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dsda-doom

Gold · 90 with DSDA-Doom (OpenGL) 0.1 h played, 0 crashes

A Doom source port with an OpenGL renderer, accurate demo playback and many mod features.

Genre
shooter first-person
Players
single player
Input
made for keyboard and mouse
View
first-person
Content
mods
Engine
id Tech 1 DSDA-Doom

Played sessions

Testing is done with Walnut's rating tool (walnut-rate, on the console): how ratings are made and submitted.

Same in every session: Walnut 0.1, dsda-doom 0.30.0+dfsg-1+ps3.786

The platform builds under it (3)
Linux kernel6.12.111+ps3.747 Walnut's build
Mesa26.2.4-1+ps3.721 Walnut's build
ps3rsx0.735+k6.12.111+ps3.747 Walnut's build
DateLauncherRulesPlayEndedPicture
2026-10-25 DSDA-Doom (software) 1.07 minquit ok Details
2026-10-25 DSDA-Doom (OpenGL) 1.09 minquit ok Details

Download all sessions as CSV (one row per session, the aspects as columns)

Rating history

The rating on each version it was tested on, newest first: each row is rated from that version's sessions alone, under the newest rules those sessions have the data for.

DSDA-Doom (OpenGL)

VersionTestedMedalRules Frame rateSmoothnessSoundPictureStabilityDisplayLoad Play
Walnut 0.1
dsda-doom 0.30.0+dfsg-1
2026-10-25 Gold · 90 1.0 89897710091-100 0.1 h
1 test

DSDA-Doom (software)

VersionTestedMedalRules Frame rateSmoothnessSoundPictureStabilityDisplayLoad Play
Walnut 0.1
dsda-doom 0.30.0+dfsg-1
2026-10-25 Silver · 71 1.0 45735210090-100 0.1 h
1 test

Scripted benchmarks

Not rated: tests of driver and game changes. A script plays the same scene on the PS3 again and again (the desktop stopped, vsync off) to compare two builds of the game or of the graphics driver. The numbers say which build is faster; they never feed the medal.

How the script plays it: dsda-doom 0.30.0 + Freedoom 2: timedemo of Freedoom's own DEMO1 lump, fullscreen 1920x1080.

The recipe's full description

dsda-doom 0.30.0 + Freedoom 2 (stands in for PrBoom+ GL): timedemo of Freedoom's own DEMO1 lump, fullscreen 1920x1080. Software renderer first (base, safest), GL as a variant: GL mode uploads indexed textures as GL_RG, which nv30 lacks (the game's technical.md), so expect missing textures there. Steady state: passes. DEMO1 is 2664 gametics (76 s at 35 Hz; the timedemo takes ~54 s at 49 fps). Stock dsda-doom exits at a timedemo's end (dsda_demo_end_quit), so our patch 0006 (g_game.c, the timingdemo branch of G_CheckDemoStatus) repeats it: DSDA_BENCH_LOOPS=N passes, each with its own gametics and realtics and its own "Timed ..." line. 6 passes of ~54 s cover 60 s of warm-up and 120 s counted; slower passes (the PS3) end the run earlier, the client stops it once enough is measured. fps= is the first pass's, as before.

21 variants of the recipe
basethe recipe as it is, without a variant
gl stands for the game-
owncfgbase (the software renderer, 960x540 scaled to the screen: the menu's "DSDA-Doom (software)") on a config of the run's own: -config in the run directory, nonexistent at the start, so dsda-doom's defaults (FluidSynth music, 44.1 kHz) and nothing of the player's dsda-doom.cfg read or written; the CPU-bound case of the real-time audio tests (docs/SPU-AUDIO.md "Real-time mixer")
sw1080-
glesSDL's GLES2 renderer instead of its desktop-GL one (the software frame goes to the screen through an SDL texture): the 960x540 software run was green-tinted
sdlswSDL's software renderer: no GL at all in presenting the frame (tells a GPU-path colour bug from the game's or SDL's own)
playthe demo at normal speed (35 tics/s, as in play) with the GL renderer: does the sound keep up when the game isn't rendering flat out? (60 s, HUD fps)
playnomusicplay without the MIDI music (fluidsynth synthesizes it in software on the PPE): effects only
tunedsound tuning for the PPE, music on (plain play stuttered: fluidsynth took ~40% of a thread and rendering ran uncapped): OPL music emulation (snd_midiplayer "opl"), mixing at the device's 48 kHz (no resampling), a larger buffer, frames capped at 60
playoplone sound setting at a time against the underrun count (bench.txt underruns=)
playcap35-
play48k-
playspufluidsynth's voice DSP on the SPEs (our libfluidsynth3 +ps3.289 with libspeq0 0.288, docs/SPU-AUDIO.md "fluidsynth on the SPEs"): spu always, ppe = libspeq's code on the PPE, off = stock fluidsynth
playppe-
playoff-
glstatsGL renderer draws (our patch 0005, gl_batch.c): walls, flats, sprites and HUD patches batched into few glDrawArrays, light level per vertex. On the host (llvmpipe, GL 2.1) the gl timedemo goes from ~1960 GL calls and ~205 draws a frame to ~390 and ~46. Each switch alone, all off (= the renderer before 0005), and the per-frame batch counts in game.log every 350 frames
glnobatch-
glnoflats-
glnohud-
glnovlight-
gloff-

