shadps4

Émulateur v0.7.0 par syndicman

Un émulateur de PS4 qui a déjà des jeux jouables.

Semble nécessiter le support de Vulkan 1.3 (ou Vulkan 1.2 avec extensions). La version Mac semble légèrement en retard par rapport à la version Windows.

Le lien est celui de la version QT (interface graphique), mais une version CLI existe également. Fonctionne sur Apple Silicon dans Rosetta 2.

Dernière mise à jour :

Plateformes

Playstation 4

Architecture

Mac OS X - macOS Mac OS X - macOS Intel x86 Intel x86 Apple Silicon Apple Silicon 64 bits 64 bits SDL Library SDL Library

Téléchargement et liens

Historique des versions

vPre-release-shadPS4-2026-09-18-42c555b7ab5d0678f531a7e4d505560ccc0f8add
Full Changelog: [v.0.18.0...42c555b](https://github.com/shadps4-emu/shadPS4/compare/v.0.18.0...42c555b7ab5d0678f531a7e4d505560ccc0f8add)
Changelog complet
Full Changelog: [v.0.18.0...42c555b](https://github.com/shadps4-emu/shadPS4/compare/v.0.18.0...42c555b7ab5d0678f531a7e4d505560ccc0f8add)
v.0.18.0
Added `--mount` flag, updated the no-flags popup text with Big Picture Mode info, and fixed a few edge cases with command line parsing
Fixed update checker crash with certain zar/folder combinations
A kernel event flag rewrite has also fixed Shadow of the Colossus often hanging on boot, and the game now consistently gets to menus.
NpTus is also included in this new release, bringing more functionality to shadNet.
A few more fixes on GPU are included, such as fixing shadows in Persona games, or some effects in inFAMOUS and Gravity Rush 2. There's probably fixes in some other games too, but that's you, the testers' and users' job to figure out.
Fixed ordering of loading libs (`libScePad` before `sceNpManager`), fixed issues in shadNet authorization
NpWebApi2**: Fixed `sceNpWebApi2GetHttpResponseHeader` functions
AudioOut**: Fixed deadlocks on stop
Changelog complet
shadPS4 v0.18.0 "UltraPersona" Hello there, it hasn't been a while, has it? While not much time has passed since our last stable release, we are here again with a brand new one. The main reason for this release is broken shadNet authorization in certain cases on the 0.17.0 release, but we have some more interesting new features as well. Firstly, after some fixes, AvPlayer can now be loaded as LLE, meaning that you need the `libSceAvPlayer.sprx` (and `libSceAvPlayerStreaming.sprx`) module(s), which makes broken videos in a few games now work properly. The above change was enabled by calling `sceLibcInternalMemoryMutexEnable` in LLE LibcInternal at boot, found by [@liuk7071](https://github.com/liuk7071), the developer of ChonkyStation4, another PS4 emulator. A kernel event flag rewrite has also fixed Shadow of the Colossus often hanging on boot, and the game now consistently gets to menus. Another big feature is the experimental [red zone](https://en.wikipedia.org/wiki/Red_zone_%28computing%29) protection, which fixes an issue specific to 12th generation and onwards Intel CPUs exclusively on Windows, that was causing crashes and other undefined behaviour in lots of games that were not expecting to have their stacks' red zone clobbered by Windows exception handling. NpTus is also included in this new release, bringing more functionality to shadNet. A few more fixes on GPU are included, such as fixing shadows in Persona games, or some effects in inFAMOUS and Gravity Rush 2. There's probably fixes in some other games too, but that's you, the testers' and users' job to figure out. Below you can find a full list of changes for 0.18.0. Happy testing :) ## Core - Rewrote kernel event flags - Added experimental workaround for Windows red-zone protection - Fixed ordering of loading libs (`libScePad` before `sceNpManager`), fixed issues in shadNet authorization - Added `/dev/zero` device - Added some exports needed for VSH - Call `sceLibcInternalMemoryMutexEnable` LLE on startup - Added `--mount` flag, updated the no-flags popup text with Big Picture Mode info, and fixed a few edge cases with command line parsing - Load guest modules below 4 GiB ## Libraries - **Videodec**: Flush codec buffers on packet EOF - **NpWebApi2**: Fixed `sceNpWebApi2GetHttpResponseHeader` functions - **Libc_Internal**: Added back HLE `sceLibcHeapGetTraceInfo` for when LLE `libSceLibcInternal` is not present - **Kernel**: Implemented `sceKernelIsDevkit` and `sceKernelIsCex` - **Kernel**: Do not double destroy threads when free threads exceeds `MaxCachedThreads` - **AvPlayer**: You can now use LLE - **Sysmodule**: Enabled some more safe library LLEs - **Kernel**: Only clear `oact` if `oact` is provided - **NpTus**: Added NpTus support - **AudioOut**: Fixed deadlocks on stop - **NpTrophy**: Fixed issues related to platinum trophies ## Video Core - Added more FMask formats - Honor `STENCILOPVAL` for GCN ReplaceOp stencil writes ## Shader Recompiler - Fixed cubed array layer in `FixCubeCoords` - Lower user clip planes to clip distances - Use `a*b+c` instead of `fma` for `v_mad*` ops ## Big Picture Mode - Launch game in clean process - Added zar support - Fixed update checker crash with certain zar/folder combinations ## Misc - Fixed external FPS counters - Added draw call and dispatch counts to frame info overlay - Append last time played for each game in `play_time.txt`
