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OpenArena

Gold · 82 with OpenArena (GL 2.0) 0.2 h played, 0 crashes

A fast Quake III Arena style deathmatch shooter with bots, free data included.

Genre
shooter first-person arena
Theme
sci-fi
Players
single player online multiplayer bots
Input
made for keyboard and mouse
View
3D first-person
Origin
remake or clone

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, openarena 0.8.8+dfsg-13

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 OpenArena (GL 2.0) 1.09 minquit ok Details
2026-10-25 OpenArena (GL 1.2) 1.012 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.

OpenArena (GL 2.0)

VersionTestedMedalRules Frame rateSmoothnessSoundPictureStabilityDisplayLoad Play
Walnut 0.1
openarena 0.8.8+dfsg-13
2026-10-25 Gold · 82 1.0 646710010091-98 0.2 h
1 test

OpenArena (GL 1.2)

VersionTestedMedalRules Frame rateSmoothnessSoundPictureStabilityDisplayLoad Play
Walnut 0.1
openarena 0.8.8+dfsg-13
2026-10-25 Silver · 76 1.0 426810010091-100 0.2 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: OpenArena: timedemo of bench.dm_71, renderer and texture compression per variant.

The recipe's full description

OpenArena (ioquake3 0.8.8): timedemo of bench.dm_71 (as legacy/step0.sh), renderer and texture compression per variant. The game archives +set cvars to q3config.cfg on quit. Steady state: the timedemo repeated in one session (PASSES=1: every pass prints its line; passes starting 54 s or more after the first map load are counted until ~120 s, then the game is stopped). nextdemo is cleared before it runs (CL_NextDemo), so each pass sets it again: bench_loop = "set nextdemo vstr bench_again; demo bench", bench_again = "meminfo; vstr bench_loop" (in autoexec.cfg). Every pass reloads the map (CL_InitCGame again; opengl2 without r_glslKeepPrograms compiles its programs again too). fps=, maxms= and load= are the first pass's, as the single timedemo had them; steady is the median of the measured passes.

53 variants of the recipe
base stands for the gamethe recipe as it is, without a variant
tc0opengl1, uncompressed textures (step 0's tc0)
tc1opengl1, compressed (shipped default, step 0's tc1)
gl2min stands for the game-
gl2-
gl2min_upevery switch of ours back to upstream (Debian's behaviour, except the VAO cache and the model tangents, which have no switch: for those, compare with Debian's deb)
gl2min_shaders0001: shader objects kept attached after linking (their source and IR in Mesa)
gl2min_bones0002: the 27 bone-animation programs (105-matrix arrays, compare trees on nv30)
gl2min_fboprog0003: the 15 shadow and post-processing programs that need framebuffer objects
gl2min_recompile0004: every program compiled again at the demo's map load (load time, the second compile burst)
gl2min_lazy0005 (opt-in): each program built at its first use; stalls when a variant is first drawn
gl2min_modelverts0007: the permanent CPU copy of every MD3 vertex frame (hunk: ~87 MB for the demo's models)
gl2min_lods10009 (opt-in): only the full-detail LOD of each model (no _1, _2: -41% model memory, more vertices)
gl2min_lodbias10009: r_lodbias 1, LOD 0 never drawn so no longer loaded (-59% model memory, coarser models)
gl2min_cpuanim0010 (opt-in): MD3 animation on the CPU as opengl1 (no model VBOs, 18 fewer programs, more PPE)
gl2min_leansettings only: lazy and lods1 together; texture resolution (r_picmip 2 against ioquake3's default 1; the run's q3config.cfg holds what OpenArena had); uncompressed textures in gl2
gl2min_picmip2-
gl2min_tc0-
gl2min_color160027: vertex colours as unsigned shorts again (R16G16B16A16_UNORM, which nv30 can't fetch: u_vbuf converts them on the CPU at every draw, and nouveau keeps malloc'ed copies of the VRAM buffers it reads, after a few such reads of every new one: docs/MEMORY.md "OpenArena opengl2")
gl2min_mippowf0028: the gamma-correct mipmaps with a powf per texel channel (the same bytes, more CPU at loads and joins)
gl2min_md3pack0029 (opt-in): animated MD3 frames in 12 bytes a vertex instead of 20 (the demo's model VBOs 62 -> 37.5 MB of VRAM; 8-bit normals: on llvmpipe 1734 pixels of 30 frames differ by at most 2 levels)
scan0011: R_FindShader scanned the whole shader text again after a miss in its hash table
crc0012: crc32 of every pk3 entry read (nobody looks at the result)
noaltivec0013: the AltiVec versions of the MD3 interpolation and the diffuse lighting (needs the -maltivec build)
markclear0014: two 272-byte memsets for every plane a decal triangle is clipped against
sndeager0015: the sounds of a player model read and decoded when the player joins instead of at their first play
zlib0016: zlib instead of libdeflate for the pk3 entries
huffslow0018: the message Huffman trees fed 1053340 symbols at the first message (a command line cvar: the first message comes before autoexec.cfg)
upall of them as before (not the build flags, nor the AltiVec code being compiled in)
mergelm1Batching (ioquake3 0019-0022, gamedb/engines/ioquake3/technical.md): fewer GL calls and draws a frame from renderergl1. On llvmpipe forced to GL 2.1 the demo went from 3022 GL calls and 198 draws a frame to 377 and 79, the same picture (atlas: 74 pixels differ by at most 2). Each variant turns one change back to upstream, allbatchoff all four. 0019: the map's 32 lightmaps as one atlas texture, so a texture lit from several lightmaps is one batch (world batches 114 -> 27 a frame). Off by default since 0024: on the PS3 any atlas page adds ~10 s of hitches per run (stall_s 34-36 vs 24), the frame cost equal. mergelm1 turns it back on.
glcache00020: texture unit, GL_TEXTURE_2D and client array state sent at every call (not only when a draw needs a change)
lockarrays0021: glLockArraysEXT/glUnlockArraysEXT around every batch (Mesa only records the range)
skystrips0022: the sky box as a glBegin strip per row, a call per vertex (the demo shows no sky: expect no change here; islanddm drops from ~1450 sky calls a frame to 18)
allbatchoff-
keepimg0Loads during play (ioquake3 0025-0026, docs/STALLS.md "OpenArena"). Five bots join the demo, one every 200 frames (bot_minplayers, and qagame's loaddefered makes the cgame load each at once): 3 models, 3 skins, 3-6 textures each, 4 stalls of 130-400 ms a pass on the PS3; and every pass reloads the map: 3 load-screen stalls of 340/700/380 ms (402 image files read, decoded, DXT on the PPE), 10 of the run's 17.6 s of stalls (bench/analysis/passsplit.py tells the two apart). Both switches are on in base (llvmpipe: picture identical over three passes; the second pass on loads nothing during the demo, the reload 0.46 -> 0.17 s). The first pass still loads them (unmeasured). 0025: r_keepImages 0, every texture freed and its file loaded again at each map load
preload00026: cl_preloadLate 0, the joining players' models and skins loaded when they join
loads0-
defer0026 (opt-in, changes the picture): loaddefered ignored, the bots keep a substitute model (the demo player's) for the whole demo: what the joins cost against no player loads at all
mergelm2(Before 0024 the atlas was the default and the variant was mergelm0; the notes below were measured that way, "base" there is the atlas on, "mergelm0" the atlas off.) The atlas's ~5% (ps3.362 on Mesa ps3.299) is not in the frames: the window's frames of 100 ms or less render at the same rate with and without it (report.py smooth: 64.0-64.3 fps both ways), the loss is stall time (stall_s 37-45 s with it, 30-37 without). 0023 separates the atlas textures from the batching. mergelm2: the atlas pages with a batch per lightmap (199 draws, the order of mergelm0): stalls as base = the big page's memory, as mergelm0 = the batching. lmsize512 / lmsize256: pages of up to 16 / 4 lightmaps (92 / 132 draws, 1 MB / 256 KB uploads).
lmsize512-
lmsize256-
tc1nowmtc1 with no window manager, as step 0 ran: the window never reached the screen (SDL's fullscreen went unanswered), so this measures what showing the frames costs
allog-
b16-
f44-
b16f44-
p1024-
alnull-
f32-
lin-
nosound-
rgbspuDXT1 of RGB sources (libspeq 2026-10-18, packages/walnut/tools/ps3-spu/doc/dxt-rgb.md): an RGB source (3 bytes a pixel, "speq: s3tc dxt1 ... comps 3" lines) used to be encoded on the PPE (165 ms for a 1024x1024, 43 ms for a 512x512: hitches when a texture loads mid-demo); now the SPEs take it. rgbppe sends RGB back to the PPE encoder (the old behaviour), rgbspu is the default with the same logging, so the pair differs in the switch alone. opengl1 uploads its opaque textures as GL_RGBA data (RGBA DXT1, comps 4), so count the comps 3 lines in game.log first: without them the pair measures nothing.
rgbppe-

One table, a header row per batch (what it tested and what came out). Conditions: what a variant adds to the recipe (its environment switches) and what ran alongside (the stall recorder, a profiler); a column appears only when this game has a value in it. Rows marked invalid or not comparable say why.

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.

Variant Conditions Steady fps
in the window
1% low
fps
Stalls
frames over 100 ms
fps
whole run
Build Run length ram free
MiB
vram
MiB
stall play s
seconds
longest play ms
ms
sound faults per min
faults a minute
cpu
seconds
underruns
underruns
longest ms
ms
stall disk s
seconds
stall swap s
seconds
stall reclaim s
seconds
stall gpu s
seconds
stall cpu s
seconds
Note
Suite summary 2026-10-20 · suite-summary-2026-10
Tested: Not a test run: the suite's 13 benchmarked games (15 rows, with OpenArena's two renderers and OpenTTD's two blitters) gathered with their known numbers as of October 2026, each value naming the batch or document it came from.
Result: It is the calibration of the rating formula (rules 1): the scale was tried on these numbers before any game was rated, and the GameDB calibration table is generated from it. Benchmarks never give a medal; medals come from played sessions only.
OpenArena, opengl1 the recipe as it is 70.6 34.6 - - - warm-up + 120 s 26 39 0.0 56 0 - - - - - - - - right, right
OpenArena, opengl2 the recipe as it is 60.4 25.6 - - - warm-up + 120 s 15 119 0.2 199 0 - - - - - - - - right, right
RT mixer: RTPRIO=10 against RTPRIO=0 (OpenAL's mixer on SCHED_RR) on OpenArena, Yamagi Quake II and Luanti base x3 (kernel .874) 2026-10-28 · 2026-10-28-rtprio-openal
Tested: Whether letting OpenAL's mixer thread run at real-time priority (SCHED_RR, allowed by a priority limit of 10) prevents sound dropouts in OpenArena, Yamagi Quake II and Luanti, three rounds.
Result: No gain: there were no audible dropouts with or without it, and it cost a little frame rate. Not shipped.
What we saw

18 runs, rounds alternating the order, none interfered. Every run fullscreen at 1920x1080, with a screenshot 40 s after the load.

