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ASTRO BOT

In-game · graphics improved · low FPS

Image MIN_LOD now prevents sampling texture levels that the game has not loaded. Colored panel noise and excessive rainbow glow disappear in repeated opening shots; the maintainer confirms corrected opening graphics. All 266 Vulkan tests and eight native clamp cases pass. New before/after captures accompany this development-build result.

Test host
NVIDIA GeForce RTX 3070 Ti
Build
Development build
Recorded runs
24
Confirmed
October 24, 2026
ASTRO BOT ship interior after the streamed texture fix, with clean panels and robot surfaces
ASTRO BOT ship interior after the streamed texture fix, with clean panels and robot surfaces

What works

  • RG16F DCC clears and protection for prepared texture bindings correct two shared rendering paths. Guest shaders and effects remain enabled.
  • Native conversion, CPU-replacement and 64 full-image overwrite configurations pass.

What does not

  • Later scenes, a fresh gameplay measurement and the motion-control tutorial remain unverified. Some profile rows still report 12 unresolved storage bindings; no deferred shader fault was observed through flip 4261. Full graphics correctness and completion are not established.

Measured performance

Opening cinematic: 327 frames / 30.0001754 s = 10.90 FPS. Earlier gameplay: 6.97 FPS in another scene/build; no paired speedup claim. RTX 3070 Ti, Vulkan, 1080p output, game-controlled 4K scanout. Development build.

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. Development buildVulkan

    Exact alpha preservation accelerates an HDR pass

    An NVIDIA RGB-only RGBA16F pass drops from 161.45 to 3.59 ms in isolated replay. GPU integer backup and restore keep alpha bits exact; effects and resolution are retained. All 267 Vulkan tests and exhaustive half-float alpha checks pass. Same-process title comparison: 11.55 FPS with the old path, 12.20–12.35 FPS with the optimization. The rebuilt runner enables it by default. A matched gameplay measurement is still pending; these title and isolated-pass figures are not gameplay FPS.

    Read the report →
  2. ASTRO BOT ship interior after the streamed texture fix, with clean panels and robot surfaces
    Development buildVulkan

    Streamed texture fix corrects the opening cinematic

    Image MIN_LOD now prevents sampling texture levels that the game has not loaded. Colored panel noise and excessive rainbow glow disappear in repeated opening shots; the maintainer confirms corrected opening graphics. All 266 Vulkan tests and eight native clamp cases pass. New before/after captures accompany this development-build result. Opening cinematic: 327 frames / 30.0001754 s = 10.90 FPS. Earlier gameplay: 6.97 FPS in another scene/build; no paired speedup claim. RTX 3070 Ti, Vulkan, 1080p output, game-controlled 4K scanout. Development build.

    Read the report →
  3. Intermediate ASTRO BOT cinematic with robots, noisy panels and excessive colored glow
    Development buildVulkan

    Particle-loop truncation reproduced in an isolated replay

    A reconstructed Vulkan workload stops at 2,340 of 4,000 particle iterations under the 65,536-block guard. Larger finite guards finish with byte-identical output. The ordinary compute guard is now 1,048,576 block visits, with explicit exhaustion reporting; native tests also cover a wide 5,550-iteration loop. The intermediate cinematic still has color and material defects. A fresh gameplay check of the final build is pending; no new gameplay FPS or complete graphics fix is claimed.

    Read the report →
  4. ASTRO BOT opening space scene with planet and asteroids after the graphics fixes
    Development buildVulkan

    Character control confirmed; graphics fixes and two new captures

    RG16F DCC clears and a texture-cache ownership fix preserve prepared images. The maintainer reports corrected graphics after restart. The new cinematic averages 8.87 FPS over 266 frames in 30 seconds; the earlier 6.97 FPS gameplay sample is a different scene. Native GPU checks and 64 overwrite configurations pass. Sampled cinematic error and unresolved-resource counters are zero; the matching crash-site recheck remains pending. A later cinematic capture still shows patchy surfaces and color artifacts; the graphics are not fully corrected.

    Read the report →
  5. ASTRO BOT animated title after storage-copy and queue-discovery changes
    Development buildVulkan

    Storage copies reduced; title averages 20.07 FPS

    The renderer avoids 26.125 MiB of obsolete host copies per frame; queue discovery avoids about 117 repeated pointer checks. The uninterrupted title measurement is 20.07 FPS over 2,640 frames, with 60-frame blocks at 18.39–21.68. 680 HLE tests, 274 Vulkan tests and 64 native overwrite configurations pass. Twelve unresolved storage bindings and cinematic defects remain; character control is unverified.

