x1024x121 image of 650 MiB, bound in 3 pieces [ 12.40] nvn: 2048 KiB of the runtime's memory carry command records past the game's command memory [ 12.49] vulkan: descriptor pools of 1024 sets, 0 of them with texture arrays: 21504 uniform and 18432 storage buffers, 65536 combined image samplers, 8192 storage images, 8192 texel buffers, 2048 sampled images [ 12.95] vulkan: compute c15630cc6481fa72 ready: block 1x1x1, 1 global buffers, 0 textures, 0 images [ 13.30] vulkan: compute 50329d44eaafc724 ready: block 1x1x1, 1 global buffers, 0 textures, 0 images [ 13.31] vulkan: compute b884fde36a17f6d3 ready: block 1x1x1, 2 global buffers, 0 textures, 0 images [ 13.31] vulkan: compute df23c10c71d71afa ready: block 1x1x1, 1 global buffers, 0 textures, 0 images [ 13.74] vulkan: compute e54c81d83b1c082b ready: block 1x1x1, 1 global buffers, 0 textures, 0 images [ 13.75] vulkan: compute 7dd0f7a8c2390329 ready: block 1x1x1, 1 global buffers, 0 textures, 0 images [ 13.78] vulkan: 100x56 texture reads the 112x56 render target at 503c80000: only that region is used [ 13.78] vulkan: 100x56 texture reads the 112x56 render target at 41a030000: only that region is used [ 13.79] vulkan: compute c200a432d54b6cc8 ready: block 1x1x1, 1 global buffers, 0 textures, 0 images [ 13.89] vulkan: 200x112 texture reads the 208x112 render target at 435c30000: only that region is used [ 13.90] vulkan: 200x112 texture reads the 208x112 render target at 41a000000: only that region is used [ 13.93] vulkan: 200x112 texture reads the 208x112 render target at 41a0a0000: only that region is used [ 13.94] vulkan: 100x56 texture reads the 112x56 render target at 435c80000: only that region is used [ 13.94] vulkan: 100x56 texture reads the 112x56 render target at 41a060000: only that region is used [ 13.94] vulkan: 100x56 texture reads the 112x56 render target at 41a0a0000: only that region is used [ 13.94] vulkan: compute d6e49f17a3522647 ready: block 1x1x1, 1 global buffers, 0 textures, 0 images [ 13.94] vulkan: the 208x112 render target at 41a000000 in format d5 takes the pixels of the one in format de [ 13.94] vulkan: 200x112 texture reads the 208x112 render target at 419fb0000: only that region is used [ 13.94] vulkan: 100x56 texture reads the 112x56 render target at 419fe0000: only that region is used [ 13.96] vulkan: compute 729d1640b0eb5257 ready: block 8x8x1, 1 global buffers, 1 textures, 0 images [ 13.96] vulkan: compute 4ef3e5324e7faa7b ready: block 8x8x1, 1 global buffers, 1 textures, 0 images [ 14.00] vulkan: compute 3dd7dfaca62537ec ready: block 8x8x1, 1 global buffers, 1 textures, 0 images [ 14.00] vulkan: compute 01b92cde58b1cfc0 ready: block 8x8x1, 1 global buffers, 1 textures, 0 images [ 14.10] vulkan: a 1740 ms frame: 171 shaders translated (35 ms), 103 pipelines made (235 ms waited for), 984 render targets made, 119 texture uploads (291370 KB), 0 ms in finishes; 2 internal texture pipelines (137 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 14.10] vulkan: frame resource CPU: image requirements 4 ms (3210 calls) [ 14.10] vulkan: frame resource CPU: image allocation 3 ms (2091 calls) [ 14.10] vulkan: frame resource CPU: target setup 2 ms (984 calls) [ 14.10] vulkan: frame resource CPU: target reload 150 ms (968 calls) [ 14.10] vulkan: frame resource CPU: buffer cache build 3 ms (221 calls) [ 14.11] vulkan: the 160x90 render target at 418aa0000 in format d5 takes the pixels of the one in format de [ 14.13] vulkan: the 160x90 render target at 418ed0000 in format d5 takes the pixels of the one in format de [ 14.14] vulkan: the 320x180 render target at 418ee0000 in format e5 takes the pixels of the one in format d5 [ 14.14] vulkan: the 160x90 render target at 418ed0000 in format de takes the pixels of the one in format d5 [ 14.14] vulkan: the 160x90 render target at 418ed0000 in format d5 takes the pixels of the one in format de [ 14.17] vulkan: the 320x180 render target at 418ee0000 in format e5 takes the pixels of the one in format d5 [ 14.17] vulkan: the 160x90 render target at 418ed0000 in format de takes the pixels of the one in format d5 [ 14.17] vulkan: the 160x90 render target at 418ed0000 in format d5 takes the pixels of the one in format de [ 14.20] vulkan: the 320x180 render target at 418ee0000 in format e5 takes the pixels of the one in format d5 [ 14.36] vulkan: a 51 ms frame: 21 shaders translated (13 ms), 12 pipelines made (1 ms waited for), 33 render targets made, 15 texture uploads (8634 KB), 0 ms in finishes; 0 internal texture pipelines (0 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 14.62] vulkan: a 113 ms frame: 42 shaders translated (6 ms), 29 pipelines made (4 ms waited for), 34 render targets made, 50 texture uploads (7334 KB), 0 ms in finishes; 1 internal texture pipelines (67 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 14.76] vulkan: a 52 ms frame: 15 shaders translated (13 ms), 6 pipelines made (4 ms waited for), 33 render targets made, 15 texture uploads (9146 KB), 0 ms in finishes; 0 internal texture pipelines (0 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 16.04] nvn: 632 pieces of the runtime's record memory came back: the game wrote over their recordings [ 16.43] perf: 20.2 frames a second over 5.0 s (183 shown in all) [ 21.44] perf: 30.1 frames a second over 5.0 s (334 shown in all) [ 24.57] nvn: 2922 pieces of the runtime's record memory came back: the game wrote over their recordings [ 26.46] perf: 29.9 frames a second over 5.0 s (484 shown in all) [ 30.31] cpu: 599 presents in 21.56 s (27.8 fps): 55 of the game's threads ran 8.11 s on the host's processors (38% of one, 13.53 ms a present), the whole process 15.85 s (74%); the busiest: thread 80 'MainThread' 1.35 s, thread 127 'ModuleSystemWorker1' 1.21 s, thread 128 'ModuleSystemWorker2' 1.00 s, thread 115 'aal::LowPrioWorkerThread' 0.78 s, thread 106 'PreActorModelCompose' 0.60 s [ 30.31] cpu: in those 21.56 s, 664351 SVCs (30817 a second): 0x0b SleepThread 230388, 0x34 WaitForAddress 125581, 0x35 SignalToAddress 125574, 0x1a ArbitrateLock 79592, 0x1b ArbitrateUnlock 76255, 0x21 SendSyncRequest 7227; 0 calls the dispatch table had no code for (RtAPI.miss) [ 30.31] vulkan: 180182 draws, 0 skipped (0 mesh draws, 0 skipped); 8454 dispatches in 1443 batches (12 ms waiting), 0 skipped; 2 finishes (3 ms); 10316 reads past queued releases (0 samples counts written on the GPU); 272358 descriptor sets written, 88006 reused (14 descriptor pools, 0 sets with texture arrays taken from them); 69203 draws kept the last one's shaders and pipeline (0 checked), 132087 its targets [ 30.31] vulkan: 277 shaders translated (71 ms), 182 pipelines made (7 from the cache, 563 ms making, 343 ms waited for), 1277 render targets made, 234 texture uploads (346 MB), 0 of them some blocks alone (0 MB); 4 frames over 50 ms in the last 600, the slowest 1740 ms [ 30.31] vulkan: 331 pipeline parts made (562 ms), 182 pipelines linked from them (0 ms), 182 of those made whole in the background (878 ms), 0 still to make whole [ 30.31] vulkan: memory used and budgeted: heap 0 448 of 15390 MB (448 ours, 96 of it allocated), heap 1 2544 of 11759 MB (2378 ours, 1927 of it allocated) [ 30.31] vulkan: caches: 1117 render targets (759 MB, 43 parked), 228 textures (978 MB), 2147 buffers (33 MB); 2093 of 11759 MB in use as they count