Conditions: what a variant adds to the recipe (its environment switches) and what ran alongside (the stall recorder, a profiler). Rows marked invalid or not comparable say why. The other numbers, the build and the run length are under "All numbers" in each batch.

What the run length means

"warm-up + 120 s" is a steady-state run, which leaves out a 60 s warm-up and measures 120 s or more; "whole run" counted everything from the start, the way runs before 2026-10-17 did.

Suite summary

2026-10-20 · batch suite-summary-2026-10

Purpose: The 13 benchmarked games (15 rows) with their known numbers, the rules-1 calibration of the rating formula (docs/GAMEDB.md "Calibration", tools/gamedb/score.py). Each value names its source: a batch's cell, or the suite table of docs/games/README.md where the number is a reading or a range (no single cell holds it). Stutter is the stall seconds over the 2-minute window; load unmeasured, stability assumed clean, picture and display right.

Row ram_free
MiB
vram
MiB
fps_steady
frames a second
stall_play_s
seconds
low1_play
frames a second
longest_play_ms
ms
sound_faults_per_min
faults a minute
Picture, sound
dsda-doom gl 436555.90.040.334465 right, music chops

Real-time audio as shipped: ps3-desktop 0.1013 (limits.d rtprio 10 + ps3-rt-audio, RTAUDIO=1) against none (RTPRIO=0) on dsda-doom software (owncfg), Extreme Tux Racer, X-Moto and Neverball (kernel .874)

2026-10-28 · batch 2026-10-28-rt-audio-shipped · 23 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
owncfg rtaudio 39.819.40
owncfg real-time priority 0 39.821.01
All numbers and setup of this batch
VariantNumbersSetup
owncfg fps whole run 37.5 cpu 283.6 seconds underruns 3436 underruns ram_free 43.2 MiB vram 25.7 MiB longest_ms 104.0 ms stall_play_s 0.0 seconds longest_play_ms 87.1 ms no build recorded
the game's resolution, warm-up + 120 s
owncfg fps whole run 37.7 cpu 281.6 seconds underruns 4290 underruns ram_free 39.9 MiB vram 25.7 MiB longest_ms 109.9 ms stall_play_s 0.1 seconds longest_play_ms 104.3 ms no build recorded
the game's resolution, warm-up + 120 s

Observations: 25 runs in three rounds, games interleaved, arm order alternating. Two Neverball runs with it were interfered by the agent's own SSH checks and left out, so Neverball has 2 runs with it. Every run fullscreen at 1920x1080 and in gameplay at its 40 s screenshot. - ps3-rt-audio put the audio thread on SCHED_RR 1 in every run with it: SDL's audio thread in dsda-doom, X-Moto and Neverball, and Extreme Tux Racer's unnamed audio thread. - Audible dropouts a run (about 200 s), median, without and with it: dsda-doom 29 to 2 (audible time 0.8-1.2 s to 50-113 ms), Extreme Tux Racer 26 to 2 (0.65-0.92 s to 58-124 ms), Neverball 3 to 0, X-Moto 0 to 0 (logged underruns 78 to 11). - Steady fps unchanged within 0.4%: dsda-doom 39.75 and 39.8, X-Moto 161.7 and 161.0, Neverball 82.73 and 82.72. - 1% lows a little lower with it in the light games, ranges touching: X-Moto 113.4 to 109.4, Neverball 57.9 to 56.6, dsda-doom 20.6 to 19.0. - Extreme Tux Racer's were higher with it: HUD 1% low 19.8 to 29.2, steady 56 to 59. The previous batch had no such gap (29.9 against 28.6).