  • No audible dropout in either arm. Inaudible gaps: 4 without the limit (Luanti 3, up to 102 ms; Yamagi 1, 67 ms), 1 with it (Yamagi, 7 ms).
  • OpenArena, without against with: 68.55 against 68.3 fps steady, 1% low 37.5 against 36.6.
  • Yamagi Quake II: 86.8 against 86.3 fps (the ranges don't overlap).
  • Luanti: 46 against 45 fps (HUD), 1% low 19.8 against 20.9, stall time 4.1 against 2.6 s.
  • 20 live runs outside the harness (OpenArena and Quake III with bots) agree: no gain, a small fps cost.
  • Extreme Tux Racer and Armagetron were left out: their recipes need a virtual input device that was not installed (the runs sat in menus), and neither plays through OpenAL.
base real-time priority 0 68.5 40.4 0 62.5 - warm-up + 120 s - - 0.0 39.6 - 143.8 0 645.7 - - - - -
base real-time priority 10 68.3 40.1 0 62.5 - warm-up + 120 s - - 0.0 43.5 - 156.6 0 700.8 - - - - -
batch ssdroot12 snd_ps3 DMA watchdog (kernel local/0047): dma_watchdog_ms=200 against 0 (off) on SuperTuxKart lean, OpenArena gl2min and ClassiCube base x3 (SSD root .472 Mesa ps3.545~dev, .472 with the test module) 2026-10-20 · 2026-10-20-ssdroot12-dma-watchdog
Tested: Whether the new snd_ps3 DMA watchdog (kernel patch 0047, which restarts the sound card's DMA when it stalls for 200 ms) prevents the OpenAL wedge, against the watchdog off, on SuperTuxKart, OpenArena and ClassiCube, three rounds.
Result: Yes: with it off 2 of 9 runs wedged; with it on none did, two stalls were caught and restarted, and the sound kept going. Frame rates were equal. The watchdog stays on by default in the kernels since.
What we saw

18 runs rotated with system dumps on; one OpenArena run with the watchdog off was interfered by two logins and left out.

  • Watchdog off: 2 of 9 runs wedged (one OpenArena, one ClassiCube).
  • Watchdog on: 0 of 9 wedged. It caught 2 stalls (OpenArena, ClassiCube), restarted the DMA, and the sound kept going.
  • Frame rate, 1% low and stalls equal: SuperTuxKart 21 and 20 fps, ClassiCube 48.4 in both, OpenArena 61.9 and 62.3.
gl2min stall recorder at 10 ms 61.9 28.1 1 48.7 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 18.9 117.0 0.2 148.7 - 212.1 0 3076.0 1.1 0.2 1.0 0.5 39.0
gl2min stall recorder at 10 ms
switch snd_dma_watchdog_ms0
62.3 28.1 0.5 48.8 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 16.4 116.9 0.1 139.2 - 191.7 0.0 21436.5 0.8 2.6 1.0 0.3 26.9
batch ssdroot11 Mesa 0044: NV30_MINMAX_VMX=1 against unset on Sauerbraten base and OpenArena gl2min x3 (SSD root .472 Mesa ps3.545~dev) 2026-10-20 · 2026-10-20-ssdroot11-minmax-vmx
Tested: Whether Mesa 0044 (the AltiVec index scan) helps or hurts games other than SuperTuxKart: BananaBread and OpenArena opengl2, three rounds.
Result: Neutral in both (39.37 against 39.64 fps, 61.7 against 62.7), as their draws rarely run the scan. 0044 only pays where those loops run, in SuperTuxKart.
What we saw

12 runs rotated, none interfered.

  • BananaBread: 39.64 fps unset against 39.37 with 0044 (x0.993). 1% low 26.9 against 25.7. Load 7.0 against 7.2 s.
  • OpenArena opengl2: 62.7 against 61.7 fps (x0.984). 1% low 7.6 against 7.5.
gl2min stall recorder at 10 ms 62.7 28.2 2 48.2 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 19.2 117.0 0.3 192.6 - 184.1 0 3211.0 1.0 0.3 1.7 0.4 32.1
gl2min stall recorder at 10 ms
switch minmax_vmx1
61.7 26.9 1 48.6 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 17.0 116.6 0.1 143.3 - 185.0 0 3222.0 1.1 0.5 1.2 0.4 31.2
batch ssdroot9 Mesa 0041: NV30_FENCE_WORK_KICK=1024 against unset on OpenArena gl2min x5 (SSD root .472 Mesa ps3.545~dev) 2026-10-20 · 2026-10-20-ssdroot9-fence-work-kick
Tested: A larger repeat (five rounds) of Mesa 0041 at 1024 on OpenArena opengl2, after the first test's +5% fell inside the noise.
Result: Neutral: 62.9 against 62.0 fps (+1.5%), the same 1% low and no CPU saving. The switch stays off.
What we saw

10 runs rotated, none interfered.

  • Steady fps 62.9 with 1024 against 62.0 unset (+1.5%). 1% low 7.5 in both. Gameplay unchanged.
  • CPU not lower: 210 s against 192 s.
gl2min stall recorder at 10 ms 62.0 27.8 1 49.7 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 16.2 117.0 0.2 172.4 - 191.7 0 3202.0 1.3 0.4 1.3 0.4 31.9
gl2min stall recorder at 10 ms
switch fence_work_kick1024
62.9 28.2 2 49.8 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 19.9 119.5 0.3 165.8 - 209.7 0 3166.0 0.9 0.8 1.4 0.5 38.2
batch ssdroot8 DUMPON=1 repro of the OpenAL wedge: SuperTuxKart x4 OpenArena x3 ClassiCube x3 (SSD root .472 Mesa ps3.545~dev, stock snd_ps3) 2026-10-20 · 2026-10-20-ssdroot8-openal-wedge
Tested: Another reproduction of the OpenAL wedge with system dumps, on SuperTuxKart, OpenArena and ClassiCube, with the stock snd_ps3 sound driver.
Result: The real wedge (OpenAL waiting on a sound card that stopped) hit 3 of 10 runs: 2 of 4 SuperTuxKart, 0 of 3 OpenArena and 1 of 3 ClassiCube. In one, the card's position had stood still for a second before, as in the first count. The other dumps caught short underruns that recovered; investigation runs, not for comparison.
What we saw

Investigation runs, not for fps: a dump freezes the game for seconds. Only runs without a dump have numbers, not comparable with other batches. Webcam picture right in all 10; dumps in 8 of 10.

  • SuperTuxKart: one run without a dump. A real wedge at 10.9 s in another, where the card's hardware position had stopped 1.0 s before (its DMA stopped). Two more dumps on a memory-map error at 30.6 and 33.1 s, one of which then wedged.
  • OpenArena: three dumps at 20.5-33.4 s, all on a memory-map error, no wedge, the card still moving.
  • ClassiCube: a dump at 2.9 s followed by a wedge; one clean run; one dump at 4.4 s with the card still moving.
  • In total the wedge hit 3 of 10 runs; the other 5 dumps were underruns that recovered.
  • Two SuperTuxKart runs lost their result and part of their game log, likely because a 164 MB core dump sat in RAM on a 256 MB console (not checked). They make no numbers.
gl2min stall recorder at 10 ms 61.6 27.1 3 20.1 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 16.0 116.9 0.4 129.7 - 176.2 0 3773.0 1.1 2.5 1.2 0.4 31.0
batch ssdroot8 Mesa 0038 force-DXT on the rest of the suite: Luanti and ClassiCube off/opaque/opaque+NEAREST, OpenArena gl2min and gl2min_tc0 off/opaque, SuperTuxKart lean opaque/all (SSD root .472 Mesa ps3.545~dev) 2026-10-20 · 2026-10-20-ssdroot8-force-dxt
Tested: Whether Mesa 0038's forced texture compression (opaque textures to DXT1, or every texture with 'all') saves VRAM in the rest of the suite: Luanti, ClassiCube, OpenArena and SuperTuxKart.
Result: Only SuperTuxKart with 'all' changed anything: 182 textures went to DXT5 and peak VRAM fell from 95.5 to 58.1 MiB (-39%) at the same frame rate, with no difference visible on the webcam. The other games compressed nothing, because their uploads are empty textures filled later, small, or in formats the switch skips. No decision recorded; the user has the last word on the picture.
What we saw

24 runs, compression statistics on in every arm, none interfered, webcam picture right in all.

  • Luanti: nothing compressed (every upload is an empty texture filled later). Peak VRAM 62.4 MiB off, 60.9 opaque, 61.9 opaque with nearest filtering; 46.5, 46.0 and 46.0 fps; stalls 3.3, 3.3 and 3.9 s; load about 25 s. Equal within the noise.
  • ClassiCube: nothing compressed (textures under 64 px, or kept for nearest filtering or alpha). VRAM 60.1 MiB in every arm, 47.2-47.3 fps, no stalls.
  • OpenArena opengl2: nothing compressed (formats the switch doesn't take). 61.8 fps off against 62.1 opaque, VRAM 114-117 MiB in both. With the game's own compression off, still nothing: 58.6 against 58.9 fps at 145-149 MiB.
  • SuperTuxKart: opaque compresses nothing again (the game already compresses its opaque textures). 'all' takes 182 textures to DXT5 (52-53 MB sent as 13 MB).
  • SuperTuxKart, opaque against all: peak VRAM 95.5 against 58.1 MiB (-37 MiB, -39%), 20 against 20.5 fps, 1% low 11.3 against 11.4, stalls 1.8 against 1.4 s, load 28.1 against 28.4 s. Free RAM 26-32 MiB in both: the saving is VRAM, not RAM.
  • Picture: SuperTuxKart's photos with 'all' show the same track and kart, with no blockiness at the webcam's resolution. DXT5's loss on fine detail can't be judged by a webcam.
  • OpenAL wedged in 9 of the 24 runs, in off arms too, without changing their fps.
gl2min stall recorder at 10 ms
switch force_dxt_stats50
61.8 27.2 2.0 48.2 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 13.4 115.3 0.3 160.7 - 187.2 0.0 3206.0 1.6 1.4 1.4 0.5 32.0
gl2min stall recorder at 10 ms
switch force_dxtopaque_force_dxt_stats50
62.1 27.8 1.5 49.1 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 17.4 117.0 0.2 159.3 - 201.7 0.0 3228.5 1.5 1.3 1.5 0.4 31.8
gl2min_tc0 stall recorder at 10 ms
switch force_dxt_stats50
58.6 25.6 3.0 46.4 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 19.8 146.8 0.6 298.8 - 187.5 0.0 3498.0 1.1 0.6 1.5 0.1 31.1
gl2min_tc0 stall recorder at 10 ms
switch force_dxtopaque_force_dxt_stats50
58.9 25.4 3.0 47.3 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 19.1 148.2 0.5 163.6 - 185.9 0.0 3227.0 1.1 1.1 1.3 0.1 30.9
batch ssdroot7 DUMPON=1 repro of the OpenAL wedge: SuperTuxKart x4 OpenArena x3 ClassiCube x3 Sauerbraten x3 (SSD root .472 Mesa ps3.545~dev) 2026-10-19 · 2026-10-19-ssdroot7-openal-wedge
Tested: How often OpenAL's sound output wedges (stops) in four games, with a full system dump taken the moment it happens, to find the cause.
Result: The wedge hit 3 of 4 SuperTuxKart runs, 1 of 3 OpenArena, 1 of 3 ClassiCube and none of 3 BananaBread, as early as 21 s in. The dumps showed the sound card's DMA stopping in the kernel's snd_ps3 driver. Investigation runs: their numbers are not for comparison.
What we saw

Investigation runs, not for fps: a dump freezes the game for seconds, and the dump mode itself costs (OpenArena's window was 71 s at 57 fps against 94 s at 62 fps without it). Only the 8 of 13 runs without a dump have numbers, and they are not comparable with other batches.