it, 0 MB freed for the budget so far [ 30.31] vulkan: 2685 draws sampled a target they render to in place (2132 barriers in passes, 0 passes begun again), 1467 through a copy [ 30.31] vulkan: 96009 rendering passes, 0 clear commands, 24323 attachments cleared and 0 left undefined by their load op; 19042 buffers filled ahead of the passes [ 30.31] vulkan: 53260 passes (55%) ended at renderer.c:286 [ 30.31] vulkan: 14550 passes (15%) ended at surface.c:186 [ 30.31] vulkan: 11736 passes (12%) ended at render.c:243 [ 30.31] vulkan: 9734 passes (10%) ended at buffer.c:1151 [ 30.31] vulkan: 1994 passes (2%) ended at texture.c:2695 [ 30.31] vulkan: 1428 passes (1%) ended at cmd.c:747 [ 30.31] vulkan: 948 passes (1%) ended at compute.c:1884 [ 30.31] vulkan: 600 passes (1%) ended at renderer.c:855 [ 30.31] vulkan: GPU-owned guest memory landed for the CPU 147 times, render targets written back for an engine 0 times [ 30.32] vulkan: display: 599 frame intervals of 35.98 ms (deviation 41.35 ms, 1st to 99th percentile 16.61 to 50.18 ms), 38 held for other than 2 refreshes; the game's frames went from release to present in 14.0 ms (0.3 to 28.7), on to the display in 10.2 ms (5.7 to 26.5), 24.2 ms in all (6.2 to 48.7) [ 30.32] vulkan: display: 0 frames not shown (no image free), 0 held for a later refresh than their period's [ 31.48] perf: 30.1 frames a second over 5.0 s (635 shown in all) [ 36.49] perf: 29.9 frames a second over 5.0 s (785 shown in all) [ 36.61] nvn: 3975 pieces of the runtime's record memory came back: the game wrote over their recordings [ 41.49] perf: 30.0 frames a second over 5.0 s (935 shown in all) [ 46.49] perf: 30.0 frames a second over 5.0 s (1085 shown in all) [ 50.31] cpu: 600 presents in 20.00 s (30.0 fps): 52 of the game's threads ran 6.84 s on the host's processors (34% of one, 11.40 ms a present), the whole process 12.02 s (60%); the busiest: thread 80 'MainThread' 1.54 s, thread 127 'ModuleSystemWorker1' 1.46 s, thread 128 'ModuleSystemWorker2' 1.16 s, thread 115 'aal::LowPrioWorkerThread' 0.68 s, thread 129 'BaseProcExecutor0' 0.63 s [ 50.31] cpu: in those 20.00 s, 554510 SVCs (27726 a second): 0x0b SleepThread 251386, 0x35 SignalToAddress 111666, 0x34 WaitForAddress 111664, 0x1a ArbitrateLock 30057, 0x1b ArbitrateUnlock 29332, 0x21 SendSyncRequest 6000; 0 calls the dispatch table had no code for (RtAPI.miss) [ 50.31] vulkan: 410678 draws, 0 skipped (0 mesh draws, 0 skipped); 18966 dispatches in 3243 batches (29 ms waiting), 0 skipped; 2 finishes (3 ms); 22734 reads past queued releases (0 samples counts written on the GPU); 612729 descriptor sets written, 208627 reused (14 descriptor pools, 0 sets with texture arrays taken from them); 161459 draws kept the last one's shaders and pipeline (0 checked), 305541 its targets [ 50.31] vulkan: 278 shaders translated (72 ms), 183 pipelines made (7 from the cache, 581 ms making, 360 ms waited for), 1293 render targets made, 244 texture uploads (346 MB), 0 of them some blocks alone (0 MB); 0 frames over 50 ms in the last 600, the slowest 37 ms [ 50.31] vulkan: 332 pipeline parts made (580 ms), 183 pipelines linked from them (0 ms), 183 of those made whole in the background (905 ms), 0 still to make whole [ 50.31] vulkan: memory used and budgeted: heap 0 448 of 15360 MB (448 ours, 96 of it allocated), heap 1 1893 of 11440 MB (1728 ours, 1250 of it allocated) [ 50.31] vulkan: caches: 1108 render targets (759 MB, 43 parked), 163 textures (305 MB), 1493 buffers (30 MB); 1416 of 11440 MB in use as they count it, 0 MB freed for the budget so far [ 50.31] vulkan: 6197 draws sampled a target they render to in place (4928 barriers in passes, 0 