RT audio thread: SCHED_RR 1 from outside (RTPRIO=10+RTTHREAD) and nice -20 (NICELIM=40) against none on dsda-doom software (owncfg), Extreme Tux Racer and OpenTTD (kernel .874)

2026-10-28 · batch 2026-10-28-rt-audio-thread · 24 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
owncfg nicelim40 39.719.91.0
owncfg real-time priority 0 40.321.70
owncfg real-time priority 10
switch rtthread
40.121.20
All numbers and setup of this batch
VariantNumbersSetup
owncfg fps whole run 38.0 cpu 284.1 seconds underruns 3887.5 underruns ram_free 43.6 MiB vram 25.7 MiB longest_ms 106.8 ms stall_play_s 0.1 seconds longest_play_ms 105.6 ms no build recorded
the game's resolution, warm-up + 120 s
owncfg fps whole run 38.9 cpu 279.2 seconds underruns 4217 underruns ram_free 41.4 MiB vram 25.7 MiB longest_ms 83.0 ms stall_play_s 0.0 seconds longest_play_ms 71.2 ms no build recorded
the game's resolution, warm-up + 120 s
owncfg fps whole run 38.5 cpu 279.2 seconds underruns 3487 underruns ram_free 43.5 MiB vram 25.7 MiB longest_ms 113.9 ms stall_play_s 0.0 seconds longest_play_ms 77.7 ms no build recorded
the game's resolution, warm-up + 120 s

Observations: 38 runs in four rounds, order rotated. 14 were interfered by another agent's SSH logins and left out. Every counted run was fullscreen at 1920x1080 and in gameplay at its 40 s screenshot. - Audible dropouts a run (about 200 s), median. dsda-doom: 19 with nothing, 10.5 with nice -20, 2 with SCHED_RR. - Extreme Tux Racer: 24 with nothing, 3.5 with SCHED_RR. - OpenTTD: 2 with nothing (2 clean runs), 1 with nice -20; logged underruns 2019 to 1095. - No fps cost from SCHED_RR beyond the noise: dsda-doom 40.1 against 40.3, Extreme Tux Racer 59 against 59. nice -20 cost dsda-doom 2% of its steady fps and two points of 1% low. - SDL's own real-time hint does nothing without RTKit: the thread stayed at normal priority.

batch ssdroot2 P1b: gameplay profiles on the SSD root (PERF=1 MEM=1 x1)

2026-10-19 · batch 2026-10-19-ssdroot2-gameplay-profiles · 7 runs in the batch (all games)

Not comparable: gameplay profiles (PERF=1 MEM=1), slower than plain runs.

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
gl
not comparable
perf recording 55.939.70
All numbers and setup of this batch
VariantNumbersSetup
gl fps whole run 55.7 cpu 131.3 seconds underruns 2793 underruns ram_free 43.1 MiB vram 64.9 MiB longest_ms 42.4 ms stall_play_s 0.0 seconds longest_play_ms 42.4 ms no build recorded
the game's resolution, warm-up + 120 s

Observations: - Same boot, one run per game, perf at 499 Hz over the window. Profiled runs are for profiles, not fps (OpenArena 56 against 60 unprofiled). - Share of the game process's samples: - BananaBread: Mesa 62.8%, the GPU kernel driver 4.8, the game 10.5. - ClassiCube: Mesa 41.2, kernel 20.1, the GPU kernel driver 7.1. - SuperTuxKart: the game 36.5, Mesa 35.5, libc 15.1. - OpenArena: the game 27.6, Mesa 23.1, other 20.4 (OpenAL 12.4, libdeflate 3.9). - Luanti: the game 47.2 (its mesh-update thread 20.7% of all samples), Mesa 14.6, libc 13.7. - dsda-doom: Mesa 22.3, the game 20.5, audio 30 (FluidSynth 15, libspeq 12). - OpenTTD: kernel 49.5 (36.7 replaying deferred interrupts, 8.3 page table invalidation, 5.1 clearing GPU memory mappings when buffers are created), audio 17. It ran at its title screen (a menu, not gameplay: 18 fps, 4172 underruns). - Mesa has no symbols in these profiles (to be resolved on the PC later). SuperTuxKart's fps is the HUD's.