  • Webcam picture right in all 13 runs.
  • Runs where OpenAL wedged: SuperTuxKart 3 of 4 (dumps at 48, 33 and 286 s), OpenArena 1 of 3 (at 21.6 s), ClassiCube 1 of 3 (at 103.6 s), BananaBread 0 of 3 (underruns 96-171).
  • The dumped SuperTuxKart runs left no result; their counts come from the game log and they make no numbers.
  • Finding from the dumps: the sound card's DMA stops (the snd_ps3 driver's interrupt chain).
gl2min stall recorder at 10 ms 57.0 25.2 0.0 47.0 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 21.1 117.0 0.0 91.2 - 185.9 0.0 3337.0 1.6 0.1 1.6 0.5 31.8
batch ssdroot6 Mesa 0041: NV30_FENCE_WORK_KICK=1024 and =0 against unset on OpenArena gl2min x3 (SSD root .472 Mesa ps3.545~dev) 2026-10-19 · 2026-10-19-ssdroot6-fence-work-kick
Tested: Whether Mesa 0041 (fewer GPU submissions for deferred frees: only once 1024 are queued, or never with 0) saves CPU and frames in OpenArena opengl2, whose profile spent 12.5% there; three arms against the switch unset.
Result: Not proven: 1024 gave 65.4 fps against 62.3 unset, inside the spread, and the CPU time did not fall (the profile had promised about 10%). After a five-round repeat the switch stays off.
What we saw

9 runs rotated over three arms: unset, 1024 and 0. Webcam picture right in all.

  • The last two runs were interfered (an SSH session copying a package) and left out: 2 runs unset, 2 with 1024, 3 with 0.
  • Steady fps: unset 62.3, 1024 65.4, 0 63.2. That is +5% over unset but only +3.5% over 0, and inside the unset arm's spread: indicative, not proven.
  • 1% low: 28.2 unset, 29.5 with 1024, 28.9 with 0. No gameplay stalls except one frame each in a 1024 run (0.1 s) and a 0 run (629 ms).
  • Load 6.7 s in every arm.
  • CPU did not fall: 212 s unset, 222 s with 1024, 216 s with 0.
  • Three runs ended in an ioquake3 crash when the harness stopped the game at the end. Earlier runs without 0041 did the same, so 0041 is not the cause.
gl2min stall recorder at 10 ms 62.3 28.1 0.0 50.0 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 15.6 117.0 0.0 63.8 - 211.9 0.0 3142.5 1.1 0.8 0.6 0.5 32.1
gl2min stall recorder at 10 ms
switch fence_work_kick0
63.2 28.9 0 51.9 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 16.5 119.6 0.0 81.8 - 216.5 0 3079.0 0.7 0.4 0.6 0.6 39.3
gl2min stall recorder at 10 ms
switch fence_work_kick1024
65.3 29.5 0.5 52.2 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 14.4 119.5 0.1 97.7 - 222.2 0.0 3147.5 1.0 0.8 0.6 0.6 39.5
batch ssdroot6 libpng: libpng16 1.6.59 +ps3.560 against Debian's stock on SuperTuxKart lean x3 and Sauerbraten base x3 and OpenArena gl2min x2 (SSD root .472 Mesa ps3.545~dev zlib-ng on both arms) 2026-10-19 · 2026-10-19-ssdroot6-libpng
Tested: Whether our libpng (1.6.59 +ps3.560) cuts load times against Debian's, mainly on SuperTuxKart, whose load profile showed 4 s of PNG decoding; BananaBread and OpenArena as controls, zlib-ng on in both arms.
Result: Yes for SuperTuxKart: PNG decoding in the load fell from 4.0 to 1.6 s (-60%, as predicted) and the whole load from 30.3 to 27.6 s (-9%), with gameplay unchanged. Nothing measurable for BananaBread and OpenArena. Our libpng later replaced Debian's on the PS3.
What we saw

Webcam picture right in all runs.

  • SuperTuxKart, 3 rounds: round 1 was interfered (a login and mouse moves) and left out, so 2 runs per arm.
  • SuperTuxKart's PNG decoding in the load: 4.0 s with Debian's library against 1.6 s with ours (-2.4 s, -60%). The zlib part stays 3.4 s in both.
  • SuperTuxKart's load: 30.3 s against 27.6 s (-2.8 s, -9%). The main thread's CPU over the load: 24.0 against 21.1-21.7 s.
  • SuperTuxKart gameplay unchanged: 20 against 19.5 fps (HUD), 1% low 11.9 against 11.5, 10 frames over 100 ms in both.
  • One SuperTuxKart run with Debian's library aborted after the full race; cause not looked at.
  • BananaBread: load 7.19 against 7.25 s, 39.5 fps in both. libpng is too small a part of its load to show.
  • OpenArena (control, 2 runs): load 6.80 against 6.62 s, 63.1 against 61.1 fps (noise). CPU 231-241 s with Debian's libraries against 211 s with ours, not explained.
  • OpenAL's wedge messages (its sound output stalling) showed in 8 of the 10 SuperTuxKart runs of this and the previous batch, in both arms.
gl2min stall recorder at 10 ms
switch zng
61.1 27.4 0.0 51.0 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 14.4 117.2 0.0 71.7 - 211.6 0.0 3154.0 1.0 0.8 0.6 0.4 32.5
gl2min stall recorder at 10 ms
switch zng
switch ldstock-png
63.0 28.6 0.0 50.5 Kernel ps3.472, Mesa ps3.545~dev warm-up + 120 s 16.4 117.0 0.0 65.5 - 235.5 0.0 3117.5 0.7 0.4 0.7 0.5 39.1
batch ssdroot5 OpenAL: the new openal-soft +ps3.549 against Debian's stock (LDPATH) and int16 against float output (OAL=f32) on OpenArena gl2min and ClassiCube base x3 (SSD root .472 Mesa ps3.544) 2026-10-19 · 2026-10-19-ssdroot5-openal
Tested: Whether our rebuilt OpenAL library (openal-soft +ps3.549) is faster than Debian's, and whether 16-bit integer output beats float output, on OpenArena (opengl2) and ClassiCube, three rounds.
Result: Our library gave OpenArena about 2% (57.3 against 56.3 fps) and left ClassiCube unchanged, as that game is limited by the GPU. Integer against float output made no difference beyond the noise. Our library later replaced Debian's on the PS3 as the default.
What we saw

24 runs rotated, four arms per game: our library or Debian's, each with integer or float output.

  • OpenArena: 57.3 fps steady with our library against 56.3 with Debian's (+2%).
  • ClassiCube unchanged at 46.2 fps (limited by the GPU).
  • Integer against float output: within the noise.
  • Load times equal: 6.8-7.1 s and 7.5-7.7 s.
gl2min stall recorder at 10 ms 57.2 25.2 0 46.2 Kernel ps3.472, Mesa ps3.544 warm-up + 120 s 16.3 117.0 0.0 93.2 - 183.7 0 3350.0 1.2 0.8 1.3 0.4 31.7
gl2min stall recorder at 10 ms
switch ldstock-openal
56.2 23.5 3 45.0 Kernel ps3.472, Mesa ps3.544 warm-up + 120 s 17.7 117.0 0.4 200.7 - 194.1 0 3241.0 1.1 0.5 1.5 0.5 31.8
gl2min stall recorder at 10 ms
switch oalf32
56.8 25.0 2 46.2 Kernel ps3.472, Mesa ps3.544 warm-up + 120 s 17.4 116.9 0.3 177.9 - 186.4 0 3364.0 0.9 0.4 1.5 0.5 31.6
gl2min stall recorder at 10 ms
switch oalf32
switch ldstock-openal
56.9 24.4 0 46.8 Kernel ps3.472, Mesa ps3.544 warm-up + 120 s 19.2 117.0 0.0 85.4 - 190.3 0 3207.0 0.9 0.4 1.1 0.5 31.9
batch ssdroot5 Mesa 0040: NV30_STAGING_POOL_MB=24 against off on ClassiCube base and OpenArena gl2min x3 (SSD root .472 Mesa ps3.544) 2026-10-19 · 2026-10-19-ssdroot5-staging-pool
Tested: Whether Mesa 0040's staging pool changes anything, good or bad, in games that don't upload big textures every frame: ClassiCube and OpenArena (opengl2), three rounds.
Result: No change and no regression, as expected: the pool only handles uploads over 256 KiB.
What we saw

12 runs.