passes begun again), 3267 through a copy [ 50.31] vulkan: 211410 rendering passes, 0 clear commands, 53876 attachments cleared and 0 left undefined by their load op; 39354 buffers filled ahead of the passes [ 50.31] vulkan: 64588 passes (56%) ended at renderer.c:286 [ 50.31] vulkan: 18129 passes (16%) ended at surface.c:186 [ 50.31] vulkan: 13563 passes (12%) ended at render.c:243 [ 50.31] vulkan: 12066 passes (10%) ended at buffer.c:1151 [ 50.31] vulkan: 2449 passes (2%) ended at texture.c:2695 [ 50.31] vulkan: 1538 passes (1%) ended at cmd.c:747 [ 50.31] vulkan: 1179 passes (1%) ended at compute.c:1884 [ 50.31] vulkan: 600 passes (1%) ended at renderer.c:855 [ 50.31] vulkan: GPU-owned guest memory landed for the CPU 167 times, render targets written back for an engine 0 times [ 50.35] vulkan: display: 599 frame intervals of 33.39 ms (deviation 3.04 ms, 1st to 99th percentile 16.61 to 49.98 ms), 17 held for other than 2 refreshes; the game's frames went from release to present in 5.0 ms (4.3 to 6.6), on to the display in 10.7 ms (9.0 to 26.0), 15.7 ms in all (15.2 to 32.1) [ 50.35] vulkan: display: 0 frames not shown (no image free), 0 held for a later refresh than their period's [ 51.49] perf: 30.0 frames a second over 5.0 s (1235 shown in all) [ 52.18] nvn: 4728 pieces of the runtime's record memory came back: the game wrote over their recordings [ 56.51] perf: 30.1 frames a second over 5.0 s (1386 shown in all) [ 61.41] vulkan: 12 of the 42 shaders translated from the game's files found by its draws so far [ 61.53] perf: 29.9 frames a second over 5.0 s (1536 shown in all) [ 66.53] perf: 30.0 frames a second over 5.0 s (1686 shown in all) [ 70.30] nvn: 1800 presents, 1801 submissions [ 70.31] cpu: 600 presents in 20.00 s (30.0 fps): 52 of the game's threads ran 7.03 s on the host's processors (35% of one, 11.72 ms a present), the whole process 12.21 s (61%); the busiest: thread 80 'MainThread' 1.61 s, thread 127 'ModuleSystemWorker1' 1.48 s, thread 128 'ModuleSystemWorker2' 1.21 s, thread 115 'aal::LowPrioWorkerThread' 0.69 s, thread 129 'BaseProcExecutor0' 0.63 s [ 70.31] cpu: in those 20.00 s, 549618 SVCs (27481 a second): 0x0b SleepThread 251060, 0x34 WaitForAddress 109482, 0x35 SignalToAddress 109482, 0x1a ArbitrateLock 29971, 0x1b ArbitrateUnlock 29217, 0x21 SendSyncRequest 6003; 0 calls the dispatch table had no code for (RtAPI.miss) [ 70.31] vulkan: 630424 draws, 0 skipped (0 mesh draws, 0 skipped); 29341 dispatches in 5009 batches (46 ms waiting), 0 skipped; 2 finishes (3 ms); 34909 reads past queued releases (0 samples counts written on the GPU); 937993 descriptor sets written, 322855 reused (14 descriptor pools, 0 sets with texture arrays taken from them); 246276 draws kept the last one's shaders and pipeline (0 checked), 468194 its targets [ 70.31] vulkan: 278 shaders translated (72 ms), 183 pipelines made (7 from the cache, 581 ms making, 360 ms waited for), 1344 render targets made, 257 texture uploads (352 MB), 0 of them some blocks alone (0 MB); 0 frames over 50 ms in the last 600, the slowest 37 ms [ 70.31] vulkan: memory used and budgeted: heap 0 192 of 15318 MB (192 ours, 96 of it allocated), heap 1 1893 of 11166 MB (1728 ours, 1268 of it allocated) [ 70.31] vulkan: caches: 1108 render targets (773 MB, 39 parked), 167 textures (311 MB), 1550 buffers (27 MB); 1434 of 11166 MB in use as they count it, 0 MB freed for the budget so far [ 70.31] vulkan: 9165 draws sampled a target they render to in place (7220 barriers in passes, 0 passes begun again), 5067 through a copy [ 70.31] vulkan: 326804 rendering passes, 0 clear commands, 83369 attachments cleared and 0 left undefined