v.0.17.0
Big Picture UI settings improved
Improvements to the in-app bug report flow
Video decoder flush behaviour fixed
Assorted validation errors fixed and miscellaneous renderer fixes
Shader cache invalidation caused by struct padding in `memcmp` fixed
TLS leak on non-primary threads fixed
Fixed mappings with a zero address on older games is now handled properly
NP Manager got new settings and general cleanup
Changelog complet
shadPS4 v0.17.0 Welcome to another big release of shadPS4. This release is the first to introduce shadnet support, which although still doesn't offer much it allows to post your online scores and share them with other players. Still you can't play multiplayer games but we are working towards to make it possible one day. Another big update is ZArchive support. Forget the 20.000 files per game you can now use ZArchive files for compressing games and having them in 1 file instead of hundreds. KosmicKrisp has also landed in the world of macOS giving much better compatibility and speed to macOS users. There are several other fixes let's cover the most important below ## Highlights ### Online stuff - ShadNet, our own networking backend, is now integrated for the first time - Most of the matchmaking library is implemented — lobbies, rooms, joining, signaling - Friends support. Make your online friends in shadnet - Invitation dialog - Your name now switches to your Online ID once you're connected - NP Manager got new settings and general cleanup - Web API layer grew a lot: new library implemented, multipart uploads, push events - NP Commerce - Trophy handling tidied up ### Mouse support - sceMouse is emulated now, so the handful of games that supported a USB mouse are playable with one - Plus a bunch of follow-up fixes for opening, closing, and games that check whether a mouse is even plugged in ### AvPlayer, video & audio - AvPlayer got a serious cleanup: audio/video sync, startup races, stack usage, frame sizes, buffer handling - Video decoder flush behaviour fixed - Audio3D mix queue reworked - AT9 no longer crashes from reading past the end of its data - AT9 encoder now runs natively - OpenAL fixes and NGS2 fixes --- ## Graphics - NVIDIA clip distance emulation - `T#` `min_lod` implemented through `VK_EXT_image_view_min_lod` - Depth write state is now respected for register clears - Robustness2 is now required, allowing the null buffer/image workarounds to be removed - Sampler garbage collection added to the texture cache - Texture cache: image download handling refactored - sRGB handling for BC formats refactored - Buffer barriers for compute-written vertex/index buffers and indirect dispatch/draw buffers - Assorted validation errors fixed and miscellaneous renderer fixes - Shader cache invalidation caused by struct padding in `memcmp` fixed ### Shader recompiler - GCN thread mask accuracy fix - Vertex attributes are always specialised on number class - Geometry shader vertex offsets initialised from the input primitive type - `V_ADD_I32` carry-out propagation, `V_LOG_CLAMP_F32`, `V_PK_MUL_LO_U16` fix - IREmitter atomic operation corrected from And to Or --- ## Kernel, memory & core - Filesystem abstraction layer - File reads now go through an intermediate buffer before being copied to guest memory - `PthreadOnce` uses pthread primitives instead of `std::mutex` - TLS leak on non-primary threads fixed - Code patches for `cmp` and `xor` instructions involving the TCB - `sceKernelAllocateDirectMemory` now honours `search_end` - Fixed mappings with a zero address on older games is now handled properly - HLE libraries are no longer loaded when force-LLE is set - Unresolved objects are no longer auto-stubbed - Null dereference fixes in save data mount checks - Memory patch fixes, with hex exception handling - LLE malloc init, fixing issues with LLE fonts and allowing more LLE libs to run --- ## Input & peripherals - Pad state latency reduced for single-sample reads - Users are no longer logged out when a pad disconnects - Controller colours reset on shutdown - Fixes to Camera support --- ## Interface & quality of life - Fullscreen startup behaviour polished - The window icon is now set to the game's icon - Big Picture UI settings improved - Shader list, memory map and module list widget states are saved, duplicate shader dump windows prevented - New shadPS4 log with a logging refactor, an option to flush the log - `MS_VC_EXCEPTION` is now passed through to the handler on Windows - Trophy fixes and an auto-generated `PathType::TrophyDir` - NP checks moved into `sceNpTrophyRegisterContext` - Improvements to the in-app bug report flow
v.0.16.0
Hundreds of library updates, stubs, kernel fixes, and subsystem enhancements contribute to improved game compatibility.
v0.16.0 introduces the foundation of a new configuration architecture. This modernized system simplifies settings management, improves game-specific configuration handling, and lays the groundwork for future features.