  • ClassiCube: 46.25 fps steady in both arms, VRAM 61.5 MiB in both, CPU 83 s in both.
  • OpenArena opengl2: 57.65 fps without the pool against 56.95 with it, inside the 56.5-61.4 run-to-run spread. CPU 184 s in both; gameplay stalls under 1 s in both.
gl2min stall recorder at 10 ms 57.6 25.8 1 47.7 Kernel ps3.472, Mesa ps3.544 warm-up + 120 s 16.9 117.2 0.2 205.4 - 183.8 0 3327.0 1.3 0.6 1.5 0.4 31.3
gl2min stall recorder at 10 ms
switch staging_pool_mb24
57.0 24.7 2 45.8 Kernel ps3.472, Mesa ps3.544 warm-up + 120 s 16.1 116.9 0.3 190.0 - 183.8 0 3166.0 1.2 0.3 1.5 0.5 31.5
batch ssdroot2 P2: Mesa 0038 NV30_FORCE_DXT=opaque against off (MEM=1 STALLS=1 NV30_FORCE_DXT_STATS=50) 2026-10-19 · 2026-10-19-ssdroot2-force-dxt
Tested: Mesa 0038, a switch that compresses opaque textures to DXT on upload to save VRAM, against off on BananaBread, SuperTuxKart and OpenArena.
Result: In BananaBread it cuts peak VRAM from 119.8 MB (the cap) to 73-78 MB with no frame rate change and a slightly softer picture. It compresses nothing in SuperTuxKart and OpenArena, whose textures it skips, so no effect there.
What we saw
  • Same boot, two runs per arm interleaved, both arms with the compression statistics on.
  • BananaBread: 73 textures compressed (88 MB raw to 11 MB stored, all DXT1; 4 turned back, 17 skipped for alpha). Peak VRAM 119.8 MB (the cap) to 73-78 MB. GPU buffers at mid-run 351 to 215 MB. Memory in use -3.5 MB.
  • BananaBread steady 39.9 fps off against 39.0 on (unprofiled baseline runs span 39.1-40.3, so no fps change resolved). 1% low 26.0 against 23.9 (two runs, spread 22.9-26.2). Stalls 0.5 against 0.55 s.
  • BananaBread's picture is slightly softer and darker on the webcam (grey difference 10, against 1-2 between repeats): lossy, as expected.
  • SuperTuxKart lean: nothing compressed (182 textures skipped for alpha, 173 for format, 22 too small, 6 non-power-of-two; the game's own compression already covers its opaque ones). VRAM 98.5 against 97.3 MB, HUD 20 against 21 fps, stalls 2.8 against 1.7 s: noise.
  • OpenArena OpenGL 2: nothing compressed (2238 uploads in formats the switch does not take). VRAM 120.1 against 119.7 MB, steady 56.3 against 55.8: no effect.
  • OpenArena ran 56 fps in both arms against 60-63 unprofiled earlier the same boot: the statistics or drift, not separated.
gl2min stall recorder at 10 ms
switch force_dxt_stats50
56.3 23.0 0.0 45.2 - warm-up + 120 s 14.9 117.3 0.0 88.5 - 199.2 0.0 3254.0 1.2 0.6 2.0 0.5 31.8
gl2min stall recorder at 10 ms
switch force_dxtopaque_force_dxt_stats50
55.8 22.9 3.0 45.0 - warm-up + 120 s 19.8 116.9 0.4 191.4 - 197.5 0.0 3157.5 1.1 0.2 1.6 0.6 31.6
batch ssdroot2 P1b: gameplay profiles on the SSD root (PERF=1 MEM=1 x1) 2026-10-19 · 2026-10-19-ssdroot2-gameplay-profiles
Tested: Where the CPU goes during play in seven games on the SSD root, profiled with perf over the measured window.
Result: Mesa is the biggest share in BananaBread (62.8%) and ClassiCube, the game itself in SuperTuxKart, OpenArena and Luanti, and OpenTTD spends half its time in the kernel. Profiled runs, not for frame rates; OpenTTD was profiled at its title screen, not in play.
What we saw
  • 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.

not comparable gameplay profiles (PERF=1 MEM=1), slower than plain runs.
gl2min
not comparable
perf recording 56.0 24.3 0 46.5 - warm-up + 120 s 19.6 116.4 0.0 86.9 - 203.4 0 3265.0 - - - - -
batch ssdroot2 P1a: start-up profiles on the SSD root (PERF_LOAD=1 STALLS=1 x1) 2026-10-19 · 2026-10-19-ssdroot2-startup-profiles
Tested: Where the start-up time goes now that the system runs from the SSD: one profiled start of each of five games, from a cold cache.
Result: Loads are 39-61% shorter than on USB and are now mostly CPU work on the main thread (47-77%), with the disk only 13-26%. The biggest remaining costs are named per game (map inflate, PNG and zlib decoding, Luanti's map generation). Profiled runs, not for frame rates.
What we saw
  • Same boot as the SSD baseline, cold page cache, one run per game.
  • Time to the end of the loading screens, against the USB profiles of batch 17: BananaBread 7.7 s (19.8), OpenArena 14.2 (28.1), Luanti 26.1 (43.1), SuperTuxKart 31.5 (54.3), ClassiCube 7.5 (13.9). That is -39 to -61%.
  • The main thread's disk wait in the load fell from 4.8-18.6 s to 1.0-3.2 s (BananaBread 1.9, OpenArena 2.1, Luanti 3.0, SuperTuxKart 3.2, ClassiCube 1.0).
  • The main thread's CPU stayed about the same (BananaBread 3.9 s against 4.1, OpenArena 8.7 against 9.0, SuperTuxKart 23.8 against 22.5, ClassiCube 3.2 against 2.9).
  • So loads are now 47-77% CPU on the main thread, not fully CPU-bound: disk 13-26%, the rest GPU, memory reclaim, waiting to run and sleeps.
  • Biggest costs now: BananaBread zlib 1.6 s (inflating the map); OpenArena the game's own load path 3.9 s (shader scripts, mipmaps); Luanti map generation 8.6 s plus a 15 s hold; SuperTuxKart PNG 4.2, zlib 3.9, audio 2.2 and JPEG 2.1 s; ClassiCube the game 1.5 s and the dynamic linker 0.6 s.
  • Profiled runs are for profiles, not fps.

