Boot Progress Gallery - bucketcomps/infamous GitHub Wiki

Boot Progress Gallery

What the native boot has put on screen, oldest first. Every picture here is the game's own output, captured from a boot of the decomp and labelled with how it was produced. These are diagnostic captures: none of them is proven-source credit, and the labels say what was faithful and what was not.

date what how far into the boot faithful? full entry
2026-10-08 First video from our native build: the game's opening (chopper shot, then Cole in the crater), lit, 4x textures, drawn by our renderer. opening our native build's own frames 2.6 s of game time, rendered offline; one held frame; unverified final colour step Home
2026-10-08 Lighting works: opening scene lit by the game's own lights, plus the chopper shot with 4x textures, from our native build. lit our native build's own frames one labelled best guess in the final colour step; dark patch in front of Cole Home
2026-10-07 Native build reached gameplay: Cole in the blast crater, opening tutorial, drawn by our renderer (scene before lighting). Cole our native build's own frame lighting step not working yet; screen shows only the tutorial text Home
2026-10-07 First 3D scene from our own native build: Archer Square (title-screen city) drawn by our renderer with depth testing. Archer Square our native build's own frame ~1 in 9 draws rendered; no lighting, shadows or sky yet Home
2026-10-07 Ray-traced 'modded' rooftop (artistic): the game's own captured geometry, city and harbour with an upscaled texture pack, re-lit offline. Ray-traced rooftop one captured frame, offline ray tracing Not real-time and not evidence: lighting and materials are ours, geometry and textures are the frame's Home
2026-10-07 Ray-traced close-up of Cole's bag (artistic). Bag close-up same same Home
2026-10-07 Push-in from the rooftop view to Cole's bag; the camera really moves, every frame re-rendered. Push-in same same Home
2026-10-07 The full frame at true 4K (3840x2160) with our 4x texture pack, drawn by our renderer from the game's own draw calls. Full frame, true 4K, our 4x texture pack captured replay (not our boot yet) Geometry, texture and HUD pass: 3,405 of 3,521 draws. The sky, fog and lighting aren't drawn yet Home
2026-10-07 The same frame at true 4K with the game's original textures. Full frame, true 4K, original textures captured replay Same limits as above Home
2026-10-07 The frame built one draw call at a time, in the game's own order. Draw-by-draw build-up captured replay Every draw is ours; the input is captured draw calls Home
2026-10-07 The captured gameplay frame drawn at true 4K by our renderer, plus a version with our 4x texture pack, a draw-by-draw build-up video and X-ray views. 4K crops captured replay (not our boot yet) Geometry, texture and HUD pass: 3,405 of 3,521 draws (509 spec-inferred, pending hardware confirmation). The sky, fog, lighting and post-processing aren't drawn yet Home
2026-10-07 Side by side: our boot's intro movie next to the original movie file, frame-synced. 283 of 283 frames bit-identical in brightness (re-measured independently). side by side MP4 (media omitted from public export) route 2, flips 6–356 Exact in brightness. Colour is shown separately: this capture predates tonight's colour fix, so it's brightness only. A full-colour run with every fix is recording now Home
2026-10-05 First multi-draw frame through our renderer: 141 of 536 captured draws (scaffolding, walkway, props) captured replay, RPCS3 RRC frame Closer. Real game geometry, textures and depth from the game's own draw calls; 395 draws still skipped, not faked. Captured replay, not boot-generated Devlog
2026-10-01 Sony card and Sucker Punch logo, through our own renderer icount 90M–130M No. Diagnostic shortcuts: an FFmpeg stand-in for the game's video decoder, a SPURS bypass, an estimated instruction result, culling forced off Devlog
2026-10-04 The full intro movie, "Sony Computer Entertainment presents" to the © 2009 line icount 450M–586M (route 2) Closer. The game's own decoder (no stand-in loaded), the real SPURS kernel, hardware-measured float maths. Still diagnostic: frames are viewed straight from the captured video planes, not through the game's own draw path Devlog, Devlog
2026-10-05 First depth-tested 3D draw through our own renderer: a captured opening-scene character head and hair mesh (Zeke) not from our boot: a captured replay of the game's own draw commands from RPCS3 Diagnostic. Our Vulkan renderer runs the game's real shaders, compressed DXT textures (134 mip levels) and per-draw depth/stencil state. Start buffers are cleared, not the game's exact frame. The depth test is effective: the hair mesh depth-sorts itself, with 9,259 fragments rejected Devlog
2026-10-04 One Sony-card frame, held: identical from ~630M through 764M. Corrected 6:49 PM: this is mid-movie; the Sucker Punch half of splash_america.bik is never reached icount 630M–764M (route 2) Same as the row above. This marks the next wall, not progress Devlog
2026-10-06 The full captured frame at 2,595 of 3,521 draws: the HUD (health ring, power meter, minimap) and 2,001 shadow-map passes not from our boot: a captured replay from RPCS3 Diagnostic. Depth-only and variable-size surfaces, alpha test and scissored clears, with unknown regions never assumed empty. 926 draws still refused (sky, lighting, post-processing) Home
2026-10-06 The same captured frame at 419 of its first 536 draws (full frame: 425 of 3,521): chain-link fences, asphalt, a barrel, a character head not from our boot: a captured replay from RPCS3 Diagnostic. Missing mip tails come from the game's own packages (byte-identical levels only); anisotropy is approximated; 117 draws refused (register aliasing, unwritten lanes). No sky or city yet Home
2026-10-06 Past the Sony card, every flip recorded (run base-02 passed it first today, reaching frame 142 with sparse snapshots): the movie moves on to "Sony Computer Entertainment presents" (GIF, frame) icount 494M–517M, flips 139–149 (route 2, compiled SPU engine) Our own boot. Every saved frame's brightness is byte-identical to the real movie (87/87 this run, 260/260 all runs); colour is not yet exact (83/362 frames); the card ends on exactly the flip the movie file says Home
2026-10-06 Into the Sucker Punch part of the intro movie (GIF, frame). The 10-04 hold row's "Sucker Punch half is never reached" is now resolved icount 514M–600M, flips 149–185 (route 2, compiled SPU engine) Our own boot. 123/123 saved frames this run and 351/351 across all runs match the real movie's brightness byte-for-byte; colour is not yet exact (83/362 frames); 181 of its 353 frames reached Home
2026-10-06 The Sucker Punch logo in the intro movie (GIF, flips 186–317, frame 292, frame 317) icount 600M–908M, flips 186–317 (route 2, compiled SPU engine) Our own boot. Brightness capture (black-and-white); colour capture fix pending (#2287). Brightness byte-identical to the real movie: 255/255 this run, 655/655 all runs (movie frame 313 of 353) Home

