
Astro's Playroom on AnyPS5
Boots Starts up and reaches its first rendered frames on private builds, but plain main still can't load it and no menu or gameplay has been shown.
- Nothing
- Boots
- Menus
- In game
- Playable
Starts and draws its first frames on Windows (RTX 3060 Laptop) with local changes; a forked build also reaches 'Resident Load end' before crashing. No menus or gameplay shown. Plain main cannot load it yet because a system library is missing.
Running it and it stopped on an error? Check the error against every report and fix for this game.
Screenshots
No screenshot of this game running has been posted in the project's threads yet. Testers who reach a new screen usually post one in the discussion linked on the right.
Where it stands
Astro's Playroom is the free PS5 pack-in game. Several contributors are working on it, and it has driven many of AnyPS5's graphics fixes, so the project is clearly getting closer. No one has posted a screenshot, a menu or gameplay yet.
Most of the early missing pieces are merged: maths helpers, text-line drawing, a few network and voice-chat stubs, and the 'reliable UDP' start call that used to kill the game at launch. One contributor reported the game running as far as its first presentation (the first frame sent to the screen) on Windows with a few local extras. Another reported that a full-screen post-process pass used to abort the game; that was fixed and merged on October 10, and with the fix the screen renders correctly, per the reporter.
The main wall right now is a system library called libSceJobManager (Sony's job scheduler). The game needs seven of its functions and does not ship its own copy, and AnyPS5 does not have it. On plain main the game cannot even load. Two pull requests that add it were closed because the project has paused accepting new PRs, so the work is waiting.
Another tester with a forked build (the report does not name the OS) got past that and reached 'Resident Load end', then hit a crash while preparing a vertex shader (a program that places triangles on screen). A fix exists on a branch but is not merged. Shader math details (how the GPU handles tiny numbers and NaN values) are also still being checked, because this game's shaders exercise them heavily.
| Windows | Reaches its first presentation with local patches (RTX 3060 Laptop). With a v0.1.1 setup it fails to load libSceJobManager.prx. |
|---|---|
| Linux | Not clearly reported. Plain main stops at the missing libSceJobManager library (confirmed by a Linux import audit). |
| macOS | No test report yet |
What is stopping it
- libSceJobManager is missing, so the game cannot load. The game needs 7 of its functions. PRs that add it were closed because new PRs are paused. Thread
- Crash while preparing a vertex shader: the game passes a copy of the shader header at a different address than the one registered. A fix exists on a branch but is not merged. Thread
- GPU shader maths mode (how tiny numbers, NaN and clamping behave) is set per shader on the console but AnyPS5 assumed one setting. Being fixed step by step; this game's shaders hit it heavily. Thread
- New pull requests are paused by the project, so ready fixes are waiting to be carried by maintainers. Thread
How it got here
- Missing maths and text helper functions the game imports are added (strtoimax, logbf, float helpers). Source
- Text-line drawing (libSceFont writing lines) is implemented; the game uses all six functions. Source
- Voice-chat and reliable-UDP imports stop the loader failing. A tester reports the game running as far as its first presentation with a few local extras. Source
- A font function the game calls at start-up no longer terminates it. Source
- Shader float-mode work lands (denormal flushing, output modifiers, DX10 clamp), using this game's shaders as the test set. Source
- A full-screen post-process draw that aborted the game is traced to reading past a 3-vertex buffer; hardware measurement shows the console returns zeros. Source
- A Windows user finds the game cannot load because libSceJobManager.prx does not exist. Source
- Zero-fill fix for the vertex-fetch abort and the sceRudpActivate stub are merged. Source
- A tester with a forked build reaches 'Resident Load end' but crashes while preparing a vertex shader. Source
- A working libSceJobManager is proposed, but the PR is closed under the intake pause. Source
Tested hardware
| PC | Result | |
|---|---|---|
| Windows 11 / RTX 3060 Laptop (NVIDIA 616.92) | Runs to its first presentation with local patches. A fullscreen pass renders correctly once the out-of-bounds vertex workaround is applied. No fps given. | Report |
| Windows 11 / Ryzen 5 5600 / RTX 3060 Ti | Fails to load libSceJobManager.prx (error 126); no gameplay claimed. | Report |
| Forked build (OS and GPU not stated) | Reaches 'Resident Load end', then aborts preparing a vertex shader. | Report |