by their load op; 60251 buffers filled ahead of the passes [ 70.31] vulkan: 64585 passes (56%) ended at renderer.c:286 [ 70.31] vulkan: 18029 passes (16%) ended at surface.c:186 [ 70.31] vulkan: 13714 passes (12%) ended at render.c:243 [ 70.31] vulkan: 12070 passes (10%) ended at buffer.c:1151 [ 70.31] vulkan: 2449 passes (2%) ended at texture.c:2695 [ 70.31] vulkan: 1479 passes (1%) ended at cmd.c:747 [ 70.31] vulkan: 1173 passes (1%) ended at compute.c:1884 [ 70.31] vulkan: 600 passes (1%) ended at renderer.c:855 [ 70.31] vulkan: GPU-owned guest memory landed for the CPU 191 times, render targets written back for an engine 0 times [ 70.32] vulkan: display: 599 frame intervals of 33.33 ms (deviation 2.92 ms, 1st to 99th percentile 16.61 to 50.00 ms), 18 held for other than 2 refreshes; the game's frames went from release to present in 5.0 ms (4.3 to 7.4), on to the display in 10.8 ms (8.4 to 25.8), 15.8 ms in all (15.4 to 32.2) [ 70.32] vulkan: display: 0 frames not shown (no image free), 0 held for a later refresh than their period's [ 71.04] nvn: 5114 pieces of the runtime's record memory came back: the game wrote over their recordings [ 71.53] perf: 30.0 frames a second over 5.0 s (1836 shown in all) [ 76.54] perf: 30.1 frames a second over 5.0 s (1987 shown in all) [ 81.56] perf: 29.9 frames a second over 5.0 s (2137 shown in all) [ 86.58] perf: 30.1 frames a second over 5.0 s (2288 shown in all) [ 90.29] vulkan: display: 599 frame intervals of 33.33 ms (deviation 2.16 ms, 1st to 99th percentile 33.05 to 33.62 ms), 10 held for other than 2 refreshes; the game's frames went from release to present in 5.1 ms (4.3 to 7.3), on to the display in 10.8 ms (9.0 to 11.5), 15.9 ms in all (15.5 to 16.0) [ 90.29] vulkan: display: 0 frames not shown (no image free), 0 held for a later refresh than their period's [ 90.31] cpu: 600 presents in 20.00 s (30.0 fps): 52 of the game's threads ran 6.97 s on the host's processors (35% of one, 11.62 ms a present), the whole process 12.16 s (61%); the busiest: thread 80 'MainThread' 1.58 s, thread 127 'ModuleSystemWorker1' 1.47 s, thread 128 'ModuleSystemWorker2' 1.21 s, thread 115 'aal::LowPrioWorkerThread' 0.69 s, thread 129 'BaseProcExecutor0' 0.63 s [ 90.31] cpu: in those 20.00 s, 553028 SVCs (27651 a second): 0x0b SleepThread 251715, 0x34 WaitForAddress 110459, 0x35 SignalToAddress 110459, 0x1a ArbitrateLock 30352, 0x1b ArbitrateUnlock 29638, 0x21 SendSyncRequest 6001; 0 calls the dispatch table had no code for (RtAPI.miss) [ 90.31] vulkan: 860312 draws, 0 skipped (0 mesh draws, 0 skipped); 39871 dispatches in 6809 batches (62 ms waiting), 0 skipped; 2 finishes (3 ms); 46846 reads past queued releases (0 samples counts written on the GPU); 1277489 descriptor sets written, 443135 reused (14 descriptor pools, 0 sets with texture arrays taken from them); 338070 draws kept the last one's shaders and pipeline (0 checked), 641077 its targets [ 90.31] vulkan: 278 shaders translated (72 ms), 183 pipelines made (7 from the cache, 581 ms making, 360 ms waited for), 1360 render targets made, 267 texture uploads (352 MB), 0 of them some blocks alone (0 MB); 0 frames over 50 ms in the last 600, the slowest 36 ms [ 90.31] vulkan: memory used and budgeted: heap 0 192 of 15322 MB (192 ours, 96 of it allocated), heap 1 1893 of 11264 MB (1728 ours, 1270 of it allocated) [ 90.31] vulkan: caches: 1108 render targets (773 MB, 39 parked), 166 textures (311 MB), 1475 buffers (30 MB); 1436 of 11264 MB in use as they count it, 0 MB freed for the budget so far [ 90.31] vulkan: 12731 draws sampled a target they render to in place (10075 barriers in passes, 0 passes begun again), 6867 