    Read the report →
  6. ASTRO BOT animated title screen after resource-walk and content-check changes
    Development buildVulkan

    Resource preparation updated; title averages 17.83 FPS

    Borrowed shader data, compact lookup keys, content fingerprints and cached loop writes reduce CPU work. Omitting inert CPU scalar steps measures 17.85 → 17.88 FPS, an inconclusive difference. The final 2,640-frame run averages 17.83 FPS; 582 GPU/Vulkan tests and five native probes pass. Twelve unresolved storage bindings and cinematic defects remain; 20 FPS and character control are unverified.

    Read the report →
  7. ASTRO BOT animated title screen with logo and button prompt after CPU resource optimizations
    Development buildVulkan

    Resource costs reduced; 18.05 FPS title average

    Packed linear texture reads, smaller scalar scratch and static-query caches reduce CPU work. Counter-assisted GPU waiting measures 17.78 → 18.02 FPS in a balanced comparison; the uninterrupted 2,640-frame confirmation averages 18.05 FPS. 573 GPU/Vulkan tests and native validation pass. Twelve unresolved storage bindings and cinematic defects remain; character control is unverified.

    Read the report →
  8. ASTRO BOT title during uniform-read and texture-scan validation
    Development buildVulkan

    Reduce uniform-analysis reads and texture scans

    AnyPS5/KytyPS5 review: omit 49 unused CPU proof reads per frame and reuse compute texture instruction indices. Later title comparison: 14.95 versus 14.91 FPS, 660 frames per mode; no established gain, 25 FPS not reached. 560 GPU/Vulkan tests and native validation pass; 12 unresolved storage bindings remain. Graphics uniform specialization was also tested and remains disabled because it reduced FPS.

    Read the report →
  9. ASTRO BOT title after entry-scalar validation
    Development buildVulkan

    Reuse proven scalar reads

    Reviewed AnyPS5 and KytyPS5; removed redundant preparation for proven entry scalar reads. Title: 14.92 versus 15.02 FPS, 660 frames per mode; no measured gain, 25 FPS not reached. About 411 buffer preparations avoided per frame. 558 GPU/Vulkan tests and native graphics validation pass.

    Read the report →
  10. ASTRO BOT title after scalar descriptor fixes
    Development buildVulkan

    Scalar reads and split texture descriptors

    AnyPS5 review led to fixes for unused scalar-buffer fields and bounded texture descriptors assembled from multiple loads. Title: 14.97 FPS over 660 frames. 556 GPU/Vulkan tests and native probes pass; ten broader RDNA2 failures also occur on the baseline. New capture; 25 FPS and character control remain unverified.

    Read the report →
  11. ASTRO BOT title after draw capture optimization
    Development buildVulkan

    Draw capture and cache comparison

    Title: 15.33 versus 15.22 FPS, 660 frames per setting. Unusable replay data is no longer copied or hashed. A larger cache did not improve FPS; the default stays unchanged. All 553 tests and native Vulkan checks pass. New title capture; 25 FPS and character control remain unverified.

    Read the report →
  12. ASTRO BOT title screen after storage ownership changes
    Development buildVulkan

    Storage ownership and scalar loop budgets

    Title comparison: 14.48 versus 14.26 FPS, 660 frames per setting. GPU layout conversion preserves padding; rectangular overwrite proofs avoid redundant uploads. Shared scalar walks use exact instruction budgets. All 551 tests and native validation probes pass. New title capture; 25 FPS and character control remain unverified.

    Read the report →
  13. ASTRO BOT title screen after static shader analysis changes
    Development buildVulkan

    Static shader analysis and narrow texture layouts

    Title comparison: 14.25 versus 14.19 FPS, 660 frames per setting. Reused immutable call/NGG analysis, cheaper buffer queries and bounded Vulkan waits. Added verified 8/16-bit GPU layout transforms; storage uploads stay disabled after a slower comparison. 548 tests pass. New title capture; 25 FPS and character control are not confirmed.