batch 8: STK lean, OpenTTD gl, ClassiCube/dsda batching, malloc presets, profiles (Mesa ps3.408, kick)

2026-10-18 · batch 2026-10-18-batch8 · 26 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
gl waker kick at 10 ms 55.940.30.0
gloff DSDA_GL_BATCH=0
DSDA_GL_FLATS=0
DSDA_GL_HUD=0
DSDA_GL_VLIGHT=0
waker kick at 10 ms
54.236.40.0
All numbers and setup of this batch
VariantNumbersSetup
gl fps whole run 54.7 cpu 117.9 seconds underruns 2101.0 underruns ram_free 43.3 MiB vram 64.9 MiB longest_ms 42.5 ms stall_play_s 0.0 seconds longest_play_ms 34.4 ms Mesa ps3.408
the game's resolution, warm-up + 120 s
gloff fps whole run 53.0 cpu 161.1 seconds underruns 2668.5 underruns ram_free 44.0 MiB vram 64.8 MiB longest_ms 67.7 ms stall_play_s 0.0 seconds longest_play_ms 67.7 ms Mesa ps3.408
the game's resolution, warm-up + 120 s

Observations: - Same boot. - SuperTuxKart: the track draws (webcam). Lean settings 21.4 fps smooth against 13 as built, stalls 2.4 against 13.5 s. - OpenTTD with the GL driver: right picture, 21 fps (8-12 with software drawing). - ClassiCube with batching 47.3 fps against 49.4 with the old drawing (-4%), but 1% low 31 against 27.6. - dsda-doom GL renderer with batching 55.9 against 54.2 (+3%), 1% low 40.8 against 36.5. - Memory allocator presets: inconsistent between rounds (noise). - OpenArena OpenGL 2 renderer: 55 s of stalls, longest 16 s, 66 MB swapped out. Luanti: 10 s of stalls, 51 MB swapped out. - Interference (found by the later scan): the profiled Luanti run had a right click in its measured window, so distrust that cell.

Mesa ps3.407 switches (QuakeSpasm LUT, ClassiCube fence pool), profiler checks (ps3-gpu-tools 0.412), all with WAKER kick

2026-10-18 · batch 2026-10-18-mesa-407-switches · 10 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
base waker kick at 10 ms
perf recording
40.321.80
All numbers and setup of this batch
VariantNumbersSetup
base fps whole run 40.3 cpu 271.0 seconds underruns 4089 underruns ram_free 45.4 MiB vram 25.7 MiB longest_ms 96.6 ms stall_play_s 0.0 seconds longest_play_ms 96.6 ms Mesa ps3.407
the game's resolution, warm-up + 120 s

Observations: - Same boot, all with the 10 ms waker kick. - QuakeSpasm with the lookup table: steady 91.0 and 90.8 fps against 90.9 and 91.0 without (no change). CPU 104 and 101 s against 108 and 106 (about -3%). - ClassiCube with a pool of 16 fence buffers: identical (48.4 fps). - dsda-doom profile fine: 40.3 fps steady, no stalls. - OpenTTD reached its title game without the survey dialog (webcam OK). - Armagetron: invalid. It was stuck at the first-start language menu (webcam); its 183 fps is the menu.

libspeq 0.367 (shared deadline pool), fluidsynth ps3.309, dsda-doom ps3.361

2026-10-17 · batch 2026-10-17-speq-367-deadline-pool · 2 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
playppe SPEQ_SYNTH=ppe
SPEQ_DEBUG=1
---
playspu SPEQ_SYNTH=spu
SPEQ_DEBUG=1
---
All numbers and setup of this batch
VariantNumbersSetup
playppe fps whole run 57 cpu 36.5 seconds underruns 1095 underruns ram_free 37.1 MiB vram 65.9 MiB no build recorded
the game's resolution, whole run
playspu fps whole run 57 cpu 26.5 seconds underruns 465 underruns ram_free 37.5 MiB vram 65.9 MiB no build recorded
the game's resolution, whole run

Observations: Same boot, 60 s runs with music. The synth ran on the two-SPU pool: 4530 rounds on the SPUs, 0 timeouts, 0.84 ms mean wait. ALSA underruns: 465 with the SPUs against 1095 on the PPE. Picture right on the webcam.