through a copy [ 90.31] vulkan: 441952 rendering passes, 0 clear commands, 112824 attachments cleared and 0 left undefined by their load op; 80707 buffers filled ahead of the passes [ 90.31] vulkan: 64542 passes (56%) ended at renderer.c:286 [ 90.31] vulkan: 18022 passes (16%) ended at surface.c:186 [ 90.31] vulkan: 13438 passes (12%) ended at render.c:243 [ 90.31] vulkan: 12093 passes (11%) ended at buffer.c:1151 [ 90.31] vulkan: 2452 passes (2%) ended at texture.c:2695 [ 90.31] vulkan: 1532 passes (1%) ended at cmd.c:747 [ 90.31] vulkan: 1187 passes (1%) ended at compute.c:1884 [ 90.31] vulkan: 600 passes (1%) ended at renderer.c:855 [ 90.31] vulkan: GPU-owned guest memory landed for the CPU 211 times, render targets written back for an engine 0 times [ 91.58] perf: 30.0 frames a second over 5.0 s (2438 shown in all) [ 96.58] perf: 30.0 frames a second over 5.0 s (2588 shown in all) [ 98.91] nvn: 6266 pieces of the runtime's record memory came back: the game wrote over their recordings [ 101.59] perf: 29.9 frames a second over 5.0 s (2738 shown in all) [ 106.59] perf: 30.0 frames a second over 5.0 s (2888 shown in all) [ 110.25] vulkan: display: 599 frame intervals of 33.33 ms (deviation 1.67 ms, 1st to 99th percentile 33.05 to 33.61 ms), 6 held for other than 2 refreshes; the game's frames went from release to present in 4.3 ms (3.0 to 6.6), on to the display in 11.6 ms (9.3 to 13.0), 16.0 ms in all (15.7 to 16.1) [ 110.25] vulkan: display: 0 frames not shown (no image free), 0 held for a later refresh than their period's [ 110.31] cpu: 600 presents in 20.00 s (30.0 fps): 52 of the game's threads ran 5.42 s on the host's processors (27% of one, 9.03 ms a present), the whole process 9.73 s (49%); the busiest: thread 80 'MainThread' 1.28 s, thread 127 'ModuleSystemWorker1' 1.11 s, thread 128 'ModuleSystemWorker2' 0.92 s, thread 115 'aal::LowPrioWorkerThread' 0.64 s, thread 129 'BaseProcExecutor0' 0.42 s [ 110.31] cpu: in those 20.00 s, 464275 SVCs (23216 a second): 0x0b SleepThread 186441, 0x34 WaitForAddress 100494, 0x35 SignalToAddress 100492, 0x1a ArbitrateLock 28624, 0x1b ArbitrateUnlock 27820, 0x21 SendSyncRequest 6004; 0 calls the dispatch table had no code for (RtAPI.miss) [ 110.31] vulkan: 1092283 draws, 0 skipped (0 mesh draws, 0 skipped); 46213 dispatches in 7875 batches (72 ms waiting), 0 skipped; 2 finishes (3 ms); 55139 reads past queued releases (0 samples counts written on the GPU); 1621620 descriptor sets written, 562946 reused (14 descriptor pools, 0 sets with texture arrays taken from them); 447153 draws kept the last one's shaders and pipeline (0 checked), 830349 its targets [ 110.31] vulkan: 281 shaders translated (72 ms), 193 pipelines made (12 from the cache, 587 ms making, 363 ms waited for), 1410 render targets made, 285 texture uploads (353 MB), 1 of them some blocks alone (0 MB); 0 frames over 50 ms in the last 600, the slowest 37 ms [ 110.31] vulkan: 341 pipeline parts made (586 ms), 193 pipelines linked from them (0 ms), 193 of those made whole in the background (933 ms), 0 still to make whole [ 110.31] vulkan: memory used and budgeted: heap 0 192 of 15302 MB (192 ours, 96 of it allocated), heap 1 1894 of 11364 MB (1728 ours, 1279 of it allocated) [ 110.31] vulkan: caches: 1085 render targets (784 MB, 24 parked), 179 textures (312 MB), 2533 buffers (27 MB); 1445 of 11364 MB in use as they count it, 0 MB freed for the budget so far [ 110.31] vulkan: 14435 draws sampled a target they render to in place (11362 barriers in passes, 0 passes begun again), 7974 through a copy [ 110.31] vulkan: 525291 rendering passes, 0 clear commands, 132838 attachments cleared and 0 