    Read the report →
  14. ASTRO BOT title screen after scalar-analysis optimizations
    Development buildVulkan

    Scalar analysis and queued completion

    Balanced title comparison: 13.79 versus 13.43 FPS, 660 frames per setting. Less repeated shader analysis, indexed dirty-buffer completion, queued satisfied waits and faster large copies. 542 GPU/Vulkan tests pass. New title capture; 25 FPS is not reached and character control remains unverified.

    Read the report →
  15. ASTRO BOT title screen after bounded command recording
    Development buildVulkan

    Bounded recording and exact storage proofs

    A 250 μs command-recording budget improved the balanced title comparison from 11.69 to 12.43 FPS. Later storage changes measured 12.55 versus 12.49 FPS: no clear extra gain, but 26.125 MiB of redundant hashing is avoided per frame. 537 GPU/Vulkan tests and 64 overwrite configurations pass. New title capture; 25 FPS and character control are not verified.

    Read the report →
  16. Development buildVulkan

    Smaller scalar checkpoints and uploads

    Register snapshots are half the previous size while retaining dependency tracking. Scalar uploads write only the words used by the shader. GPU/Vulkan tests pass 535/535; native checks use nonzero poisoned buffers and cover changing inputs, loops, pixels and worker/shared preparation. A 1,320-frame title run measured 11.62 FPS. The balanced upload comparison measured 11.79 versus 11.69 FPS, 660 frames per setting: only a 0.9% observed difference. No fresh screenshot or character-control check; 25 FPS remains unmet.

    Read the report →
  17. Development buildVulkan

    Less CPU image copying

    Exact texel digests replace retained image copies, and checked guest fingerprints avoid the temporary snapshot. Balanced title comparisons: 11.19 versus 10.83 FPS for digest baselines; 11.51 versus 11.36 FPS for direct fingerprints, 660 frames per setting. Each step removes a 26.125 MiB CPU copy per frame. Native checks pass 32 configurations covering padding, newer CPU writes, unavailable fingerprints, aborted preparation and fallback; mip publication also passes. No new capture or visual/control verification. The 25 FPS target remains unmet.

    Read the report →
  18. Development buildVulkan

    Indirect shader register moves

    M0-indexed register moves now preserve indirect reads/writes, masked lanes and loops. Native checks pass 128 GPU dispatches; GPU/Vulkan tests pass 534/534. The warmed animated title measured 10.85 FPS across 1,320 frames, comparable to the previous build. No new draw/dispatch failures appeared in the log. No fresh screenshot or visual/control verification; the 25 FPS target remains unmet.

    Read the report →
  19. Development buildVulkan

    Proven full-image stores

    A conservative shader proof avoids uploading old output pixels while preserving padding, newer CPU writes and recovery after aborted preparation. Native GPU checks pass with immediate and batched commands; 532 GPU/Vulkan unit tests pass. Balanced title samples: 9.45 FPS enabled versus 9.36 disabled, 660 frames per setting, with 25.38 MiB of uploads avoided per frame. The first old-raster readback comparison measured 9.64 versus 9.67 FPS but skipped no readbacks. The 25 FPS target remains unmet; no new screenshot or character-control result. With DCC-enabled raster sources included under the same coverage checks, the final comparison reaches 10.95 FPS versus 9.68 FPS (660 frames per setting, about 13.1% faster), avoiding one raster readback per frame. Native tests also preserve DCC metadata.

    Read the report →
  20. Development buildVulkan

    Native image transfers: correctness and FPS checks

    Native image transfers preserve texels, padding and newer CPU writes in GPU tests. Exact buffer reads preserve published holes; completion batches reuse valid prefetched copies. Vulkan tests pass 259/259. Balanced title comparisons measured 9.42 FPS with native storage transfers versus 9.55 with the CPU path, and 9.50 versus 9.55 after the prefetch completion fix. Those experimental transfers remain disabled by default. Exact interior buffer reads recorded no uses in their measured interval. The 25 FPS target is not reached; no new screenshot or character-control result is claimed.

    Read the report →
  21. Development buildVulkan

    GDS ordering and repeated title measurements

    Deferred GDS snapshots preserve counter values across later resets; transfer batching and full-image overwrite handling pass native checks. The follow-up warmed title baseline is 9.20–9.65 FPS over 20 seconds. Enabled/disabled comparisons remain around 9–10 FPS and do not establish a speedup. Vulkan tests pass 256/256. Incompatible image views still cause about 20 MiB of render-target readback per frame. No fresh screenshot or character-control check: window automation was unavailable. The 25–30 FPS target remains unmet.

