Request / Idea: Unreal Engine 3 Asset Streaming Patch for Batman: Arkham Origins (BLES01931)

Hi everyone,

I am looking to see if any experienced developers in the PS3 modding community would be interested in looking into an engine performance patch for Batman: Arkham Origins (specifically the Australian/PAL region code BLES01931). Currently,

I am running a highly optimized setup: a PS3 Slim (CECH-21xx model) with a Custom Firmware RSX Overclock and a brand new Nectac SSD. The game is running digitally as a clean HDD ISO.

Thanks to the hardware overclock and the SSD, combat, loading times, menus, and indoor areas run absolutely flawlessly. However, there is still a noticeable engine-level "hitching" and frame stutter that occurs specifically when gliding at high speeds around the tall buildings in Gotham City.

Since this setup already completely saturates the SATA I bus and pushes the RSX hardware to its limits, the issue is clearly a hardcoded Unreal Engine 3 bottleneck. The console seems to micro-freeze because the engine's default asset-streaming code cannot handle the data boundaries fast enough.

Manually adding paragraphs of settings to a loose BMEngine.ini file does not work, as the PS3 architecture completely ignores it. I know the community has pulled off incredible memory management hacks and custom EBOOT.BIN patches for other open-world engines like GTA V and Red Dead Redemption.

Would any modders be willing to decrypt the EBOOT.BIN for Arkham Origins to see if the internal PoolSize, MaxSmoothedFrameRate, or texture streaming memory allocations can be modified to better utilize a modern SSD and system overclock?

Thank you so much for your time and for everything you do for the PS3 scene!
 
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