left undefined by their load op; 96914 buffers filled ahead of the passes [ 110.31] vulkan: 48042 passes (58%) ended at renderer.c:286 [ 110.31] vulkan: 12967 passes (16%) ended at surface.c:186 [ 110.31] vulkan: 9655 passes (12%) ended at render.c:243 [ 110.31] vulkan: 7407 passes (9%) ended at buffer.c:1151 [ 110.31] vulkan: 1632 passes (2%) ended at cmd.c:747 [ 110.31] vulkan: 1502 passes (2%) ended at texture.c:2695 [ 110.31] vulkan: 720 passes (1%) ended at compute.c:1884 [ 110.31] vulkan: 600 passes (1%) ended at renderer.c:855 [ 110.31] vulkan: GPU-owned guest memory landed for the CPU 224 times, render targets written back for an engine 0 times [ 111.61] perf: 30.1 frames a second over 5.0 s (3039 shown in all) [ 116.61] perf: 30.0 frames a second over 5.0 s (3189 shown in all) [ 121.63] perf: 29.9 frames a second over 5.0 s (3339 shown in all) [ 126.41] vulkan: 16 of the 42 shaders translated from the game's files found by its draws so far [ 126.63] perf: 30.0 frames a second over 5.0 s (3489 shown in all) [ 130.22] vulkan: display: 599 frame intervals of 33.33 ms (deviation 0.12 ms, 1st to 99th percentile 33.07 to 33.61 ms), 0 held for other than 2 refreshes; the game's frames went from release to present in 3.2 ms (3.0 to 3.7), on to the display in 12.8 ms (12.3 to 13.2), 16.0 ms in all (15.8 to 16.2) [ 130.22] vulkan: display: 0 frames not shown (no image free), 0 held for a later refresh than their period's [ 130.30] nvn: 3600 presents, 3601 submissions [ 130.31] cpu: 600 presents in 20.00 s (30.0 fps): 52 of the game's threads ran 3.51 s on the host's processors (18% of one, 5.85 ms a present), the whole process 6.47 s (32%); the busiest: thread 80 'MainThread' 0.81 s, thread 127 'ModuleSystemWorker1' 0.58 s, thread 115 'aal::LowPrioWorkerThread' 0.57 s, thread 128 'ModuleSystemWorker2' 0.47 s, thread 133 'PlacementMgr' 0.27 s [ 130.31] cpu: in those 20.00 s, 332303 SVCs (16615 a second): 0x34 WaitForAddress 89776, 0x35 SignalToAddress 89776, 0x0b SleepThread 85975, 0x1a ArbitrateLock 23599, 0x1b ArbitrateUnlock 22775, 0x21 SendSyncRequest 6002; 0 calls the dispatch table had no code for (RtAPI.miss) [ 130.31] vulkan: 1341886 draws, 0 skipped (0 mesh draws, 0 skipped); 46213 dispatches in 7875 batches (72 ms waiting), 0 skipped; 2 finishes (3 ms); 56939 reads past queued releases (0 samples counts written on the GPU); 1992420 descriptor sets written, 691352 reused (14 descriptor pools, 0 sets with texture arrays taken from them); 593080 draws kept the last one's shaders and pipeline (0 checked), 1060152 its targets [ 130.31] vulkan: 281 shaders translated (72 ms), 193 pipelines made (12 from the cache, 587 ms making, 363 ms waited for), 1410 render targets made, 288 texture uploads (353 MB), 4 of them some blocks alone (0 MB); 0 frames over 50 ms in the last 600, the slowest 34 ms [ 130.31] vulkan: memory used and budgeted: heap 0 192 of 15324 MB (192 ours, 96 of it allocated), heap 1 1894 of 11397 MB (1728 ours, 1016 of it allocated) [ 130.31] vulkan: caches: 1083 render targets (783 MB, 24 parked), 64 textures (76 MB), 1670 buffers (0 MB); 1182 of 11397 MB in use as they count it, 0 MB freed for the budget so far [ 130.31] vulkan: 14435 draws sampled a target they render to in place (11362 barriers in passes, 0 passes begun again), 7974 through a copy [ 130.31] vulkan: 557134 rendering passes, 0 clear commands, 137638 attachments cleared and 0 left undefined by their load op; 105970 buffers filled ahead of the passes [ 130.31] vulkan: 21600 passes (68%) ended at renderer.c:286 [ 130.31] vulkan: 4795 passes (15%) ended at surface.c:186 [ 130.31] vulkan: 3000 passes (9%) ended at