Numerous Vulkan fixes address validation errors, synchronization issues, resource destruction order problems, swapchain handling, and presentation stability. These changes significantly reduce crashes and improve reliability across a wide range of hardware.
Several fixes target GPU synchronization hazards, stale GPU memory handling, write-after-write scenarios, image layout transitions, and memory protection updates. Together these changes improve rendering correctness and reduce graphical corruption.
The shadPS4 team is excited to announce the release of **shadPS4 v0.16.0**, our largest update to date. This release delivers major improvements across emulation accuracy, graphics, audio, input handling, user experience, platform support, and developer infrastructure.
Localization support continues to expand through updated translations and improved UTF-8 path handling.
Improved GNU/Linux and macOS file handling
A brand-new **Big Picture Mode** provides a console-like experience designed for controllers and living-room setups. The interface includes dedicated settings integration, game folder management, and several quality-of-life improvements.
Changelog complet
# shadPS4 v0.16.0 Released The shadPS4 team is excited to announce the release of **shadPS4 v0.16.0**, our largest update to date. This release delivers major improvements across emulation accuracy, graphics, audio, input handling, user experience, platform support, and developer infrastructure. With hundreds of changes from dozens of contributors, v0.16.0 represents another significant step toward broader game compatibility and a more complete PlayStation 4 emulation experience. ## Highlights ### New Configuration System v0.16.0 introduces the foundation of a new configuration architecture. This modernized system simplifies settings management, improves game-specific configuration handling, and lays the groundwork for future features. The migration also includes save and trophy migration support to help users transition smoothly from previous versions. ### Initial OpenAL Audio Backend A major milestone for the project is the introduction of an **OpenAL-based audio backend**. This work establishes a more flexible and portable audio foundation for future improvements while continuing to expand compatibility with PS4 audio functionality. ### Camera Support Begins Initial camera emulation support has landed, bringing us closer to supporting titles and applications that rely on PlayStation Camera functionality. ### Local Multiplayer Support One of the most requested features is finally here. Multiple users can now enjoy supported games together through the new **local multiplayer infrastructure**, further expanding gameplay possibilities within the emulator. ### Big Picture Mode A brand-new **Big Picture Mode** provides a console-like experience designed for controllers and living-room setups. The interface includes dedicated settings integration, game folder management, and several quality-of-life improvements. ### Screenshot Functionality Users can now capture screenshots directly from the emulator, including support for overlays or game-only captures. ### HTTP Library Progress A substantial amount of work has been completed on the PS4 networking stack, with the first large implementation stages of the HTTP subsystem landing in this release. These additions improve compatibility with games and applications that depend on online communication APIs. --- ## Graphics and Rendering Graphics emulation received extensive work throughout the release cycle. ### Improved Vulkan Stability Numerous Vulkan fixes address validation errors, synchronization issues, resource destruction order problems, swapchain handling, and presentation stability. These changes significantly reduce crashes and improve reliability across a wide range of hardware. ### Memory and Synchronization Improvements Several fixes target GPU synchronization hazards, stale GPU memory handling, write-after-write scenarios, image layout transitions, and memory protection updates. Together these changes improve rendering correctness and reduce graphical corruption. ### Mipmapping and Texture Improvements A large collection of mipmapping fixes resolves texture quality issues and rendering artifacts in various titles. ### Expanded Neo GPU Instruction Coverage The shader recompiler and GCN decoder received major upgrades including support for: * New VOP3P instruction definitions * SDWA instructions * Additional Neo-specific ALU instructions * Float16 packed arithmetic * Integer packed arithmetic * Bit manipulation instructions * New min/max/median operations * Expanded test coverage for GCN instruction decoding These additions improve compatibility with titles that heavily utilize PlayStation 4 Pro ("Neo") GPU features. ### Support for combined geometry and tesselation pipelines Support has been expanded for more advanced