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Intro / menusVulkanIntro and menus render

Big Helmet Heroes

Main menu and tutorial render · playability unverified

The title advances from its intro to a correctly rendered main menu with character models, textures, lighting and colours, and on into a tutorial scene. Fixes covered Gen5 single-sample texture addressing, layered render targets and scanout channel order. Gameplay itself has not been verified.

Test host
NVIDIA GeForce RTX 3070 Ti
Build
Development build
Recorded runs
5
Confirmed
October 10, 2026
Big Helmet Heroes main menu with character models, readable labels and dense orange grass
Big Helmet Heroes main menu with character models, readable labels and dense orange grass

What works

  • A correct main menu with models, textures, lighting and colours.
  • The tutorial scene renders after startup and loading stalls were fixed.
  • Output is a clean 1080p presentation, though internal targets can be larger.

What does not

  • Gameplay, save recovery and long-session stability are all unverified.
  • Visual artifacts remain, and copies, resource preparation and GPU waits stay expensive.
  • Stable 15 FPS in the menu is not achieved.

Measured performance

Main-menu median: 9.4 FPS (9.0–9.5), versus 4.9 FPS before; 45 one-second window-counter samples after warmup. RTX 3070 Ti, 1080p output, game-controlled internal resolution. All samples remain below 15 FPS. Tutorial performance was not retested.

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. Big Helmet Heroes main menu with character models, readable labels and dense orange grass
    Development buildVulkan

    Less transfer work, with the grass preserved

    October 10 menu check: 9.4 FPS median (9.0–9.5) over 45 seconds, versus 4.9 FPS before. Resource coherence fixes, bounded GPU readbacks, volume reuse and asynchronous batching reduce repeated work. An intermediate stencil-discard regression was removed and dense grass is visible again. Sampled failure counters are zero; stable 15 FPS and universal rendering correctness remain unverified.

    Read the report →
  2. Big Helmet Heroes tutorial scene after the copy optimisations, rendered by PS5PCEM
    Release 0.3.3Vulkan

    Wider tile copies, cheaper eviction and grouped page watches

    The layout converter now copies a full 16-byte horizontal run whenever its address equation proves those bytes are contiguous, instead of moving one pixel at a time. Buffer-cache eviction stopped scanning all 4,096 entries, adjacent guest pages are watched in groups, and completed Vulkan buffers are recycled.

    Read the report →
  3. Big Helmet Heroes tutorial after the scalar-load bookkeeping change, rendered by PS5PCEM
    Release 0.3.3Vulkan

    Scalar bookkeeping trimmed, with no frame-rate gain to show

    Resource checkpoints stopped carrying unused scalar-load history, and full scalar analysis avoids redundant scans on forward visits. Isolated fixtures got 9–45% cheaper, but matched game samples were effectively unchanged — 157 ms in the menu against 154.5 ms in the control — and the report says so plainly.

    Read the report →
  4. Big Helmet Heroes main menu after the startup fix, rendered by PS5PCEM
    Release 0.3.3Vulkan

    An indefinite wait during loading, fixed

    The title could stop on its first black frame or part-way through resource loading while its process and audio threads stayed alive: the loading thread waited forever after a file read returned an I/O error. Handling GPU-watched file reads correctly cleared the stall.

    Read the report →
  5. Big Helmet Heroes main menu with character models and lighting, rendered by PS5PCEM
    Release 0.3.3Vulkan

    A correct main menu, and where the time goes

    With Gen5 single-sample texture addressing, layered render targets and scanout channel order corrected, the menu renders properly with its character models, textures and lighting. Profiling put the cost in the host graphics backend — resource preparation, guest-to-Vulkan copies and synchronisation — rather than in pipeline compilation.

    Read the report →

Captures

Captures

Frames produced by the emulator itself during the runs above.

Big Helmet Heroes main menu with character models, readable labels and dense orange grass
Vulkan

Less transfer work, with the grass preserved

October 10, 2026 · Development build

Big Helmet Heroes tutorial scene after the copy optimisations, rendered by PS5PCEM
Vulkan

Wider tile copies, cheaper eviction and grouped page watches

September 29, 2026 · Release 0.3.3

Big Helmet Heroes tutorial after the scalar-load bookkeeping change, rendered by PS5PCEM
Vulkan

Scalar bookkeeping trimmed, with no frame-rate gain to show

September 29, 2026 · Release 0.3.3

Big Helmet Heroes main menu after the startup fix, rendered by PS5PCEM
Vulkan

An indefinite wait during loading, fixed

September 28, 2026 · Release 0.3.3

Big Helmet Heroes main menu with character models and lighting, rendered by PS5PCEM
Vulkan

A correct main menu, and where the time goes

September 28, 2026 · Release 0.3.3

5

Recorded runs

NVIDIA GeForce RTX 3070 Ti

0.3.6

Current build

October 30, 2026

Intro / menus

Result

Intro and menus render

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.