not comparable start-up profiles (PERF_LOAD=1 STALLS=1), slower than plain runs.
gl2min
not comparable
stall recorder at 10 ms
start-up profile
64.9 27.6 2 47.7 - warm-up + 120 s 16.4 117.2 0.2 131.2 - 202.9 0 3346.0 1.3 0.3 2.1 0.6 38.7
batch ssdroot1+2 A: baseline on the SSD root (kernel .472 Mesa .476 ps3rsx 0.443 ps3-gpu-tools 0.477~dev) 2026-10-19 · 2026-10-19-ssdroot1-baseline
Tested: A new baseline with the whole system running from the internal SSD instead of a USB disk, on five games, to see what it does to loads, stalls and frame rates. This console has an upgraded SSD; a stock PS3 has a hard disk.
Result: Loads are 35-58% shorter (BananaBread 16.9 to 7.1 s, SuperTuxKart 53.6 to 31.1 s) and BananaBread's gameplay stalls almost vanish, while frame rates stay about the same apart from OpenArena (55.9 to 60.4). It also showed SuperTuxKart's own "Average FPS" is its physics tick rate, so its fps is taken from the HUD from here on.
What we saw
  • Same boot, kernel 6.12.111+ps3.472, root on the internal SSD (an upgraded SSD; a stock PS3 has a hard disk).
  • 5 of 17 runs left out as interfered (SSH logins, a key press, a polling loop at the batch switch).
  • Load against the USB root (other boots, older Mesa for some games): BananaBread 7.1 s against 16.9, OpenArena 6.9 against 10.7, Luanti 25.0 against 40.8, SuperTuxKart 31.1 against 53.6, ClassiCube 7.6 against 14.2.
  • The load's disk wait: 1.3-3.4 s against 5.5-10.9 s.
  • Gameplay stalls: BananaBread 0.05 s against 1.6, OpenArena 0.2 against 0.3, Luanti 3.5 against 2.5 (memory reclaim 1.6 s against 0.4), SuperTuxKart 0.2 s (one run).
  • Steady fps about the same: BananaBread 39.1 against 38.5, Luanti 46 against 46, SuperTuxKart 22 (HUD) against 20, ClassiCube 48.1 against 45.9 (falling to 46.1 later in the session with nothing changed). OpenArena gained: 60.4 against 55.9.
  • SuperTuxKart's own 'Average FPS' (105-111) is its physics tick rate (120 Hz for 180 s, 21602 ticks in every run), not rendered frames. Its fps cells are the HUD median from now on.
  • Photos show the right scenes. Luanti's photos at 60 and 150 s fall on the flight path's turn over the sea (cyan, no terrain), because the load is shorter than on USB: not a missing world.
  • Microphone: OpenArena audible; the other games mostly at the room-hum level.
gl2min stall recorder at 10 ms 60.4 25.6 1 48.8 Kernel ps3.472, Mesa ps3.476, ps3rsx 0.443 warm-up + 120 s 15.3 116.3 0.2 199.3 - 194.4 0 3332.0 1.1 0.2 1.5 0.6 31.4
batch ssd1: SSD game data and SSD swap spill against the USB disk (Sauerbraten base x3, OpenArena gl2min) 2026-10-18 · 2026-10-18-ssd1
Tested: Whether putting game data, and also the swap overflow, on an SSD instead of the USB disk shortens loads and stalls in BananaBread and OpenArena.
Result: Game data alone on the SSD leaves BananaBread unchanged, because its binaries, libraries and shader cache still load from USB. OpenArena loads 28% faster, but with too few runs to be more than indicative.
What we saw
  • Same boot, kernel 6.12.111+ps3.472, root on USB. Three arms: all on USB, game data on the SSD, game data and swap on the SSD.
  • BananaBread, three complete rounds (9 runs): the SSD lifts only the game data. The load's disk wait stays 4.8-5.5 s (USB 5.5, SSD 4.9, SSD plus swap 5.4).
  • BananaBread load 16.9, 15.9, 16.4 s; the gap is round 1's cold start (round 3: 15.4, 15.4, 15.3). Stalls 1.6, 1.0, 1.6 s; 1% low 24.1, 26.4, 24.1; steady 38.5, 39.3, 38.5 fps. No clear effect.
  • OpenArena OpenGL 2: load 10.7 s on USB to 7.7 and 7.6 s on the SSD (-28%). Map-reload stalls in the window 52 to 41-44 s. Gameplay-only stalls about 0 in every arm, steady 55.9-56.1 fps. Only 2, 1 and 3 runs per arm: indicative.
  • One OpenArena SSD run left out (a key press at 195 s). A last OpenArena run was killed by the operator and is invalid.
  • The picture showed in all 16 runs.
gl2min stall recorder at 10 ms 55.9 23.1 3.0 36.5 - warm-up + 120 s 13.4 117.2 0.3 111.1 - 197.0 0.0 4750.0 4.3 0.3 1.5 0.6 31.4
gl2min stall recorder at 10 ms
switch gdssd
56.1 23.5 0 39.7 - warm-up + 120 s 11.8 117.2 0.0 95.9 - 196.2 0 3650.0 3.9 0.5 1.3 0.4 31.6
gl2min stall recorder at 10 ms
switch gdssd
switch swssd
56.1 24.4 1 42.4 - warm-up + 120 s 14.1 117.2 0.1 105.2 - 195.7 0 3500.0 5.3 0.2 1.3 0.6 31.3
batch 17: ETR uncapped, start-up profiles x5, shader cache cold/warm, OpenArena gl2 memory variants, Mesa sysmem switches, Sauerbraten shortnormals 2026-10-18 · 2026-10-18-batch17
Tested: A mixed batch: ioquake3 462's new colour path and memory variants for OpenArena's OpenGL 2 renderer, Mesa's system-memory copy switches, BananaBread's short normals, a warm shader cache, Extreme Tux Racer without a frame cap, and start-up profiles.
Result: ioquake3 462 cuts OpenArena's stalls from 9-11 s to 0.7-2.6 s at 57-60 fps, Mesa's system-memory switches fix the old colour path's stalls, and BananaBread's short normals give +17%. The shader cache gives no faster loads and Extreme Tux Racer's 59 fps is not a vsync cap.
What we saw
  • Same boot as batch 16 (kernel .433), ioquake3 462, Mesa 442~dev, cube2 442~dev. One BananaBread run with a key press left out.
  • OpenArena OpenGL 2 on ioquake3 462 (compact colours by default): steady 57-60 fps, stalls 0.7-2.6 s. On the 396 build in batch 16: 51-53 fps and 9-11 s.
  • The old 16-bit colour path: 52-53 fps, 12.9 s of stalls, 20 s of swap stalls.
  • Packed animated model frames: 20 MB less VRAM, same stalls. Gamma-correct mipmaps computed per channel: the lowest stalls (0.7-0.9 s).
  • Mesa's system-memory copy plus buffer invalidation on the old colour path: stalls 9.9 and 12.3 s to 1.5 and 1.4 s, swap stalls 20-26 s to 0.6-1.1 s, steady 53-54 to 59 fps.
  • BananaBread with short normals: 38.7 to 45.4 fps (+17%), stalls equal, VRAM +4 MB.
  • Shader cache cold against warm: no load gain (OpenArena 10.3 s cold, 10.6 s warm; BananaBread 17.4 against 18.4 s).
  • Extreme Tux Racer without a frame cap: still 59 fps, so not a vsync cap.
gl2min stall recorder at 10 ms 59.5 21.9 8.0 40.5 - warm-up + 120 s 15.2 117.1 2.4 867.7 - 200.3 0.0 5067.5 5.6 0.9 1.8 0.5 32.0
gl2min stall recorder at 10 ms
start-up profile
57.9 21.7 7 40.8 - warm-up + 120 s 15.9 116.9 1.9 896.5 - 201.5 0 4620.0 5.8 0.2 0.9 0.6 32.3
gl2min stall recorder at 10 ms
start-up profile
switch sccold
57.6 22.5 6 39.4 - warm-up + 120 s 20.4 116.9 1.0 406.1 - 201.6 0 5068.0 6.9 0.4 1.3 0.5 32.6
gl2min stall recorder at 10 ms
start-up profile
switch scprime
57.4 22.5 4 36.6 - warm-up + 120 s 13.9 117.2 1.1 736.6 - 201.3 0 4304.0 6.1 0.9 1.0 0.5 32.4
gl2min stall recorder at 10 ms
start-up profile
switch scwarm
55.4 22.7 5 37.6 - warm-up + 120 s 14.1 117.2 0.7 207.5 - 199.8 0 4738.0 5.3 0.6 1.1 0.6 32.4
gl2min_color16 stall recorder at 10 ms 52.4 10.8 30.5 31.5 - warm-up + 120 s 10.1 116.6 12.9 2023.0 - 189.9 0.0 11122.5 7.8 20.1 4.2 0.4 23.6
gl2min_color16 stall recorder at 10 ms
switch invalidate_buffer1_sysmem_copy2_sysmem_stats300
59.1 22.8 8.5 39.7 - warm-up + 120 s 16.5 117.1 1.4 383.9 - 197.8 0.0 4838.5 6.6 0.9 2.1 0.5 31.6
gl2min_color16 stall recorder at 10 ms
switch sysmem_stats300
53.7 13.9 22.0 31.2 - warm-up + 120 s 10.4 115.3 11.1 3119.0 - 187.0 0.0 12139.5 7.8 22.9 4.5 0.5 22.7
gl2min_md3pack stall recorder at 10 ms 59.0 23.5 4.0 40.2 - warm-up + 120 s 16.6 97.7 1.3 943.4 - 208.8 0.0 6304.0 6.6 1.0 1.8 0.4 35.8
gl2min_mippowf stall recorder at 10 ms 60.0 23.6 4.5 39.5 - warm-up + 120 s 11.7 117.2 0.8 368.3 - 215.0 0.0 5718.0 3.8 0.8 1.9 0.6 41.2
batch 16: game prefetch A/B, idle fix on/off (433), ClassiCube chunks1, X-Moto stream, Luanti lean parts 2026-10-18 · 2026-10-18-batch16
Tested: Several checks on kernel .433: a game-data prefetch, the idle-CPU fix on and off, ClassiCube's chunk setting, X-Moto's streaming draw path, and the parts of Luanti's lean settings one at a time.
Result: The prefetch gives no gain and makes Luanti worse, so it was turned off by default. The idle fix is confirmed clean (gameplay stalls 0.4 s against 8-9 s); ClassiCube's chunk setting gains 4.7% and X-Moto's streaming 1%. Luanti's chunk size 3 is what empties the world in lean.
What we saw
  • Same boot, kernel .433 with the idle fix and no kicker, interference detector on (3 runs disturbed by SSH logins left out).
  • Prefetch against none, three runs each: no gain. BananaBread load 18.1-18.6 s against 15.2-18.8; OpenArena OpenGL 2 about 0.5 s faster; Luanti worse (load +1-4 s, two runs with 3 s hitches). Default turned off.
  • Idle fix on and off, two runs each: gameplay stall time 0.4 and 0.4 s against 9.0 and 7.9 s, longest frame 0.22-0.38 s against 2.2-2.8 s. Clean.
  • ClassiCube's alternative chunk drawing: 48.1 fps against 46.0 (+4.7%).
  • X-Moto with its streaming draw path: 162.1 against 160.6 (+1%).
  • Luanti with chunk size 3 renders a black void at 150 s: it is the part of lean that empties the world. Server unloading and active block range 2 render, but stall more (6.3 and 6.7 s against about 2.5).
base the recipe as it is 66.1 33.5 8.0 56.1 - warm-up + 120 s 27.6 39.3 4.2 1267.5 - 187.8 0.0 1478.7 - - - - -
gl2min stall recorder at 10 ms 51.8 14.8 20 30.6 - warm-up + 120 s 9.5 117.2 11.0 2038.0 - 194.9 0 10783.0 6.8 20.1 3.1 0.4 28.9
gl2min stall recorder at 10 ms
switch gpffetch
53.1 15.5 18 31.4 - warm-up + 120 s 9.1 117.2 10.4 1782.0 - 195.2 0 13510.0 8.8 17.8 3.0 0.4 28.9
kernel 6.12.111+ps3.419 idle fix on/off (OpenArena ioquake3 379, no kicker) 2026-10-18 · 2026-10-18-kernel-419-idle
Tested: Kernel 6.12.111+ps3.419's fix for the late wake-ups of an idle CPU, switched on and off in OpenArena without the stopgap kicker.
Result: With the fix the gameplay stalls drop to 0.1-0.5 s from 5.6-8.2 s without it. A stuck polling loop logged into the PS3 during all four runs, so the absolute numbers are not clean; the result was confirmed clean in batch 16.
What we saw
  • Same boot, the fix alternated on, off, on, off.
  • Gameplay stall time: 0.5, 8.2, 0.1, 5.6 s. Longest frame: 285, 2598, 122, 982 ms. Steady fps: 71.2, 64.4, 66.7, 67.0.
  • Caveat: a stuck wait loop polled the PS3 over SSH every 11 s or so through all four runs. It was the same for both arms, but the absolute values are not clean. Repeat clean on the final kernel.
base the recipe as it is 66.8 30.9 7.0 50.8 Kernel ps3.419 warm-up + 120 s 42.9 36.6 3.0 633.6 - 183.3 0.0 1352.7 - - - - -
batch 8: STK lean, OpenTTD gl, ClassiCube/dsda batching, malloc presets, profiles (Mesa ps3.408, kick) 2026-10-18 · 2026-10-18-batch8
Tested: A mixed batch: SuperTuxKart's lean settings, OpenTTD's OpenGL driver, draw batching in ClassiCube and dsda-doom, memory allocator presets, and profiles of OpenArena and Luanti.
Result: SuperTuxKart lean runs 21.4 fps against 13 with far fewer stalls, OpenTTD's GL driver doubles its frame rate, dsda-doom's batching gains 3% while ClassiCube's loses 4%, and the allocator presets were noise. One Luanti profiling run was disturbed by a mouse click.
What we saw
  • 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.
base waker kick at 10 ms 67.8 36.9 0 55.8 Mesa ps3.408 warm-up + 120 s 36.4 38.0 0.0 72.5 - 121.9 0.0 669.7 - - - - -
base waker kick at 10 ms
switch mmmap
70.8 37.2 0 56.9 Mesa ps3.408 warm-up + 120 s 30.9 39.3 0.0 90.1 - 134.4 0.0 619.1 - - - - -
base waker kick at 10 ms
switch mtrim
70.9 36.6 1 56.1 Mesa ps3.408 warm-up + 120 s 26.4 36.2 0.1 112.2 - 136.1 0.0 938.4 - - - - -
gl2min waker kick at 10 ms
perf recording
53.4 13.5 27 30.0 Mesa ps3.408 warm-up + 120 s 9.7 114.7 54.7 16148.0 - 201.8 0 16148.0 - - - - -
ioquake3 ps3.396 (r_keepImages + cl_preloadLate), libspeq 0.394 (RGB DXT on SPEs), Mesa ps3.408 default LUT; recorder + kick 2026-10-18 · 2026-10-18-ioquake3-396
Tested: ioquake3 ps3.396, which keeps loaded images and preloads the late-loading ones so OpenArena stops loading in the middle of the demo; also libspeq 0.394's RGB texture compression on the SPUs, on BananaBread.
Result: OpenArena's gameplay stalls go from 9-10 s to none and the steady rate rises from about 65 to 70.6 fps. BananaBread shows no difference because its demo uploads no RGB textures to compress; on its own the SPU compressor is far faster than the PPE.
What we saw
  • Same boot, two runs each, with the stall recorder and the waker kick. Mesa ps3.408 with the vertex lookup table on by default.
  • OpenArena, keeping images plus preloading against the old loading: gameplay stall time 0.0 and 0.0 s against 9.9 and 9.0 s, longest frame 64 and 47 ms against 1057 and 807 ms, steady 70.4 and 70.8 fps against 64.6 and 65.9.
  • BananaBread, RGB compression on the SPUs against the PPE: identical (39 fps). Its demo uploads no RGB DXT1 textures (only a few DXT5), so the RGB path isn't exercised.
  • The compression test alone: a 1024x1024 RGB texture in 1.0 ms on 4 SPUs against about 175 ms on the PPE.
base stall recorder at 10 ms
waker kick at 10 ms
70.6 34.6 0.0 55.9 Mesa ps3.408 warm-up + 120 s 26.0 39.3 0.0 55.6 - 205.1 0.0 687.7 0.1 0.0 0.1 0.2 6.0
loads0 stall recorder at 10 ms
waker kick at 10 ms
65.2 31.0 29.0 57.1 Mesa ps3.408 warm-up + 120 s 28.9 39.4 9.4 932.2 - 205.8 0.0 1369.5 0.8 0.0 0.6 0.2 16.6
lost decrementer: wakers (ps3-gpu-tools 0.399), OpenArena ioquake3 379 2026-10-18 · 2026-10-18-lost-decrementer
Tested: Whether OpenArena's stalls come from a CPU timer interrupt that gets lost, so a sleeping thread wakes late: wake-up helpers (ps3-gpu-tools 0.399) compared, including a 10 ms cross-CPU kick.
Result: Yes: without a game one CPU woke up to 1.44 s late, never with a 10 ms kick, and the kick halved OpenArena's gameplay stalls. The fix went into the kernel (patch 0009), with the kicker as a stopgap in game mode.
What we saw
  • Same boot, each variant twice, alternated. Gameplay stall time and longest frame:
  • Plain: 16.1 and 13.3 s, longest 2.8 and 1.8 s.
  • With the stall recorder at 10 ms: 7.7 and 8.1 s.
  • A sleeping waker thread: 11.1 and 13.0 s.
  • A 10 ms kick: 6.5 and 6.2 s, longest 0.45 and 0.42 s, 1% low 33.6 and 33.2.
  • A probe: 12.2 and 14.7 s.
  • The probe without a game: the second CPU woke up to 1.44 s late; never with a 10 ms kick.
  • Fix: kernel patch 0009 (6.12.111+ps3.402), with a kicker as a stopgap in game mode.
base the recipe as it is 56.8 28.0 38.0 51.0 - warm-up + 120 s 27.8 39.4 14.7 2320.0 - 181.7 0.0 2564.5 - - - - -
base probe20 57.9 21.5 39.0 51.4 - warm-up + 120 s 23.5 39.3 13.4 1064.5 - 171.5 0.0 1331.0 - - - - -
base stall recorder at 10 ms 62.7 28.1 27.5 54.3 - warm-up + 120 s 28.5 39.4 7.9 706.0 - 194.6 0.0 1462.5 0.8 0.0 0.3 0.2 15.4
base waker kick at 10 ms 64.3 33.4 25.5 55.4 - warm-up + 120 s 27.6 39.4 6.3 435.4 - 202.7 0.0 1166.5 - - - - -
base waker sleep at 10 ms 58.9 26.2 33.5 56.0 - warm-up + 120 s 26.1 39.4 12.1 1272.0 - 194.1 0.0 1902.0 - - - - -
stall recorder (ps3-gpu-tools 0.385), ioquake3 ps3.379 (atlas off), Sauerbraten demo + nonfree data 2026-10-17 · 2026-10-17-stall-recorder
Tested: The first runs with the stall recorder (ps3-gpu-tools 0.385), which logs why each long frame happened, on OpenArena (ioquake3 ps3.379, atlas off) and BananaBread's demo with its full data.
Result: The recorder costs 5.6% of a thread. OpenArena's hitches are CPU work on the main thread (texture and skin loads mid-demo), BananaBread's are disk reads from the USB drive. Fewer OpenArena stalls with the recorder on was left unexplained.
What we saw
  • Same boot. The recorder's own cost: 5.6% of a thread.
  • OpenArena, recorder off and on alternated: stall time 41.4, 17.9, 34.9, 17.6 s. The runs with it on had fewer stalls: unexplained, to be rechecked.
  • OpenArena's stalls are CPU: about 700 ms of main-thread time each, from skin and texture loads in the middle of the demo, with compression on the PPE for RGB textures.
  • BananaBread's demo with skinning on the SPUs, on the PPE, and off: 25.8, 25.5 and 25.3 fps steady, 3-4 stalls each. The causes are file faults and disk reads from the USB hard disk.
  • BananaBread's load is 16.5 s, of which 5.3 s is disk.
  • Picture checked on the webcam.
base the recipe as it is 57.8 8.6 69.0 49.2 - warm-up + 120 s 26.4 39.4 - - - 183.0 0.0 2168.5 0.0 0.0 0.1 0.2 15.6
ioquake3 ps3.378 (0023 atlas variants), Mesa ps3.299 2026-10-17 · 2026-10-17-ioquake3-378-atlas
Tested: Why OpenArena's batching build stutters: variants of the lightmap atlas in ioquake3 ps3.378 (merge off, atlas with the old draws, smaller atlas pages).
Result: Any atlas page adds about 10 s of hitches per run; the batching itself does not. The atlas was turned off by default in the next build.
What we saw
  • Same boot, three rounds.
  • Seconds of stalls per run: as built 34.1, atlas off 23.9, atlas with the old draws 35.6, 256-pixel atlas pages 36.2.
  • Smooth fps 63.7-65.7 in all variants.
  • 1% low: 6.1 as built, 9.9 atlas off, 5.7 atlas with old draws, 6.2 small pages.
  • Any atlas page adds about 10 s of hitches per run; the batching itself doesn't. Picture right on the webcam.
base the recipe as it is 57.0 6.1 87 50.5 Mesa ps3.299 warm-up + 120 s 27.9 39.3 - - - 132.3 0 1843.0 - - - - -
lmsize256 the recipe as it is 54.4 6.2 92 48.6 Mesa ps3.299 warm-up + 120 s 30.4 39.4 - - - 144.8 0 3300.0 - - - - -
mergelm0 the recipe as it is 58.8 9.9 62 52.2 Mesa ps3.299 warm-up + 120 s 27.2 39.4 - - - 180.7 0 2356.0 - - - - -
mergelm2 the recipe as it is 55.6 5.7 88 51.7 Mesa ps3.299 warm-up + 120 s 27.4 39.4 - - - 150.8 0 1737.0 - - - - -
ioquake3 ps3.362 batching (0019-0022), Mesa ps3.299 2026-10-17 · 2026-10-17-ioquake3-362-batching
Tested: Our ioquake3 ps3.362 with four draw-batching patches (0019-0022) in OpenArena's OpenGL 1 renderer, each switched off in turn to see what it is worth.
Result: No gain: with all four on OpenArena runs 51.8 fps against 56.4 with all off. The lightmap atlas (0019) costs about 5% on the GPU even though it saves CPU; the atlas variants were tested next.
What we saw
  • Same boot. Four variants turn changes off: all batching off, the lightmap atlas off, the GL state cache off, locked arrays.
  • Steady fps: all on 51.8, all off 56.4, atlas off 56.1, the others about the same as all on.
  • The lightmap atlas (0019) costs about 5% on the GPU side: CPU time drops, but frames get slower.
  • Picture right on the webcam.
base the recipe as it is 53.4 5.4 96 49.6 Mesa ps3.299 warm-up + 120 s 28.3 39.4 - - - 130.6 0 2831.0 - - - - -
allbatchoff the recipe as it is 56.4 7.1 86.0 50.8 Mesa ps3.299 warm-up + 120 s 24.7 39.4 - - - 182.7 0.0 2171.0 - - - - -
glcache0 the recipe as it is 53.6 6.3 93 42.8 Mesa ps3.299 warm-up + 120 s 26.2 39.4 - - - 134.5 0 4799.0 - - - - -
lockarrays the recipe as it is 55.4 5.7 89 42.2 Mesa ps3.299 warm-up + 120 s 31.9 39.4 - - - 131.0 0 2549.0 - - - - -
mergelm0 the recipe as it is 56.1 6.1 82 47.3 Mesa ps3.299 warm-up + 120 s 32.2 39.4 - - - 159.4 0 2573.0 - - - - -
Mesa ps3.299 + ps3rsx 0.249 2026-10-17 · 2026-10-17-mesa-299
Tested: Mesa ps3.299, the third round of driver changes: adaptive submission (0027), a fenced index buffer (0028), state reset (0029), index upload (0030) and fragment-program constants read from system memory (0031).
Result: Armagetron gets its frame rate back (50 to 61.5 fps), OpenArena and ClassiCube are unchanged, and X-Moto loses a real 5% that none of the switches fully restores. The picture was right and the driver tests passed.
What we saw
  • Clean runs only, two per game, watched by a webcam script with a single SSH connection.
  • Armagetron: 61.5 fps (50 on ps3.282).
  • OpenArena (compressed textures): 52.4 (51.3).
  • ClassiCube: 46.3, against 46.9 on ps3.282 on the same boot: noise.
  • X-Moto: 44.5, against 47.0 on ps3.282 on the same boot: a real -5%. Turning off adaptive submission (45.5) or the index change (45.0) does not restore it. Fragment constants from VRAM (46) and the late index upload (46) each win back about a frame: 0031 and 0028 cost about one frame each.
  • 0031 checked on the webcam with OpenArena's OpenGL 2 renderer: right picture, no GPU hang. The driver tests pass.
  • Earlier runs that day, made with an old webcam watcher that logged in over SSH every 5 s, were slowed and are left out.
base the recipe as it is - - - 52.3 Mesa ps3.299, ps3rsx 0.249 whole run 26.7 38.0 - - - 38.2 0.0 - - - - - -
ioquake3 ps3.285 + Mesa ps3.282 + ps3rsx 0.249 2026-10-17 · 2026-10-17-ioquake3-285
Tested: Our ioquake3 build with ten memory patches (0001-0010) for OpenArena's OpenGL 2 renderer, which ran out of memory and stalled for half a minute on the stock build.
Result: The patches together take OpenArena's OpenGL 2 renderer from 14.8 fps with a 24.7 s stall to 26-32 fps with a 6 s worst frame, at half the CPU. Patch 0007 (no CPU copy of the model vertices) is the one that matters most.
What we saw
  • OpenArena with the OpenGL 2 renderer and lean settings, Mesa ps3.282. The demo was seen playing on the webcam in every counted run.
  • All patches undone (upstream code): 14.8 fps, longest frame 24.7 s, 103 s of CPU.
  • All patches on: 26.1 and 31.8 fps in two runs, longest frame 6.0 s, 55 s of CPU.
  • Patch 0007 off (the CPU copy of model vertices kept): 17.6 fps with an 18 s stall. 0007 is the big one.
  • Model animation on the CPU: 30.5 fps at 42 MB of VRAM.
  • Shaders compiled on first use plus one level of detail: 28.0 fps. Compiling on first use adds stalls.
  • Debian's default settings with our patches: 15.9 fps, against 10.7 on Debian's own build.
  • One run with all patches undone sat in the menu (36 startup commands, the engine keeps 32). The recipe was fixed and that run is left out.
gl2 the recipe as it is - - - 15.9 Mesa ps3.282, ps3rsx 0.249 whole run 11.9 138.1 - - - 62.6 0 - - - - - -
gl2min the recipe as it is - - - 29.0 Mesa ps3.282, ps3rsx 0.249 whole run 14.0 114.1 - - - 51.8 0.0 - - - - - -
gl2min_cpuanim the recipe as it is - - - 30.5 Mesa ps3.282, ps3rsx 0.249 whole run 24.1 41.2 - - - 53.1 0 - - - - - -
gl2min_lean the recipe as it is - - - 28.0 Mesa ps3.282, ps3rsx 0.249 whole run 32.2 90.4 - - - 48.9 0 - - - - - -
gl2min_modelverts the recipe as it is - - - 17.6 Mesa ps3.282, ps3rsx 0.249 whole run 11.6 106.3 - - - 59.3 0 - - - - - -
gl2min_up the recipe as it is - - - 14.8 Mesa ps3.282, ps3rsx 0.249 whole run 13.5 112.4 - - - 103.0 0 - - - - - -
Mesa ps3.282 + ps3rsx 0.249: kick100 against base in OpenArena X-Moto ClassiCube 2026-10-17 · 2026-10-17-mesa-282-kick100
Tested: Whether submitting work to the GPU every 100 draws, which restored Armagetron's frame rate, also helps or hurts OpenArena, X-Moto and ClassiCube.
Result: No fixed number of draws suits every game: it gains OpenArena 3%, costs X-Moto 9% and leaves ClassiCube flat but with 9% more CPU. The adaptive submission of Mesa ps3.299 (0027) followed; why X-Moto loses is not established.
What we saw
  • Mesa ps3.282. Two runs as built and two with a submission every 100 draws, per game, interleaved.
  • OpenArena (compressed textures): 52.2 and 50.4 fps as built, 52.2 and 53.9 with the setting (+3%). CPU 36-38 s in all. Longest frame 892-935 ms as built, 954-1216 ms with it.
  • X-Moto (HUD): 47 and 48 as built, 42 and 44 with it (-9%). CPU 88-90 s in all. Underruns 22-43 with it, 22-29 without.
  • ClassiCube fly-through (own counter): 48.1 and 48.5 as built, 48.8 and 49.0 with it (about +1%, neutral), but 59-60 s of CPU against 54.6 s (+9%).
  • With the Armagetron batch: patch 0019 cost Armagetron its CPU/GPU overlap, and relocations or a submission every 100 draws get it back. But the fixed setting does not suit every game.
  • Spread between two runs of the same variant: 1-2 fps.
base the recipe as it is - - - 51.3 Mesa ps3.282, ps3rsx 0.249 whole run 26.5 36.6 - - - 37.1 0.0 - - - - - -
kick100 the recipe as it is - - - 53.0 Mesa ps3.282, ps3rsx 0.249 whole run 26.7 38.0 - - - 37.0 0.0 - - - - - -
Mesa ps3.262 runs with perf recording (audio profiling) 2026-10-17 · 2026-10-17-mesa-262-perf
Tested: Plain-named runs made while the audio profiling was going on: dsda-doom's music, OpenArena and Yamagi Quake II on Mesa ps3.262.
Result: Not valid for comparison: perf was recording during these runs, which explains the slow OpenArena and Yamagi numbers. They say nothing about a change in Mesa ps3.262.
What we saw
  • 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).