pipeline configurations, including additional tessellation and geometry shader combinations required by modern PS4 titles. --- ## Audio Improvements In addition to the new OpenAL backend: * Audio3D functionality has been expanded * Trophy sound playback no longer depends on SDL_mixer * Several AVPlayer and video decoding fixes improve multimedia playback * Improved stream duration calculations and error handling --- ## Input and Controller Enhancements Controller support continues to mature with: * Local multiplayer support * Multiple DualShock compatibility fixes * Improved deadzone defaults * Touch input edge-case fixes * TV remote support corrections * New option to swap the Enter button between Cross and Circle * Improved pad information reporting Several Unity-engine titles and games such as Driveclub also benefit from input regression fixes included in this release. --- ## User Experience ### Trophy System Improvements The trophy system received substantial attention: * New trophy directory structure * Trophy migration support * Improved extraction reliability * Better handling of separated game updates * Missing trophy key workarounds * Trophy sound playback improvements ### Notifications The emulator now includes a notification system with support for positioning and icons, providing a more polished user experience. ### Translation Updates Localization support continues to expand through updated translations and improved UTF-8 path handling. ### Easy Mods Folder A new mods directory structure makes it easier to organize and deploy game modifications. --- ## Platform Support This release improves portability across multiple operating systems: * Initial x64 FreeBSD support * Additional POSIX compatibility functions * Improved GNU/Linux and macOS file handling * MinGW-w64 compilation fixes * Fedora 44 and Clang 22 build fixes * Expanded Nix development environment support * Updated MoltenVK integration --- ## Core Emulator Improvements A significant amount of engineering effort focused on stability and correctness: * Thread-safety improvements * Race condition fixes * Memory overlap fixes * Memory mapping corrections * Address-space management improvements * Pthread implementation fixes * Kernel signal handling improvements * Better logging infrastructure through spdlog migration * Enhanced error reporting and diagnostics * Expanded automated testing infrastructure using Google Test These changes improve overall emulator reliability and make future development easier. --- ## Compatibility Improvements Hundreds of library updates, stubs, kernel fixes, and subsystem enhancements contribute to improved game compatibility. Notable areas include: * NpTrophy * NpAuth * NpPartner * AppContent * VideoOut * Audio3D * SystemService * Posix * Kernel * Pad * Camera * HTTP * Network-related functionality Many games that previously crashed, hung, or exhibited incorrect behavior now progress further or operate correctly. --- ## Looking Ahead v0.16.0 is another major milestone in shadPS4's development. With foundational work completed for configuration management, audio, networking, multiplayer, camera support, testing infrastructure, and graphics emulation, the project is now positioned for even faster progress in future releases. Thank you to everyone who contributes code, testing, bug reports, translations, documentation, and community support. Enjoy shadPS4 v0.16.0! **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v.0.15.0...v.0.16.0
v.0.15.0
Filesystem: fix crashes caused by returning a pointer from an std::vector
Improved signal emulutation
Improved sceAudioOut and SDL3 backend
Improved motion controls emulation
Fix some logic bugs in sceHttpUriParse
Fixed in Settings:InternalScreenWidth would get internalScreenHeight instead of InternalScreenWidth
Fixed game arguments with CLI11
Fixed some issues in scePad and refactoring
Changelog complet
Greetings, fellow users, testers, devs. Missed us already? Here is a brand new shadPS4 release for you out there. A lot of new features is here to improve compatibility and general user experience as well. **It is recommended to use 0.15.0 for some time since there are a lot of breaking changes coming to 0.15.1 WIP** (that will correct and improve a lot of things), but we hope it will be production ready quite soon. Enough talking, here is the latest shadPS4 version and it’s changes: ## Core * Automatically add missing hotkeys to the global input config * Fixed in Settings:InternalScreenWidth would get internalScreenHeight instead of InternalScreenWidth * Kernel.Pthreads: Remove unreachable in posix_pthread_mutex_timedlock * Volume hotkey: show volume value, set game_specific arg correctly, clamp value * Kernel.Process: Implement sceKernelGetModuleInfo2, sceKernelGetModuleList2 * Log: Group same lines with counter * Prevent protects during unmaps * Mount system fonts * Kernel.Equeue: Only reset trigger state on events that clear. * Filesystem: fix crashes caused by returning a pointer from an std::vector * Threads: initialize TLS on thread creation * Implement guest signal handlers * Mount /data to /data instead of /data/gameid * Kernel.Event: Implement kqueue and kevent * IPC: Tweak LoadFigure and RemoveFigure * Improved signal emulutation * Fixed game arguments with CLI11 * PSF: close file after encode ## Shader recompiler * Handle operand fields execlo and exechi for S_MOV * Fixed r128 * Support 32 thread sharing mode * Implemented IMAGE_ATOMIC_CMPSWAP ## Libraries * Improved sceAudioOut and SDL3 backend * Implemented npWebApi library * Added sceAudioOutGetSystemState * Added some NPTus Functions * Implemented some HLE libcInternal calls * Fixed some issues in scePad and refactoring * Improved motion controls emulation * Lib.GnmDriver: Fix flip arg for sceGnmSubmitAndFlipCommandBuffers * Lib.VideoOut: Fix pending flips limit * Fix some logic bugs in sceHttpUriParse * Audio3d SDL improvements * Lib.Net: Proper resolver errors when isConnectedToNetwork is disabled * Lib.GnmDriver: Implement sceGnmDrawIndirectMulti * Lib.Net: Fix Windows-specific incorrect error in PosixSocket::Connect * SSL module returned an empty certificate data instead of no certs * SysModule HLE implementation * Stub data for sceSslGetCaCerts ## GPU * Copy image handle 2d->3d copies and opossite now * Skipped guest/host marker parsing/calls when disabled * Added Relaxed,precise modes in readbacks * Force subgroup size to 64 when possible
v.0.14.0
Here is a brand new release from shadPS4 , It took as some time but some nice features are here so we wanted to share them with all of you out there . This new release brings some more compatiblity with games and several bug fixes. You can check the list below
Added new cli parser using CLI11
Kernel.Vmm: Fix bug with VMA physical area tracking
Fixed dialog text input in IME dialog
Improved path detection in Avplayer
Fixed float parsing in memory patcher
Fixed issues with winsock in sockets (sceNet)
Added thread name to log lines
Changelog complet
Greeting fellow users , testers , devs. Here is a brand new release from shadPS4 , It took as some time but some nice features are here so we wanted to share them with all of you out there . This new release brings some more compatiblity with games and several bug fixes. You can check the list below Core ==== Added thread name to log lines Fixed float parsing in memory patcher Read compiled sdk version from eboot Added global emulator state class Corrected physical based handling for memory pools Add libSceRtc, libSceJpegDec, libSceJpegEnc, and libScePngEnc LLEs Changing the mouse speed does not affect the mouse speed offset Added libSceAudiodec to lle modules list Introducing key_manager for storing encryption keys Miscellaneous memory fixes and slight optimizations Added new cli parser using CLI11 filesystem: fill in timespec values for fstat Kernel.Vmm: Fix bug with VMA physical area tracking Libraries ========= M4AAC support in ajm Fixed dialog text input in IME dialog Fixed issues with winsock in sockets (sceNet) Stubbed libSceRudp Reimplemented dirents Stubbed libsceNpWebApi2 Lib.Videodec2: Stub sceVideodec2AllocateComputeQueue to return a valid computeQueue pointer Lib.Audio3d: sceAudio3dGetDefaultOpenParameters fix Ajm: fix init params initialization Improved path detection in Avplayer NetFixes : workaround for Epolls on P2P sockets implemented sceImeDialogGetPanelSizeExtended in Ime Dialog Np: libSceNpPartner001 stubs Added NpTus stub Delete unused fds in sceNetEpollDestroy and sys_socketclose Added pngenc HLE Fake Matching2 Skip stdin fd for want_read in select Fix default pthread attributes Prevent posix_pthread_mutexattr_settype from setting invalid mutex types ajm mp3: check frame size on every frame shader_recompiler ================= Some fixes for tess shaders VS clip distance emulation for NVIDIA GPUs Implemented V_LSHR_B64 Implemented V_CMP_OP_F64 Implemented V_FFBH_I32 fix for incorrectly outputted attribute if cdist emulation is not needed Video Core ========== Small readback optimization Small fixes regarding GDS Prevent Rasterizer::IsMapped from returning true for memory ranges that wrap the address space
v.0.13.0
Network: Fixed null string crash on sceNetResolverCreate
This release brings the long-awaited Bloodborne speedup fix, along with a lot of AJM fixes from our great Roamic dev, who was kind enough to resolve some weird sound issues (God of War 3 and other games now almost have perfect sound).
This release is dedicated to Matthew, who did a lot of work setting up our new shadps4.net site, so greetings to him as well.
There are also many additional fixes; Ill try to summarize as much as I can below.
So, Merry Christmas to all of you out there. Lets hope the new year comes with world peace and a bit more logic out there.
