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The published versions and the project's milestone log.
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Milestone log
From the game's repository: MILESTONES.md
- 05 Nov 2026Multiplayer: quick match gets past the player's location and picks its matchmaking server on the project's own server; the game connects and opens an SSL 3.0 session, which the server is learning to answer.
- 05 Nov 2026The RSX off the critical path: its wait between EDGE's two geometry passes went from 9-12 ms to ~0.1 ms. The first level runs at ~24 fps on the whole PC and ~17-18 on 4 cores (was ~14-15); the frame is now ~55% SPU module 218, where the job manager's interrupts cost as much as the jobs' own code.
- 05 Nov 2026The CopyLocalMemory offset error freeze fixed: an Edge Zlib counter, and a guard on the texture streaming table's hand-off. None in 40 level runs on 4 cores.
- 04 Nov 2026Two more defaults, each measured in-run on a 4-core PC: the game's main thread above normal priority (-2.7 ms a frame) and the frame's tail jobs spread over up to 4-5 SPUs (-2.1 ms). The main processor's code built with profile-guided optimization (PGO): ~10% shorter frames.
- 04 Nov 2026Multiplayer reaches the warrior lobby with the project's own server (in development, still private); the player's multiplayer profile is kept on their account. Online matches do not work yet.
- 04 Nov 2026Runs on macOS again (Apple Silicon, RPCS3's RSX), for testing: the RSX thread now recovers from corrupted command data instead of stopping the game.
- 04 Nov 2026The first level's frame measured part by part: of ~50 ms, ~21 ms are the SPUs' geometry lists (EDGE) and ~9-12 ms the wait for the RSX thread between that geometry's two passes.
- 03 Nov 2026The intermittent level freeze found and fixed: a store from the main processor could be lost in the middle of an SPU's atomic operation, leaving the geometry lists waiting forever. The repro went from 3 freezes in 5 runs to none in 4.
- 03 Nov 2026Measured on Windows against RPCS3 in the same first-level scene: 22 fps native, 35-40 on RPCS3. Two changes become the default: the RSX thread sleeps on an empty command queue instead of spinning (~8% shorter frames on a 4-core PC), and the SPUs pick their next work themselves (~1.6% shorter on the same PC).
- 23 Oct 2026First boss fight reached (13-21 fps while fighting). The profile there shows the SPU time spread over many small pieces, so the next work goes after costs every SPU job pays, not one function at a time.
- 23 Oct 2026The frame's edge-smoothing post-process runs natively: its four heaviest SPU stages rewritten in C, identical to the original on 12 million checked calls; that work costs about half.
- 23 Oct 2026Level ~17.5 → ~22 fps: lifted SPU code built for AVX2, lighter SPU runtime.
- 23 Oct 2026Launcher Video → Effects: depth of field, motion blur and MLAA can be turned off (the same patches RPCS3 offers, found in the 1.00 disc). Experimental: textures still glitch with them off.
- 23 Oct 2026More SPU code that was still being interpreted is now recompiled, and two streamed pieces of the geometry job run natively.
- 22 Oct 2026Level ~15 → ~17.5 fps: the main processor's recompiled code keeps the game's registers in local variables instead of memory (re-lifted; 1.5-1.8x on isolated functions).
- 21 Oct 2026SPU job replay: recorded game jobs rerun outside the game and checked byte for byte by what they write, with timing and profiling. Module 218 (per-draw geometry) decoded: index decompression and position transform written natively, identical on the recorded jobs; the rest of the job goes native next.
- 21 Oct 2026Level ~15 → ~16.7 fps: each SPU on its own core, the main PPU thread on core 0.
- 20 Oct 2026Level ~10 → ~15 fps: lifted SPU floats without the extended-range check (RPCS3's "approximate" rules), no local-store diagnostics in lifted code, contiguous job-module code lifted as one function, streamed code found by an index.
- 19 Oct 2026Level textures correct: IO space handed back on unmap, so the scenery's vertex streams no longer read the command buffer.
- 19 Oct 2026Main menu 12 → 28 fps on RPCS3's RSX: SPU transfers into surfaces the GPU protected were being dropped.
- 19 Oct 2026RPCS3's RSX as the renderer (Windows and macOS): the game's GPU/SPU post-process rounds paced on the game's own progress.
- 18 Oct 2026The first level (Kratos in chains): a lost-task race in the SPURS taskset scheduler fixed; the level loads and runs (~16 fps on live draw).
- 17 Oct 2026Brazilian Portuguese (voices from the US disc, text already on the EU disc); mods as recipes, Skip intro included.
- 17 Oct 2026Main menu 1 -> 12 fps: the 18 job modules the loading never streams lifted too (33 in all), streamed code found inside bigger GETs and by content.
- 17 Oct 2026A launcher: video, language, subtitles and mods; the game renders inside its window.
- 17 Oct 2026The main menu renders (about 1 fps).
- 17 Oct 2026The cinematic at full speed and in sync (29.98 fps), the end-of-loading stall gone, module 214 lifted whole (GPU reports wait for the post-process tasks, no lost task wakes,
cellVdecholds AUs). - 17 Oct 2026RsxSync woken by GPU reports, SSE4.1 SPU ops, 381 job-module entries, the interpreter honouring interrupt enables. Cinematic video at 72-90% speed.
- 17 Oct 2026Performance, part two: position-independent lifts of streamed job code, SSE4.1 for lifted SPU code. Menus ~10 → 26-55 fps, cinematic ~35 → 45-60 fps.
- 17 Oct 2026Performance: the 15 Wws job modules lifted, a performance panel. First-use menus 5-6 → ~10 fps.
- 17 Oct 2026The opening cinematic plays with picture and sound (
cellVdecwith FFmpeg at run time; the "black screen" was the game's fade card waiting for it). - 16 Oct 2026The menus read: X16 font atlas, framebuffer sRGB and texture gamma, fragment
DDX/DDYin the live draw engine. - 16 Oct 2026Past the loading screen (SPURS tasksets: duplicate starts, Taskset2 size and event flags, SPU-created tasks).
- 16 Oct 2026Re-lifted with the v0.15 lifter (a spill-reload bug corrupted a heap at frame ~12): the loading screen.
- 16 Oct 2026The main renderer runs past its second frame: SPURS2 (32 workloads, tempArea, flags1), the frame's SPU post-process, GPU/SPU synchronization.
- 15 Oct 2026The intro screens render: the legal text, "Sony Computer Entertainment presents", Santa Monica Studio, the online-play notice (live draw engine). The same on macOS through Metal.
- 15 Oct 2026Boots through the system checks and mounts the game's archives (
sys_lwcond_tlayout, files past 2 GB, Edge Zlib on the host). - 15 Oct 2026
EBOOT.BINdecrypted, imports and functions found, 1.8 million lines of C++ lifted and compiled; the executable starts.