render.c:243 [ 130.31] vulkan: 1845 passes (6%) ended at cmd.c:747 [ 130.31] vulkan: 600 passes (2%) ended at renderer.c:855 [ 130.31] vulkan: 3 passes (0%) ended at texture.c:1810 [ 130.31] vulkan: GPU-owned guest memory landed for the CPU 224 times, render targets written back for an engine 0 times [ 131.64] perf: 30.1 frames a second over 5.0 s (3640 shown in all) [ 136.66] perf: 29.9 frames a second over 5.0 s (3790 shown in all) [ 137.43] vulkan: a 192 ms frame: 0 shaders translated (0 ms), 0 pipelines made (0 ms waited for), 35 render targets made, 100 texture uploads (182674 KB), 0 ms in finishes; 0 internal texture pipelines (0 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 141.66] perf: 29.4 frames a second over 5.0 s (3937 shown in all) [ 142.81] jit: 0 AOT variants, 0 leaders, 0 hits, 0 misses, 4 images [ 142.81] jit: 0 batches compiled 0 pcs (0 failed, 0 still queued, 0 batches dropped by memory changes), 0 functions, 0 instructions, 38 KiB of code, 0.00 s compiling, 0 units loaded from ~/Games/LocalLibrary/ScarletNX Games/0100F2C0115B6000/0100F2C0115B6000.jitcache [ 142.81] kernel: over 142.3 s, cores 0: 11% held, 2.2 s waited for; 1: 10% held, 2.5 s waited for; 2: 8% held, 1.8 s waited for; 3: 0% held, 0.0 s waited for; 4: 0% held, 0.0 s waited for; 5: 0% held, 0.0 s waited for; [ 142.81] kernel: core 0: 0 hand-offs to a waiter of better priority over 10 ms late, the latest 1.8 ms by thread 115 [ 142.81] kernel: core 1: 0 hand-offs to a waiter of better priority over 10 ms late, the latest 1.5 ms by thread 115 [ 142.81] kernel: core 2: 0 hand-offs to a waiter of better priority over 10 ms late, the latest 2.0 ms by thread 128 [ 142.81] kernel: core 0 held by thread 80 'MainThread' prio 44 for 7% of the run [ 142.81] kernel: core 0 held by thread 129 'BaseProcExecutor0' prio 44 for 2% of the run [ 142.81] kernel: core 0 held by thread 102 'BaseProcCreateAndDeleteThread' prio 51 for 0% of the run [ 142.81] kernel: core 1 held by thread 127 'ModuleSystemWorker1' prio 44 for 5% of the run [ 142.81] kernel: core 1 held by thread 115 'aal::LowPrioWorkerThread' prio 45 for 3% of the run [ 142.81] kernel: core 1 held by thread 130 'BaseProcExecutor1' prio 44 for 1% of the run [ 142.81] kernel: core 2 held by thread 128 'ModuleSystemWorker2' prio 44 for 4% of the run [ 142.81] kernel: core 2 held by thread 131 'BaseProcExecutor2' prio 44 for 1% of the run [ 142.81] kernel: core 2 held by thread 112 'AudioFrameworkThread' prio 32 for 0% of the run [ 142.81] kernel: thread 94 'GeneralFormatAsync_' prio 52 core 0 mask 1 waited 1.17 s for its core in 5612 waits [ 142.81] kernel: thread 115 'aal::LowPrioWorkerThread' prio 45 core 1 mask 7 waited 0.54 s for its core in 28477 waits [ 142.81] kernel: thread 99 'SceneLowPriority' prio 56 core 2 mask 4 waited 0.38 s for its core in 3517 waits [ 142.81] kernel: thread 130 'BaseProcExecutor1' prio 44 core 1 mask 2 waited 0.31 s for its core in 10248 waits [ 142.81] kernel: thread 85 'Resource Memory' prio 49 core 1 mask 2 waited 0.31 s for its core in 23388 waits [ 142.81] kernel: thread 86 'ARes Loading 0' prio 47 core 2 mask 4 waited 0.31 s for its core in 1710 waits [ 142.81] kernel: thread 134 'tera::ImageResourceMgr' prio 53 core 1 mask 2 waited 0.27 s for its core in 4442 waits [ 142.81] kernel: thread 95 'GeneralFormatAsync_' prio 52 core 1 mask 2 waited 0.25 s for its core in 11431 waits [ 142.81] kernel: thread 128 'ModuleSystemWorker2' prio 44 core 2 mask 4 waited 0.22 s for its core in 26048 waits [ 142.81] kernel: thread 121 'aglTextureDataMgr::Compaction' prio 53 core 1 mask 2 waited 0.21 s for its core in 6682 waits [ 142.81] Exit.