fluidsynth ps3.309 (SPU synth v2) + libspeq 0.318 + Mesa ps3.299

2026-10-17 · batch 2026-10-17-fluidsynth-309 · 4 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
playoff SPEQ_SYNTH=off ---
playspu SPEQ_SYNTH=spu
SPEQ_DEBUG=1
---
All numbers and setup of this batch
VariantNumbersSetup
playoff fps whole run 54.0 cpu 46.4 seconds underruns 1281.0 underruns ram_free 39.4 MiB vram 65.4 MiB Mesa ps3.299
the game's resolution, whole run
playspu fps whole run 54.5 cpu 32.3 seconds underruns 648.5 underruns ram_free 47.7 MiB vram 65.4 MiB Mesa ps3.299
the game's resolution, whole run

Observations: - dsda-doom playing its demo at normal speed with FluidSynth music. Two pairs, stock then SPU, in the same session. - ALSA underruns: 1231 to 588 and 1331 to 709. - CPU: 44.5 to 31.8 s per minute. With no music at all: about 29 s and 18 underruns. - The user listened to both: "night and day, spu makes a huge difference". The only glitches left coincide with the game's own stutters. - The first version (double precision, one block per job) had only gone from 1335 to 1097 underruns.

fluidsynth voice DSP on the SPEs (libspeq 0.288; Mesa ps3.282)

2026-10-17 · batch 2026-10-17-fluidsynth-spu-dsp · 2 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
playoff SPEQ_SYNTH=off ---
playspu SPEQ_SYNTH=spu
SPEQ_DEBUG=1
---
All numbers and setup of this batch
VariantNumbersSetup
playoff fps whole run 53 cpu 49.3 seconds underruns 1335 underruns ram_free 39.5 MiB vram 65.4 MiB Mesa ps3.282
the game's resolution, whole run
playspu fps whole run 54 cpu 31.7 seconds underruns 1097 underruns ram_free 40.0 MiB vram 65.4 MiB Mesa ps3.282
the game's resolution, whole run

Observations: - dsda-doom playing its demo at normal speed for 60 s with the GL renderer and FluidSynth music. One run each. - Stock FluidSynth: 49.3 s of CPU and 1335 underruns. - Voice processing on the SPUs: 31.7 s of CPU and 1097 underruns. HUD 53 and 54 fps. - The SPUs did the work: 20227 of 20295 blocks, 55 timeouts, no errors, mean wait 731 us (max 9.2 ms). - The CPU drops close to the 29 s of a run without music, but the underruns stay far above that run's 18. Cause not established. - Per the coordinator, the SPU code computed in double precision, too slow per block (not visible in the run folders). - Whether the music sounded right is not recorded. There is no run of the same build on the PPE. The FluidSynth build used is not in the versions file.

Mesa ps3.262 runs with perf recording (audio profiling)

2026-10-17 · batch 2026-10-17-mesa-262-perf · 5 runs in the batch (all games)

Not comparable: runs with perf recording (audio profiling), slower than plain runs.

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
play
not comparable
the recipe as it is ---
All numbers and setup of this batch
VariantNumbersSetup
play fps whole run 50.5 cpu 51.1 seconds underruns 1349.0 underruns ram_free 19.6 MiB vram 65.4 MiB Mesa ps3.262
the game's resolution, whole run

Observations: - Perf was recording during these runs (said by the coordinator; the run folders do not show it). The numbers are not for comparison. - dsda-doom playing at normal speed, twice: 1276 and 1422 ALSA underruns, HUD 51 and 50 fps. Probably the runs behind the profile that put the FluidSynth library at 48.3% of the game's samples. - OpenArena: 39.7 fps with a 5.9 s longest frame, then 23.4 fps with a 15 s stall (the run ended with an error). The unprofiled suite run had 54.4. - Lowest free memory in the two OpenArena runs: 38 and 13 MB. - Yamagi Quake II: 55.2 fps (63.9 in the suite round).

