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PlayableVulkanPlayable · Completable

Asterix & Obelix: Slap Them All!

Playable · Completable

A confirmed playthrough. Gameplay and interface draw the right way up, and intro playback works. The final fullscreen composite stays on the GPU, and scanout keeps the guest viewport's orientation without copying a frame back through host memory.

Test host
NVIDIA GeForce RTX 3070 Ti
Build
Development build
Recorded runs
3
Confirmed
September 8, 2026
Asterix & Obelix: Slap Them All! gameplay in a forest with the HUD and a GO sign, rendered by PS5PCEM
Asterix & Obelix: Slap Them All! gameplay in a forest with the HUD and a GO sign, rendered by PS5PCEM

What works

  • Complete playthrough confirmed by the maintainer.
  • Intro video plays, and gameplay and UI are correctly oriented.
  • A 3,000-flip development run finished without a single rejected submission.

What does not

  • Frame cost depends on scene density rather than being locked.

Measured performance

October 9 development retest: stationary opening-forest median 46.45 → 162.20 FPS, from 30-second UI-counter samples at 1080p output on RTX 3070 Ti. Later levels are not measured.

NVIDIA GeForce RTX 3070 Ti

Result

Test history

Each entry names the release that includes the reported changes. Work not yet included in a published release is marked as a development build. Dates and FPS remain those of the original runs.

Graphics API
  1. Asterix in the opening forest with green HUD gauges after the MSAA depth/stencil fix
    Development buildVulkan

    MSAA depth/stencil fix raises opening-forest FPS

    The October 9 development build preserves the sample count in depth/stencil-only passes, restoring stencil masks and removing four accidental full-frame readbacks per frame. Stationary opening-forest UI-counter medians rise from 46.45 to 162.20 FPS in 30-second samples on the RTX 3070 Ti at 1080p output. Movement and the first Roman encounter are rechecked. All 233 Vulkan tests and native 2×/4× probes pass. This is a shared renderer fix after 0.3.4, not a minimum across all levels or a new full playthrough.

    Read the report →
  2. Asterix gameplay after the watched video-buffer startup fix
    Development buildVulkan

    Opening movie no longer stalls on reused video buffers

    The October 9 development fix restores startup with GPU page tracking enabled. The old reader wrote FFmpeg output directly into guest video pages that had become read-only after texture upload, so playback stalled on the third frame. Video and audio now use the existing host pipe buffer before publishing tracked guest writes. The retest passes the bumper and reaches gameplay. All 597 HLE tests pass. This fix postdates 0.3.4; the earlier confirmed playthrough grade is retained.

    Read the report →
  3. Asterix & Obelix: Slap Them All! gameplay with the HUD and a GO sign, rendered by PS5PCEM
    Release 0.3.0-alpha.4Vulkan

    Playable and completable

    A confirmed playthrough at 28–31 ms per frame, with a 3,000-flip development run free of rejected submissions. The fullscreen composite stays GPU-resident, and scanout preserves the guest viewport's orientation without a host-memory round trip.

    Read the report →

Captures

Captures

Frames produced by the emulator itself during the runs above.

Asterix in the opening forest with green HUD gauges after the MSAA depth/stencil fix
Vulkan

MSAA depth/stencil fix raises opening-forest FPS

October 9, 2026 · Development build

Asterix gameplay after the watched video-buffer startup fix
Vulkan

Opening movie no longer stalls on reused video buffers

October 9, 2026 · Development build

Asterix & Obelix: Slap Them All! gameplay with the HUD and a GO sign, rendered by PS5PCEM
Vulkan

Playable and completable

September 8, 2026 · Release 0.3.0-alpha.4

3

Recorded runs

NVIDIA GeForce RTX 3070 Ti

0.3.6

Current build

October 30, 2026

Playable

Result

Playable · Completable

Other titles

Playthrough reports carry the date the maintainer confirmed them. Every timing refers to the NVIDIA GeForce RTX 3070 Ti development machine and will differ on other hardware. Game content is supplied locally and is never distributed here.