not comparable runs with perf recording (audio profiling), slower than plain runs.
base
not comparable
the recipe as it is - - - 31.6 Mesa ps3.262 whole run 25.3 39.4 - - - 41.5 0.0 - - - - - -
Mesa ps3.262 OpenAL log variants (allog; perf recording) 2026-10-17 · 2026-10-17-mesa-262-allog
Tested: How much of the CPU OpenAL's sound mixing takes in four games, profiled with perf, to see whether moving the mixer to the SPUs would pay off.
Result: OpenAL itself is 3.7-4.7% of the game's CPU samples, under the 6% bar set for an SPU mixer. The frame rates are slowed by the profiler and are not for comparison.
What we saw
  • OpenArena, Yamagi Quake II, Luanti and ClassiCube with stock OpenAL settings and OpenAL's log on, perf recording for 20 s from the sound start. One run each.
  • The profiler slows the games: OpenArena 46.2 fps, Yamagi 32.1 (63.9 unprofiled), ClassiCube 45.6, Luanti 58 (HUD). Not for comparison.
  • OpenAL itself is 4.7% of OpenArena's process samples and 3.7% of ClassiCube's: under the 6% bar for an SPU mixer.
  • The sound device was stereo float32 at 48000 Hz (OpenAL's ALSA path).
  • No underruns except in Yamagi (14).