    Read the report →
  22. Development buildVulkan

    Renderer optimization: title and crowd measurements

    October 14 development build: warmed title observations are about 9–10 FPS; the crowd scene presents 46 frames in 10 seconds (4.60 FPS). Shared command banks, bounded resource analysis, cache recovery and native GPU transfers reduce overhead. GPU tests pass 272/272 and Vulkan tests 256/256. The final 2D storage-to-color transfer passes native probes but has no live benchmark yet. Rendering defects remain, character control is unverified and the 25–30 FPS target is not reached. No new capture; the displayed image is from October 13.

    Read the report →
  23. ASTRO BOT arrival cinematic with the small craft and crashed ship; dark and patchy surfaces remain
    Development buildVulkan

    Wave synchronization removes horizontal lighting bands

    Whole-wave scalar branches and converged LDS barriers fix the repeating bands. BVH bounds and opaque child pointers are corrected; opt-in PSR v9 snapshots complete the captured query with a 16,384-block budget. Later sampled frames report no draw/dispatch failures, but four warm-up programs were rejected before the switch was enabled. Dark/patchy surfaces remain; gameplay and a sustained FPS gain are unverified.

    Read the report →
  24. ASTRO BOT arrival cinematic with the small craft and crashed ship; dark and patchy surfaces remain
    Development buildVulkan

    Startup fixes and removal of green corruption

    JSON, APR, font and shader fixes reach the diagnostic hub cinematic using local font aliases and disabled acoustic propagation. The SDWA correction removes severe green corruption; this first checkpoint still rejects four BVH compute programs. Character control is not established.

    Read the report →

Captures

Captures

Frames produced by the emulator itself during the runs above.

ASTRO BOT ship interior after the streamed texture fix, with clean panels and robot surfaces
Vulkan

Streamed texture fix corrects the opening cinematic

October 24, 2026 · Development build

Intermediate ASTRO BOT cinematic with robots, noisy panels and excessive colored glow
Vulkan

Particle-loop truncation reproduced in an isolated replay

October 24, 2026 · Development build

ASTRO BOT opening space scene with planet and asteroids after the graphics fixes
Vulkan

Character control confirmed; graphics fixes and two new captures

October 24, 2026 · Development build

ASTRO BOT animated title after storage-copy and queue-discovery changes
Vulkan

Storage copies reduced; title averages 20.07 FPS

October 16, 2026 · Development build

ASTRO BOT animated title screen after resource-walk and content-check changes
Vulkan

Resource preparation updated; title averages 17.83 FPS

October 16, 2026 · Development build

ASTRO BOT animated title screen with logo and button prompt after CPU resource optimizations
Vulkan

Resource costs reduced; 18.05 FPS title average

October 15, 2026 · Development build

ASTRO BOT title during uniform-read and texture-scan validation
Vulkan

Reduce uniform-analysis reads and texture scans

October 15, 2026 · Development build

ASTRO BOT title after entry-scalar validation
Vulkan

Reuse proven scalar reads

October 15, 2026 · Development build

ASTRO BOT title after scalar descriptor fixes
Vulkan

Scalar reads and split texture descriptors

October 14, 2026 · Development build

ASTRO BOT title after draw capture optimization
Vulkan

Draw capture and cache comparison

October 14, 2026 · Development build

ASTRO BOT title screen after storage ownership changes
Vulkan

Storage ownership and scalar loop budgets

October 14, 2026 · Development build

ASTRO BOT title screen after static shader analysis changes
Vulkan

Static shader analysis and narrow texture layouts

October 14, 2026 · Development build

ASTRO BOT title screen after scalar-analysis optimizations
Vulkan

Scalar analysis and queued completion

October 14, 2026 · Development build

ASTRO BOT title screen after bounded command recording
Vulkan

Bounded recording and exact storage proofs

October 14, 2026 · Development build

ASTRO BOT arrival cinematic with the small craft and crashed ship; dark and patchy surfaces remain
Vulkan

Wave synchronization removes horizontal lighting bands

October 13, 2026 · Development build

ASTRO BOT arrival cinematic with the small craft and crashed ship; dark and patchy surfaces remain
Vulkan

Startup fixes and removal of green corruption

October 13, 2026 · Development build

24

Recorded runs

NVIDIA GeForce RTX 3070 Ti

0.3.6

Current build

October 30, 2026

In-game

Result

Reaches in-game scenes

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.