2026-10-06: the HUD renders (2,595 of 3,521 draws)

HUD layer

2026-10-06: the same frame at 419 of its first 536 draws (captured replay; the full frame has 3,521 draws, 425 supported)

Fences, asphalt, a rusty barrel and a character head now render. The sky, the distant city and the rest of the body are still missing (117 draws refused). Anisotropic filtering is approximated.

Before/after: 141 vs 419 draws

419 of 536 draws

Build-up every ~50 draws

2026-10-05: first multi-draw frame (captured replay, 141 of the first 536 draws)

First multi-draw frame

Build-up every 20 draws

2026-10-04: the intro movie, route 2

The intro movie as our boot plays it (GIF, 15 fps, 640 wide)

  • MP4, icount 450M–527M (media omitted from public export), MP4, icount 527M–586M (media omitted from public export), MP4, icount 586M–649M (media omitted from public export)

  • Contact sheets: 450M–527M, 527M–586M

  • Half-white frames were captured while the next frame was still being written. They are kept as captured; the cause is UNKNOWN.

2026-10-04: the held frame (next wall; mid-movie, not the ending)

Held frame, identical from ~630M to 764M (mid-movie)

2026-10-01: first native render

First native render: Sony card

Sony card and Sucker Punch logo (GIF)


New visual milestones are added here in the same cycle as their devlog entry.

First depth-tested 3D draw: captured Zeke head and hair through our renderer, depth on vs off | 2026-10-08 | Crater ground and ambient light restored in our renderer (after, before). Still has a brown quarter-screen panel bug (#2337) | native port frame 5700, UNVERIFIED viewer, INFERRED cube-face rule | | 2026-10-08 | Crater fully lit (frame); the brown panel from the earlier row was a renderer nondeterminism bug, now fixed (#2337, #2336) | native port frame 5700, UNVERIFIED viewer, INFERRED cube-face rule | | 2026-10-08 | Crater in 4K (3840x2160) with the 4x textures (1080p, Cole 1:1) | native port frame 5700, UNVERIFIED viewer, INFERRED cube-face rule, 4x pack (ENHANCED) |

| 2026-10-14 | First native gameplay (owner release decc7be9): title → opening cutscene → crater gameplay → first powers | gallery |