
Minecraft Dungeons II on AnyPS5
Boots Starts and opens a window on Windows, then crashes on a missing network call; no menu or screen content has been shown yet.
- Nothing
- Boots
- Menus
- In game
- Playable
On Windows (RTX 4060 Laptop) the game starts, opens a window and swapchain (1536x864) and begins creating render targets before crashing on an unimplemented network call; no menu or visible content is reported. Reached on recent main with relinker fixes, not on older builds.
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
The game (an Unreal Engine title; the files call the project 'Dungeons') starts on Windows and gets as far as opening a window and swapchain at 1536x864 and starting to create render targets. It then aborts on an unimplemented network function: select() on something that is not a libSceNet socket (issue #2811, still open). No menu, title screen or gameplay has been shown.
Most of the early work was done by one Windows contributor (TideOPL, RTX 5070) on October 7-8. They fixed a long list of start-up stops: Windows thread-local-storage reads in code that the relinker missed (478 were unpatched, which crashed the game's worker threads), missing C++ runtime and network pool functions, a GPU clock timer call, a command-buffer layout the game uses, and a shader-ending instruction form that stopped rendering about 6 seconds in. These fixes are merged.
Before that last stop, two other users hit a shader problem: the shader translator cannot resolve a computed call target (s_swappc_b64 at program counter 0x74). That is a shared problem tracked in #1817, seen in other games too. A fix that postpones such shaders until they are used was merged on October 10, and the later Windows report no longer shows that error, probably because of it (not confirmed in the thread). The next stop is the network call.
A few merged graphics fixes from October 10 for Unreal Engine effects (depth of field, reused render targets, zero-stride vertex data) mention this game's ID. The excerpt does not say what the screen looked like. Linux has one failed report that was closed as the same shader stop. macOS is not mentioned.
| Windows | Starts, opens window and swapchain, then crashes on libSceNet select (RTX 4060 Laptop); earlier fixes by an RTX 5070 tester |
|---|---|
| Linux | One report stopped on the shader call-target error before any display (closed as duplicate of #1817) |
| macOS | No test report yet |
What is stopping it
- Crashes after creating render targets because select() on non-libSceNet descriptors is not implemented. Thread
- Shader translator cannot handle a computed s_swappc_b64 call target; tracked in #1817. The deferral fix has landed, but users should recheck. Thread
How it got here
- Windows thread-local-storage reads in code the relinker used to miss (478 of 3,689) are now patched; worker threads no longer fault on first use. Source
- Missing C++ runtime exports are added so the game's own libc loads. Source
- Missing library exports are added; the game now loads past them. Source
- The GPU clock-copy used for the game's timer calibration is supported. Source
- A shader-ending instruction form that stopped rendering about 6 s in is accepted. Source
- Linux and Windows users report the shader call-target crash; both are closed as duplicates of #1817. Source
- Merged: shaders the translator cannot handle yet are deferred until first use (#1836). The later Windows report no longer shows the shader stop, probably because of it. Source
- On a later build the game creates a window and render targets, then crashes on an unimplemented network call. Source
Tested hardware
| PC | Result | |
|---|---|---|
| Windows (build 26300.9550) / MinGW GCC 15.2 / NVIDIA RTX 4060 Laptop, driver 617.14 | Starts, creates a 1536x864 window and swapchain, then aborts on an unimplemented libSceNet select. | Report |
| Windows 11 / MinGW GCC 15.2 / NVIDIA RTX 5070 | Used for the start-up fixes; the title continues past each fixed stop (no fps reported). | Report |