Kernel.Vmm: Protect Fixes
ENAMETOOLONG, posix_rename fix
A lot of AJM fixes
Changelog complet
Here we are again with an early Christmas present. Santa might not have reached your home yet, but shadPS4 will. This release brings the long-awaited Bloodborne speedup fix, along with a lot of AJM fixes from our great Roamic dev, who was kind enough to resolve some weird sound issues (God of War 3 and other games now almost have perfect sound). There are also many additional fixes; I’ll try to summarize as much as I can below. This release is dedicated to Matthew, who did a lot of work setting up our new shadps4.net site, so greetings to him as well. So, Merry Christmas to all of you out there. Let’s hope the new year comes with world peace and a bit more logic out there. Thank you all for your support! Core ==== -Windows: Limit address space maximum when higher addresses are not needed -FS: Prevent writing to directories -Kernel.Vmm: Protect Fixes -cpu_patches: Patch stack canary accesses -libkernel: Implement sceKernelEnableDmemAliasing, proper mapping type checks in posix_mmap -ENAMETOOLONG, posix_rename fix Libraries ========= -Stubbed libSceNpCommerce -Add basic mouse-to-touchpad emulation -np: Add dialog state tracking for NpCommerce -Implement http uri escape unescape,sceHttpUriSweepPath -Network: Fixed null string crash on sceNetResolverCreate -A lot of AJM fixes GPU === -Avoid initializing Shader::PsColorBuffer in RefreshGraphicsKey -vk_rasterizer: Attempt to optimize compute clears -buffer_cache: Split DMA fault handling code from buffer cache -video_core: Reimplement inline data as buffer fill -renderer_vulkan: Remove primitive restart disable support check. -video_core: Initial implementation of pipeline cache -video_core: Scheduler priority pending operation queue Shader recompiler ================= -Fix V_CMP_U64 -Implement V_FLOOR_F64 -Handle -1 as src1 in v_cmp_u64 Misc ==== -Re-implement custom trophy sounds using sdl3 mixer -Make FSR off by default
v.0.12.5
filesystem: return st_mtim in posix_stat (fixes RB4 / CUSA02901 DLC crash)
Fix divide by zero in kernel time
Fix patches being applied multiple times redundantly
Fix game arguments not being passed under a certain condition
usbd: Added Dimension Toypad
Added get_authinfo
Reverted controller change from 0.12.0 since it appears it breaks a lot of games
add null gpu notice
Changelog complet
Some would say, "why a new release this early"? While releases came every 2-3 months before, the previous 0.12.0 release had an input change, which made multiple games unplayable, so we needed to patch it quite early. With that, some other interesting features and bugfixes came from development continuing as before, so enjoy. ;) Core ====== -Fix divide by zero in kernel time -Reverted controller change from 0.12.0 since it appears it breaks a lot of games -Fix patches being applied multiple times redundantly -Fix game arguments not being passed under a certain condition -Simulate write-only file access with read-write access -filesystem: return st_mtim in posix_stat (fixes RB4 / CUSA02901 DLC crash) -ImGui: keep drawing when there's a pending change_layer Libraries ========= -usbd: Implement usb backend system -usbd: Emulated Skylander Portal Backend -usbd: Add Infinity Base Backend -usbd: Added Dimension Toypad -Added get_authinfo -HttpLib: Implemented a few more functions -Initial font lib implementation -Better return stub for sceNetPoolCreate -Libkernel: Implement/stub some functions GPU === -buffer_cache: smaller regions -add null gpu notice -Implement sceGnmDrawInitToDefaultContextStateInternal functions Qt == -Remove Qt from emulator - Using lauchers from now on
v.0.12.0
NpAuth: Improved stubs
Add informative update message for Qt build deprecation
Memory code cleanup and further direct memory fixes
Fix alignment for mmap
Fix return for running out of flexible memory
Fix NoOverwrite flag behavior in MapMemory
Read-only file mmap fix
avplayer: fix play request state handling
Changelog complet
Happy halloween ppl! It is a special day today and what more special than having a brand new shadps4 release . Although it was announced that it Qt builds were gonna removed from 0.12.0 , we decided to release it for one last time . Starting from 0.12.1 , shadPS4 will be cli only , but we already have launchers for you ready , check the download section of the site. Enough talking here is the latest shadPS4 version and it's changes Core ==== physical backing for flexible and pooled memory allocation Refactor direct memory handling Memory: Implement sceKernelMemoryPoolGetBlockStats Allow overlapping direct memory mappings Memory code cleanup and further direct memory fixes Handle various edge cases related to executable permissions. Kernel.Fs: Device file cleanup and /dev/rng implementation Lock linker mutex in RelocateAnyImports Increase address space limits and rework Windows address space initialization Fix alignment for mmap Fix return for running out of flexible memory Fix NoOverwrite flag behavior in MapMemory Read-only file mmap fix Libraries ========= Net: Epoll support avplayer: implemented AddSourceEx, SetAvSyncMode, Pause and Resume avplayer: do not start the video multiple times ajm: handle ParseRiffHeader flag avplayer: fix play request state handling Implemented sceSystemServiceLoadExec Fixing missing png extraction from trophy files Implemented sceNpTrophyGetGameIcon audioout: Do not wait for data within timer. avplayer: remove maximum audio delay Use correct trophy folder for games with multiple trophy lists NpManager: Implement more request-related behavior NpAuth: Improved stubs Ime fixes Fixes scePlayGoDialog status stub Video Core ========== Handle mixed samples attachments Better handling of image copies with DmaData Fix some image copy and buffer offset validation errors. image: Improve enforcement of image copy layer rules Move HDR swapchain configuration to present thread. buffer_cache: Bring back CPU path image_info: Fix guest size calculation for linear render targets amdgpu: Split liverpool registers and cleanup Shader recompiler ================= Implement fallback path for missing shaderFloat16support Fix: V_MUL_I32_I24 | V_MUL_U32_U24 GUI === Make UpdatePlayTime not depend on Qt Make sys_modules folder configurable Add configurable extra memory Update Qt to 6.9.3 Add CLI argument to launch the emulator with global config or with default settings IPC: commands for volume adjustment, input parsing, fsr, gamepad select Add informative update message for Qt build deprecation
v.0.11.0
A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release with the most important that games that uses Unreal Engine are now start to booting and some of them are even playable.