not comparable OpenAL logging runs with perf recording, slower than plain runs.
allog
not comparable
the recipe as it is - - - 46.2 Mesa ps3.262 whole run 34.9 36.6 - - - 38.0 0 - - - - - -
Mesa ps3.262 + ps3rsx 0.249 2026-10-17 · 2026-10-17-mesa-262
Tested: Mesa ps3.262 (patches 0019 to 0025: fewer words sent to the GPU per draw) across the suite, against ps3.246.
Result: Big gains in several games: OpenArena +23%, Yamagi +24%, X-Moto +21%, Extreme Tux Racer and dsda-doom +15%. Armagetron fell from 60 to 51 fps, which the next batches traced. Single runs; BananaBread's drop is a memory stall, not a driver number.
What we saw
  • 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.
base the recipe as it is - - - 54.4 Mesa ps3.262, ps3rsx 0.249 whole run 23.4 36.6 - - - 35.7 0 - - - - - -
Group 4 smokes (Mesa ps3.246 + ps3rsx 0.249) 2026-10-17 · 2026-10-17-group4-smokes
Tested: First runs of the heavy games with the VRAM swap on: OpenArena's OpenGL 2 renderer with two settings, SuperTuxKart, and BananaBread with GPU and with CPU skinning.
Result: The heavy games are memory-bound, with no driver bug in sight: OpenArena's OpenGL 2 renderer made 10.7 to 13.6 fps with single stalls of 28.3 and 36.3 s. SuperTuxKart refused to start on a big-endian machine, and BananaBread's GPU skinning was far slower than CPU skinning.
What we saw
  • OpenArena, OpenGL 2 renderer with minimal settings (97 shader programs): the first launch hit the 90 s cap before the level loaded. The rerun with 240 s: 13.6 fps average, one 36.3 s stall, 31 fps on the driver's frame counter, 157.8 MB VRAM, free memory down to 9.8 MB.
  • The same with Debian's defaults (115 programs): 10.7 fps, a 28.3 s stall, 23 fps on the counter, 159.7 MB VRAM.
  • Picture right on the webcam, no driver bug seen: the game is memory-bound.
  • SuperTuxKart quit after 29 s with a fatal error: "SPMeshLoader: Not little endian machine" (a model file).
  • BananaBread with GPU skinning ran to the 170 s cap with 0 on the counter and no fps line (the game plan has 11 fps by its own counter, against 28 for CPU skinning).
  • BananaBread with CPU skinning: 19.6 fps over 601 frames, longest frame 380 ms, 135 MB VRAM, load 27 s.
  • Single runs.
gl2 the recipe as it is - - - 10.7 Mesa ps3.246, ps3rsx 0.249 whole run 13.1 159.7 - - - 118.3 0 - - - - - -
gl2min the recipe as it is - - - 13.6 Mesa ps3.246, ps3rsx 0.249 whole run 11.8 97.9 - - - 80.1 0.0 - - - - - -
Mesa ps3.246 + ps3rsx 0.249 2026-10-17 · 2026-10-17-mesa-246-ps3rsx-249
Tested: The first full suite round after the reboot into ps3rsx 0.249, one run per game, as a baseline.
Result: Every game ran with the right picture. The sound was right except in dsda-doom (MIDI music), BananaBread and OpenTTD. Single runs, so differences of a few fps are noise.
What we saw
  • 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.
base the recipe as it is - - - 44.2 Mesa ps3.246, ps3rsx 0.249 whole run 37.3 39.4 - - - 38.5 0 - - - - - -
Mesa ps3.223 + ps3rsx 0.219 2026-10-16 · 2026-10-16-mesa-223
Tested: Where the CPU time goes in five games on Mesa ps3.223, each profiled for 15 s.
Result: The driver stack, not the games, takes most of the CPU: Mesa 28 to 56%, ps3rsx 6 to 16%. That started the per-draw work in Mesa ps3.246 and ps3.262 and ps3rsx 0.249. The profiler slowed the runs, so the fps are not for comparison.
What we saw
  • Each game was profiled for 15 s, so the fps are lower than in plain runs (the run records don't show the profiling). One run per game.
  • X-Moto 34.6 fps (own counter), 208 underruns.
  • OpenArena with compressed textures 37.2 fps, longest frame 3.1 s.
  • ClassiCube 54, Extreme Tux Racer 40 (in its menu), Armagetron 102 (a live first-run game); all three on the driver's frame counter.
  • Result: Mesa took 28 to 56% of the CPU and ps3rsx 6 to 16%.

not comparable every game was profiled with perf during the run, which slows it.
tc1
not comparable
the recipe as it is - - - 37.2 Mesa ps3.223, ps3rsx 0.219 whole run 19.0 39.4 - - - 43.5 - - - - - - -
Stage 0 validation (Mesa ps3.186 + ps3rsx 0.219; picture on screen) 2026-10-16 · 2026-10-16-stage0-validation
Tested: The first runs with the picture really on screen, checked on the webcam, after both ps3rsx display fixes and Openbox in the harness.
Result: Valid: the display fixes work, and these are the first real game numbers (OpenArena 42.2 fps, ClassiCube 50.5). Showing the frames costs: the same OpenArena runs without a picture gave 45 to 54 fps.
What we saw
  • First runs with the picture on screen, checked on the webcam. Mesa ps3.186, libspeq 0.210, kernel ps3.178, ps3rsx 0.219.
  • glxgears 57.8 and 57.7 fps (vsync) after the fix for new X sessions starting muted.
  • OpenArena with compressed textures, 3 runs: 42.2 fps (40.9 to 46.4), load 10.8 s (10.6 to 11.9), game VRAM 36.6 to 39.4 MB.
  • ClassiCube, 2 runs: 50.5 fps (driver frame counter median).
  • Showing the frames costs: the same OpenArena runs with nothing on screen gave 45 to 54 fps.
  • Proves the two ps3rsx display fixes together with Openbox in the harness.
tc1 the recipe as it is - - - 42.2 Mesa ps3.186, ps3rsx 0.219 whole run 46.5 36.6 - - - 42.4 - - - - - - -
Stage 0 after ps3rsx 8baa747 (second X still black) 2026-10-16 · 2026-10-16-stage0-8baa747
Tested: OpenArena and ClassiCube after the first ps3rsx black-screen fix, with the harness now starting a window manager (Openbox).
Result: Presumably invalid: the remaining bug (a new X session after the last one quit started muted) was fixed only after these runs, so the screen was probably still black. The validated numbers are in the next batch.
What we saw
  • OpenArena (three variants) and one ClassiCube run. The harness now starts Openbox.
  • The fix that always sends the video unmute existed, but whether it was installed for these runs is not recorded.
  • The remaining bug, a new X after the last one quit starting muted, was fixed after these runs. The screen was presumably still black and the numbers are not valid.
  • OpenArena 45.0 fps with compressed textures and 44.6 without a window manager, longest frames 1.9 to 2.6 s. ClassiCube 45 (driver frame counter median).

invalid the second X was still black, so the frame rates are not of a shown picture.
tc1
invalid
the recipe as it is - - - 45.0 - whole run 35.0 36.6 - - - 39.2 - - - - - - -
tc1nowm
invalid
the recipe as it is - - - 44.6 - whole run 38.0 38.0 - - - 39.9 - - - - - - -
Stage 0 first games/bench runs (ps3rsx before a1f1b91; black screen) 2026-10-16 · 2026-10-16-stage0-first
Tested: The first OpenArena runs through the new benchmark harness, mixed with runs of the old one, plus glxgears on two virtual terminals.
Result: Invalid: the screen stayed black, so the frame rates (51.1 and 50.3 fps) don't count, and the load times may be misparsed. The black screen was hunted down in the next batches.
What we saw
  • OpenArena with compressed textures, with and without a window manager, on kernel ps3.178 and Mesa ps3.186, interleaved with old-harness runs. Then glxgears under X on two virtual terminals.
  • No window manager was started, so the game's fullscreen request went unanswered, and the screens stayed black: ps3rsx muted the video for X sessions after the first. A later check showed X rendering fine and a forced display power cycle bringing the picture back.
  • OpenArena 51.1 fps (50.3 without a window manager): not valid.
  • glxgears 58.1 and 59.9 fps on the first terminal, 59.7 and 59.9 on the second (vsync); no table entry.
  • Load times vary from 10.1 to 19.0 s. The harness's load parsing was fixed afterwards, so these may be misread.