Mesa ps3.262 + ps3rsx 0.249

2026-10-17 · batch 2026-10-17-mesa-262 · 12 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
base the recipe as it is ---
All numbers and setup of this batch
VariantNumbersSetup
base fps whole run 38.0 cpu 110.7 seconds underruns 1768 underruns ram_free 40.5 MiB vram 25.7 MiB Mesa ps3.262, ps3rsx 0.249
the game's resolution, whole run

Observations: - The patches: no relocations, the texture cache invalidated only after texture changes, no duplicate vertex-format writes, batched vertex program constants. One run per game. - Against ps3.246: OpenArena with compressed textures 44.2 to 54.4 fps (+23%), Yamagi 51.4 to 63.9 (+24%), X-Moto 39 to 47 (+21%), Extreme Tux Racer 46 to 53 (+15%), dsda-doom software 33 to 38 with the demo now finishing (+15%), ClassiCube 47.6 to 50.1 (+5%). - Neverball 78.2 to 71.5 (noise), QuakeSpasm 70.5 to 66.3 (repeated in the next batch), Luanti 53 to 53. - Armagetron dropped from 60 to 51 (driver frame counter). - BananaBread reads 28 to 8 on the counter, but it was memory-stalled (13 MB free, killed at the cap): not a driver number, and the cause is uncertain. - The kernel's command validator rejected nothing. - Single runs.

Mesa ps3.246 + ps3rsx 0.249

2026-10-17 · batch 2026-10-17-mesa-246-ps3rsx-249 · 12 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
base the recipe as it is ---
All numbers and setup of this batch
VariantNumbersSetup
base fps whole run 33 cpu 65.0 seconds underruns 1161 underruns ram_free 52.5 MiB vram 25.7 MiB Mesa ps3.246, ps3rsx 0.249
the game's resolution, whole run

Observations: - One run per game. Frame rates by the game's own counter, or the driver's frame counter where marked: - Armagetron 60 (counter), ClassiCube 47.6, dsda-doom software 33 (counter, demo unfinished), Extreme Tux Racer 46 (counter), Luanti 53 (counter), Neverball 78.2. - OpenArena with compressed textures 44.2 (longest frame 2.1 s), QuakeSpasm 70.5, BananaBread with CPU skinning 28 (counter), X-Moto 39 (counter), Yamagi Quake II 51.4. - Pictures right. Sound right except dsda-doom (1161 underruns, MIDI music), BananaBread (176) and OpenTTD (1429, choppy). - OpenTTD used 55.5 s of CPU and has no frame rate (plain X11 path). - Single runs: differences of a few fps are within the run-to-run spread.

dsda-doom sound settings against the underruns (Mesa ps3.225)

2026-10-17 · batch 2026-10-17-dsda-doom-sound · 5 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
play48k the recipe as it is ---
playcap35 the recipe as it is ---
playopl the recipe as it is ---
tuned the recipe as it is ---
All numbers and setup of this batch
VariantNumbersSetup
play48k fps whole run 52 cpu 51.3 seconds underruns 1471 underruns ram_free 50.4 MiB vram 65.4 MiB Mesa ps3.225
the game's resolution, whole run
playcap35 fps whole run 34 cpu 47.8 seconds underruns 1385 underruns ram_free 54.1 MiB vram 65.4 MiB Mesa ps3.225
the game's resolution, whole run
playopl fps whole run 50.5 cpu 49.1 seconds underruns 1094.5 underruns ram_free 54.7 MiB vram 65.4 MiB Mesa ps3.225
the game's resolution, whole run
tuned fps whole run 50 cpu 46.0 seconds underruns 340 underruns ram_free 47.7 MiB vram 65.4 MiB Mesa ps3.225
the game's resolution, whole run

Observations: - One setting at a time, 60 s of play at normal speed, single runs. - Everything tuned (OPL music, 48 kHz, bigger buffer, 60 fps cap): 340 underruns, 46 s of CPU. - OPL music: 1312 underruns in the first run and 877 in the second (the table holds their mean). The second run crashed with a segmentation fault. The first used 54 s of CPU like plain play (53 s), the second 44 s, so the first may not have applied the OPL setting. - 35 fps cap: 1385 underruns. 48 kHz mixing: 1471. - Without music: 18 underruns (previous batch).

dsda-doom +ps3.247 GL renderer and music on/off (Mesa ps3.225)

2026-10-17 · batch 2026-10-17-dsda-doom-gl-music · 3 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
gl the recipe as it is ---
play the recipe as it is ---
playnomusic the recipe as it is ---
All numbers and setup of this batch
VariantNumbersSetup
gl fps whole run 48.8 cpu 63.2 seconds underruns 1549 underruns ram_free 60.8 MiB vram 61.5 MiB Mesa ps3.225
the game's resolution, whole run
play fps whole run 52 cpu 53.4 seconds underruns 1280 underruns ram_free 43.0 MiB vram 65.4 MiB Mesa ps3.225
the game's resolution, whole run
playnomusic fps whole run 53 cpu 28.9 seconds underruns 18 underruns ram_free 62.9 MiB vram 65.4 MiB Mesa ps3.225
the game's resolution, whole run