Improved libSceHmd stubs
Only update configs when using a different build
Fixed RetrieveNetmask for windows
Fixed green artifacts in movies/animations (ffmpeg)
Added customizable controller hotkeys
Qt: update to 6.9.2 and remove Mac workaround
Fix read-only file unmaps on Windows
Changelog complet
A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release with the most important that games that uses Unreal Engine are now start to booting and some of them are even playable. Core ==== * mmap executable memory * Zero top bits in INSERTQ/EXTRQ * Fix read-only file unmaps on Windows * Standardize RegisterLib names for HLE libraries * Filesystem: Fix create flag handling in open * If CONTENT_ID is empty in param.sfo, try using TITLE_ID as fallback * Add an unreachable on hitting ud2 instead of getting stuck in an infinite loop * Microphone support * Only update configs when using a different build * Core: Return error if DirectMemoryQuery address is too high * Simple IPC for external control * Filesystem: Fix error behavior for close calls on std handles * Sockets fixes * Add entries for . and .. in MntPoints::IterateDirectory * Log user CPU, total RAM, and OS * Filesystem: Directory-related fixes * Memory: Align size and address in posix_munmap * Filesystem: Abstract handling of directory files * Replace direct usage of wrgsbase and rdgsbase with a more portable solution * config: Add present mode option. * Game specific configs * Improve memory address validation logic * Remove checks for symbol version_major and version_minor * Fix MXCSR and FPUCW registers on created threads * Log error on MapMemory out of flexible memory case * Open a dummy audio input device if none is present in the system * Ds4 Speaker Audio Libs ==== * libkernel: Add missing mprotect export * IME fixes * video_out: Internal Resolution Support * Implement sceKernelGetSystemSwVersion * Implement sceAudio3dTerminate * Implement sceAudioOutGetLastOutputTime * Register posix_rename * Implement sceKernelError * Using custom usb lib * inet_ntop and inet_pton * Extract netmask and default gateway from host system * Implement simple DNS name resolution * Return the number of samples enqueued in AudioOut * Return an error before a pad is opened * scePadResetOrientation * Fix sceAudioOutOutputs * Fixed RetrieveNetmask for windows * Net: Fix various socket-related issues * sys_getpeername * Implement ORBIS_NET_CTL_INFO_HTTP_PROXY_CONFIG * Fix get/setsockopt levels * libkernel: more network functions for OpenOrbis compatibility * libSceAppContent: Use last 16 characters of DLC folder to determine entitlement label * Make libSceRtc fully HLE * Fixed green artifacts in movies/animations (ffmpeg) * Select support * libSceAppContent: Determine entitlement labels from additional content param.sfo * Fix sceVoiceGetPortInfo * Fix handling of RFC 3339 formatted dates * libSceNpParty: Stub out functions with not-in-party behavior * Add stubbed libSceNpProfileDialog library * Better libSceMove stubs * Better libSceCamera stubs * Implement ORBIS_NET_SO_ERROR_EX in GetSocketOptions * Improved libSceHmd stubs * libSceHmdSetupDialog stubs * libSceVrTracker stubs * semaphore: Invert priority order * semaphore: Fix determining wait status when canceled/deleted * Implement send/recvmsg * libkernel: Return EINVAL if mmap is called with length = 0 * SaveData fixes * Handle null event flags in cancel and clear * AF_UNIX preliminary support * Np libraries cleanup * Implement sceKernelIsInSandbox, update OrbisSysModule Enum * equeue: Few fixes for sceKernelWaitEqueue * Implement getargc and getargv * Simple implementation of sceGnmUnmapComputeQueue * kernel: Improvements to condvars. * kernel: More thread code clean-up. Shader recompiler ================= * Fix V_ADDC_U32 carry-out edge cases * Reorganize data share operations and implement GDS * ir_passes: Fold readlane with ff1 pattern * Implement ff1 with subgroup ops * Replace buffer pulling with attribute divisor for instance step rate * Implement guest barycentrics * Fix ff1_i32_b64 not accepting vcc as its argument * attribute: Correct bary coord function * Avoid clearing HTILE when shader contains address calculation * Implement MUBUF instructions for shorts/bytes * control_flow_graph: Treat empty conditional branch as noop * Fix incorrect bary coord loads when unsupported * Use VM bit for conditional discard * translate: Correct instance id fetch in local shader * V_ALIGNBYTE_B32 and V_ALIGNBIT_B32 * Rework sharp tracking for robustness * Improve heuristic for attributes passed via ring buffers * ir: Perform degamma in shader when sampler sets force_degamma * Implement V_CMP_GT_U6 * Improve shader exports accuracy (part 1) * Do not