invalid a black screen (ps3rsx before a1f1b91), so the frame rates are not of a shown picture.
tc1
invalid
the recipe as it is - - - 51.1 - whole run 38.7 39.4 - - - 40.5 - - - - - - -
tc1nowm
invalid
the recipe as it is - - - 50.3 - whole run 37.4 38.0 - - - 38.4 - - - - - - -
libspeq SPU DXT1 encoder 0.210 (Mesa ps3.186; nothing on screen) 2026-10-16 · 2026-10-16-speq-spu-dxt1
Tested: libspeq 0.210's DXT1 encoder on the SPEs: whether it matches the reference output, how fast it is, and whether it removes the load cost of compressed textures in OpenArena.
Result: Yes on all three: byte-for-byte correct, 1173 Mpixel/s against 6.7 on the PPE, and compressed textures now load as fast as plain ones (13.63 s against 13.84 s). The load, VRAM and SPU results stand; the fps are invalid because nothing was on screen.
What we saw
  • libspeq 0.210 with the SPU DXT1 encoder, chosen automatically; Mesa ps3.186; VRAM swap on.
  • Correctness check passes: 100 images encoded on the SPEs and 3 on the PPE equal the reference byte for byte; a faulting job is redone on the PPE; 0 failures.
  • Speed: 1173 Mpixel/s on six SPEs for a 1024x1024 image, against 6.7 on the PPE. Through glTexImage: 352 Mpixel/s against 6.5 with the PPE encoder. Blocks still sample within 1.
  • OpenArena, 5 pairs: load 13.84 s plain (13.70 to 15.74) against 13.63 s compressed (13.45 to 15.39), so compression no longer costs load time. 49.1 and 52.7 fps.
  • Game VRAM 51.7 MB plain, 37.5 MB compressed (survey).
  • A debug run counted 1476 compressions per level load, 254 of them on the SPEs, 0 failures.
  • One plain run at 39.6 fps with a 3.2 s longest frame is an outlier.
  • Nothing on screen, so the fps are invalid.

invalid nothing reached the screen, so the frame rates are not of a shown picture.
tc0
invalid
the recipe as it is - - - 49.1 Mesa ps3.186 whole run 27.3 - - - - 35.5 - - - - - - -
tc1
invalid
the recipe as it is - - - 52.7 Mesa ps3.186 whole run 28.6 - - - - 35.3 - - - - - - -
tc1debug
invalid
the recipe as it is - - - 54.4 Mesa ps3.186 whole run 28.7 - - - - 35.3 - - - - - - -
libspeq PPE DXT1 encoder in Mesa ps3.186 (kernel .178; nothing on screen) 2026-10-16 · 2026-10-16-speq-ppe-dxt1
Tested: Whether libspeq's faster DXT1 encoder, called from Mesa ps3.186 on the main CPU, removes the load-time cost of compressed textures in OpenArena.
Result: Mostly: compression now costs 0.5 s of load instead of 1.5 s, without hitches, and the game's VRAM falls from 51.6 to 37.5 MB. This was the basis for shipping compressed textures in OpenArena. The frame rates are invalid (nothing on screen).
What we saw
  • Mesa ps3.186 with patch 0011, which hands DXT1 compression to libspeq's encoder on the PPE (the main CPU). Kernel ps3.178, VRAM swap on, 5 pairs of runs.
  • Plain textures: 49.9 fps, load 13.68 s (13.66 to 13.87).
  • Compressed: 53.0 fps, load 14.16 s (14.08 to 14.68). Compression now adds 0.5 s of load instead of 1.5 s.
  • Longest frame 956 ms compressed against 1008 ms plain (medians): no hitch.
  • Game VRAM 51.6 MB plain, 37.5 MB compressed (survey).
  • This encoder runs at 6.5 Mpixel/s through glTexImage, against 2.6 for Mesa's.
  • Nothing on screen, so the fps are invalid. Load, VRAM and the encoder comparison don't depend on the display.
  • Basis for shipping compressed textures on in OpenArena.

invalid nothing reached the screen, so the frame rates are not of a shown picture (load times and VRAM are valid).
tc0
invalid
the recipe as it is - - - 49.9 Kernel ps3.178, Mesa ps3.186 whole run 26.9 - - - - 35.3 - - - - - - -
tc1
invalid
the recipe as it is - - - 53.0 Kernel ps3.178, Mesa ps3.186 whole run 28.4 - - - - 35.8 - - - - - - -
Step 0: OpenArena perf profiles A/B/C (nothing on screen) 2026-10-16 · 2026-10-16-step0-perf
Tested: CPU profiles of OpenArena with sound variants A, B and C, to see how much of the sound's cost is OpenAL's mixer.
Result: Inconclusive: the profiles could not identify OpenAL's mixer thread, and the profiler slowed the runs, so their numbers are not for comparison. A re-profile with matching debug symbols followed on 2026-10-17.
What we saw
  • One profiled run each of sound variants A, B and C. Nothing on screen.
  • Profiling slows the game: 52 to 53 s of CPU against 35 s in plain runs, so the CPU and fps numbers are not comparable. The fps shown is the driver's frame counter (HUD) median, 57.
  • The profiles showed OpenAL's mixer thread as unknown code, so they could not say how much of the 10% sound cost is the mixer.
  • The re-profile with matching debug symbols came on 2026-10-17.

invalid nothing reached the screen, and the runs recorded perf profiles.
profA
invalid
the recipe as it is - - - 57 - whole run 39.6 - - - - 51.7 - - - - - - -
profB
invalid
the recipe as it is - - - 57 - whole run 45.0 - - - - 53.1 - - - - - - -
profC
invalid
the recipe as it is - - - 57 - whole run 38.0 - - - - 52.6 - - - - - - -
Step 0: OpenArena sound variants A/B/B22/C/Z (nothing on screen) 2026-10-16 · 2026-10-16-step0-sound
Tested: How much OpenArena's sound costs: stock OpenAL, two tuned OpenAL settings, the game's own mixer, and sound off.
Result: Sound off was about 10% faster (55.3 against 49.7 to 50.0 fps) and no OpenAL setting helped. The result is weak: nothing was on screen, the tuned settings later turned out to change more than intended, and the gap was not repeated with a picture in these runs.
What we saw
  • 3 interleaved runs per variant, VRAM swap on. Nothing on screen, so the absolute fps are invalid.
  • A, stock OpenAL: 49.7 fps.
  • B, OpenAL with 16-bit output and a linear resampler: 49.8.
  • B22, the same at 22 kHz: 50.0.
  • C, the game's own mixer instead of OpenAL: 50.0.
  • Z, sound off: 55.3 fps, level load 11.9 s against 13.8 to 14.1 s, about 7 MB more free memory.
  • Reading at the time: sound costs about 10% of the frame rate and no OpenAL setting helps.
  • Caveats found later: B also switched on OpenAL's output limiter and dither, and B22 probably still ran at 48 kHz. The sound-on against sound-off difference was not repeated with the picture on screen in these runs.

invalid nothing reached the screen, so the frame rates are not of a shown picture.
sndA
invalid
the recipe as it is - - - 49.7 - whole run 28.6 - - - - 35.2 - - - - - - -
sndB
invalid
the recipe as it is - - - 49.8 - whole run 29.6 - - - - 37.3 - - - - - - -
sndB22
invalid
the recipe as it is - - - 50.0 - whole run 28.2 - - - - 37.3 - - - - - - -
sndC
invalid
the recipe as it is - - - 50.0 - whole run 28.4 - - - - 33.3 - - - - - - -
sndZ
invalid
the recipe as it is - - - 55.3 - whole run 35.7 - - - - 26.2 - - - - - - -
Step 0: OpenArena tc0/tc1 on Mesa ps3.152 (VRAM swap on; nothing on screen) 2026-10-16 · 2026-10-16-step0-vswap-on
Tested: The same OpenArena comparison of plain and compressed textures on Mesa ps3.152, now with the VRAM swap on.
Result: Not valid as frame rates (nothing on screen). The load times show Mesa's encoder costing 1.1 s of load and causing hitches in play, so compressed textures were not shipped with that encoder.
What we saw
  • Same setup as the previous batch with the VRAM swap on, 3 pairs of runs.
  • Nothing on screen, so the frame rates are invalid.
  • Plain textures: 48.8 fps, load 14.02 s (13.94 to 14.63).
  • Compressed: 52.4 fps, load 15.14 s (15.10 to 15.70). One compressed run had a 4.4 s longest frame.
  • These are the survey's VRAM-swap-on numbers: Mesa's encoder costs 1.1 s of load and hitches in play, so compressed textures were not shipped with it.

invalid nothing reached the screen, so the frame rates are not of a shown picture.
tc0
invalid
the recipe as it is - - - 48.8 Mesa ps3.152 whole run 31.4 - - - - 35.6 - - - - - - -
tc1
invalid
the recipe as it is - - - 52.4 Mesa ps3.152 whole run 25.3 - - - - 36.6 - - - - - - -
Step 0: OpenArena tc0/tc1 on Mesa ps3.152 (VRAM swap off; nothing on screen) 2026-10-16 · 2026-10-16-step0-vswap-off
Tested: The first OpenArena timedemo runs on the PS3, comparing plain textures with compressed (DXT1) textures made by Mesa's own encoder, VRAM swap off. The first compressed texture ever drawn on the RSX was sampled too.
Result: Not valid as frame rates: nothing reached the screen. The load times and VRAM still count: Mesa's encoder added about 1.5 s to the level load, and compressed textures cut the game's VRAM from 51.7 to 40.3 MB.
What we saw
  • Nothing reached the screen: no window manager ran, and the ps3rsx driver muted the video for every X session after the first (fixed later). The frame rates are not measurements of a shown picture; kept as history.
  • First compressed texture sampled on the RSX: blocks within 1 of the decoded value, no GPU error. Mesa's encoder ran at 2.6 Mpixel/s with an error (RMSE) of 29.7.
  • The GPU reports itself as NV47 with 245 MB of video memory and OpenGL 2.1.
  • First OpenArena launch (plain textures): 49.6 fps, level load 14.3 s.
  • Plain textures, 6 runs: 49.8 fps, level load 13.98 s (13.51 to 14.37).
  • Compressed textures, 6 runs: 51.6 fps, level load 15.50 s (14.99 to 15.98). The very first compressed run made 43.1 fps with a 3.3 s longest frame.
  • Mesa's encoder on the main CPU (the PPE) adds about 1.5 s to the load.
  • The VRAM survey puts the game at 51.7 MB with plain textures and 40.3 MB compressed.

invalid nothing reached the screen (no window manager, and ps3rsx left the video muted), so the frame rates are not of a shown picture.
tc0
invalid
the recipe as it is - - - 49.8 Mesa ps3.152 whole run 26.4 - - - - 35.5 - - - - - - -
tc1
invalid
the recipe as it is - - - 51.6 Mesa ps3.152 whole run 27.8 - - - - 36.8 - - - - - - -