Observations: - Our dsda-doom +ps3.247, Mesa ps3.225, ps3rsx 0.219, single runs. - GL renderer timedemo: 48.8 fps, 1549 underruns. - Demo at normal speed for 60 s with music: 52 fps on the driver's frame counter, 53 s of CPU, 1280 underruns a minute. - The same without music: 53 fps, 29 s of CPU, 18 underruns. - So fluidsynth's music costs about 24 s of CPU a minute (about 40% of a PPE thread) and causes the chopping. - Underruns counted from the game log.

dsda-doom +ps3.231 colours fix (Mesa ps3.225)

2026-10-16 · batch 2026-10-16-dsda-doom-colours · 2 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
base the recipe as it is ---
gl the recipe as it is ---
All numbers and setup of this batch
VariantNumbersSetup
base fps whole run 20 cpu 111.5 seconds underruns 1888 underruns ram_free 43.3 MiB vram 25.7 MiB Mesa ps3.225
the game's resolution, whole run
gl fps whole run 48.2 cpu 63.6 seconds underruns 1542 underruns ram_free 61.3 MiB vram 61.5 MiB Mesa ps3.225
the game's resolution, whole run

Observations: - Our dsda-doom 0.30.0 +ps3.231 (big-endian and nv30 fixes). Colours right. - GL renderer at 1920x1080: 48.2 fps, 64 s of CPU. It uses a luminance-alpha fallback, since the GPU lacks two-channel (RG) textures. - Software renderer at 960x540: 20 fps on the driver's frame counter, 112 s of CPU. - The sound still chops: 1542 to 1888 underruns per run, from fluidsynth's MIDI synthesis on the PPE. - Single runs.

Group 1 dsda-doom software 960x540 and SDL variants (Mesa ps3.186)

2026-10-16 · batch 2026-10-16-dsda-doom-software · 3 runs in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
base the recipe as it is ---
gles SDL_RENDER_DRIVER=opengles2 ---
sdlsw SDL_RENDER_DRIVER=software ---
All numbers and setup of this batch
VariantNumbersSetup
base fps whole run 20.2 cpu 185.4 seconds underruns 3210 underruns ram_free 54.1 MiB vram 17.8 MiB Mesa ps3.186
the game's resolution, whole run
gles fps whole run 29.2 cpu 130.7 seconds underruns 2272 underruns ram_free 58.2 MiB vram 17.8 MiB Mesa ps3.186
the game's resolution, whole run
sdlsw fps whole run 1 underruns 6741 underruns ram_free 48.7 MiB vram 23.8 MiB Mesa ps3.186
the game's resolution, whole run

Observations: - Debian dsda-doom 0.30.0, Freedoom demo 1, one run per variant. - Software renderer scaled by SDL's OpenGL renderer: 20.2 fps (finished at 148 s), 185 s of CPU. - SDL's GLES2 renderer: 29.2 fps, 131 s of CPU. - SDL's software renderer: 1 fps, killed at 300 s. - The colours were wrong with every SDL renderer (rotated; the first run green-tinted): a big-endian bug in the game and SDL. - The sound underran thousands of times: 3210, 2272 and 6741 underruns in the three runs. - Fixed in our dsda-doom package (see the +ps3.231 batch).

Group 1 dsda-doom first smoke at 1920x1080 software (Mesa ps3.186)

2026-10-16 · batch 2026-10-16-dsda-doom-smoke · 1 run in the batch (all games)

VariantConditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
base the recipe as it is ---
All numbers and setup of this batch
VariantNumbersSetup
base fps whole run 5 underruns 3618 underruns ram_free 38.1 MiB Mesa ps3.186
the game's resolution, whole run

Observations: - Debian dsda-doom 0.30.0, software renderer at 1920x1080, single run, no fps line from the game. - 5 fps median on the driver's frame counter (10th percentile 3, minimum 2). - The demo did not finish within the 180 s cap (183 s wall time). - 3618 ALSA underruns (sound dropouts), counted from the game log. - Free memory fell to 38 MB.