diff --git a/dm/games/0400486024DEC000/README.md b/dm/games/0400486024DEC000/README.md index d880588ffe..845d5bd3e6 100644 --- a/dm/games/0400486024DEC000/README.md +++ b/dm/games/0400486024DEC000/README.md @@ -106,6 +106,7 @@ From an empty save: at about 45 s `A` (title), `A` (New Game), then the movie. F - The "Navi" name label in the Great Deku Tree scene was missing on an earlier chain and has not been checked since. Not played yet: the Deku Tree dungeon, combat, later areas. Sound opens with no red line; movies and speech were not listened to. Physics issues reported in PR 1299 were not seen on this route (walking, the ladder, the camera). - Resolved: dotted horizontal rows across the picture in play, in fog and light (GitHub issue 1537): the agl_ndsr_vr networks' HMMA calls outside a chain overwrote an accumulator a chain held ([An HMMA outside a chain overwrote the chain's accumulator](../../../docs/reference/shaders.md#an-hmma-outside-a-chain-overwrote-the-chains-accumulator)), since chain 23a1ea1db092; found by bisecting chains on the Kokiri Forest autosave (0f510fd5's chain clean, bd9f422d's not). Under the game's upscaler they had also grown into white blotches: [LDSM reads rows other lanes stored](../../../docs/reference/shaders.md#ldsm-reads-rows-other-lanes-stored). - No iOS shader build or iPhone run has been done. Its memory use makes an iPhone unlikely as it stands. +- Open: GPU hang after the Saria cutscene on an M2 MacBook Air (16 GB, macOS 27.2, main `1794a35a`, 2026-11-09; [#1326](https://github.com/seedds/nxnative/issues/1326), [#1690](https://github.com/seedds/nxnative/issues/1690)). From the autosave just before Saria gives Link the ocarina, 6 of 6 runs died within 158–241 s (a GPU hang, then macOS revoked GPU access). With `DM_NVN_ISOLATE_TASK=1` from [#1842](https://github.com/seedds/nxnative/pull/1842) (not on main), two runs of about 8 and 12 minutes (100,001 and 480,001 isolated draws of task `a5288d0a6c4971fd`) had no `ErrorHang`; that is two runs, not a controlled count. Switch off against on over the same 3,600 frames of the cutscene at render scale 0.75 (one pair, played by hand): the GPU p50 per 300 frames averaged 47.7 ms off and 52.2 ms on, but the other ten windows differ by about 0.01 ms each and the whole gap sits in two slow ON windows (one with pipeline compiles, one without), so it is not a clean cost of the cuts; neither setting held 30 fps there (GPU p50 about 35–70 ms). First use of three `a5288d0a6c4971fd` pipelines took 7.0, 7.1 and 10.5 s to compile, each a freeze of that length; the maintainers say the task and its meshes are not in the prebuilt mesh lists, so they compile in-game (#1326). ## Found on this game