emit Layer when emulating primitive type with tessellation. * vector_interpolation: Address some assertions * Support multiple attributes using the same load in vertex fetch shaders * Handle S_LSHL_B32 in ParseCopyShader * Initialize all ClipDistance and CullDistance values * Handle ExecLo source in S_FF1_I32_B64 * Apply float type for float buffer atomics * constant_propagation_pass: Handle a few more bitwise instructions. * Implement V_ADD_F64 and loading 64-bit float from SGPR. * Handle offsets and format overrides in fetch shaders * Relax dual source blending assert to allow up to two targets. * Allow vector and scalar offset in buffer address arg to LoadBuffer/StoreBuffer * Support PointSize and ViewportIndex attributes. * image: Do not set storage usage for block-encoded formats GPU === * texture_cache: Change depth resolve new image back to max of resources * texture_cache: Async download of GPU modified linear images * buffer_cache: Bring back upload batching and temporary buffer * vk_rasterizer: Set render area to window scissor when no framebuffers are bound * renderer_vulkan: Handle more miscellaneous GPU setting * vk_instance: Remove usage of depth clamp control * liverpool_to_vk: Don't use remapped format for clear value * vk_pipeline_cache: Add fallbacks for R8Srgb and B5G6R5 * texture_cache: Clamp buffer image height to microtile height * vk_rasterizer: Improve stencil clears * texture_cache: Do not modify mip height for copy in volume texture. * video_core: garbage collector (part 1) * video_core: Rework tile manager * texture_cache: Only queue image downloads if the image address is greater than zero. * video_core: Fix some struct comparisons. * vk_pipeline_cache: Cleanup graphics key refresh * renderer_vulkan: Restore color write dynamic state * vk_graphics_pipeline: Prioritize depth clip when separate clip/clamp control is not supported. * vk_pipeline_cache: Add storage images to descriptor heaps * vk_scheduler: Properly initialize vulkan structures in RenderState. * renderer_vulkan: Ignore blend parameters when disabled. * vk_rasterizer: Set image flag bits in resolve * liverpool: Write valid queries on PixelPipeStatDump * amdgpu: Report GPU perf counter in GPU cycles. * vk_rasterizer: Only assert on primitive restart if performing indexed draw * video_core: Upload buffer memory around unmapped pages * video_core: Address various UE bugs * video_core: Check DB_SHADER_CONTROL register before performing depth exports * texture_cache: Make sure that readback images are downloaded in time QT interface ============ * Extend Qt detection to support multiple drives * Fix gui emulatorLanguage * Volume slider that adjusts how loud games are on a global level * Disable autoupdate on branches that aren't the official main * Add default trophy sound * Add toggle in the settings window for readbacks * Apply cheat/patch only if AppVer matches game version * Multiple controllers: Select active controller and set default controller * Added customizable controller hotkeys * Remapping Guis - more minor fixes * Fix Play Time - Wasn't saving every minute * Keybard/pad config common preset name is translated to target language * Qt: update to 6.9.2 and remove Mac workaround * Qt: enforce set order for kbm string mapping to prevent duplicate combo mappings * Move QT plugins to the qtplugins folder on Windows QT builds * Toggle to enable/disable logging * Qt: prevent saving/canceling for remapping/hotkeys dialogs while waiting for inputs * Add an option to change DLC path from the settings * Use icons, music and background images of updates if available * Qt: Add FSR options to settings GUI * Increase the size of the description text box * Log presets feature * QT: TrophyViewer size adjustment and 'Log' tab translated * QΤ: Add GUI for game-specific settings * QT: Add the Log tab to 'Default tab when opening settings' * Qt: Add descriptions for new experimental settings in GUI * QT: Fix Patches 'Incompatibility Notice' * Qt: Group game-specific and non-game-specific items in the same tabs * QT: Note Vulkan SDK requirement for validation tooltips * Fix loading fullscreen setting **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v.0.10.0...v.0.11.0
v.0.10.0
remapping_gui: Update gui with new touchpad inputs
Improved sceKernelMapNamedFlexibleMemory logging and add misc function exports
videodec2: Update structs to match newer firmwares
np_trophy: Fix potential out of bound crash
auto_update: Fix Changelog Error
vulkan: Fix two validation errors introduced by shared memory changes
remapping_gui: Rewrite the Controller menu and add minor fixes to the Keyboard & Mouse one
building: Update note on recursive cloning
Changelog complet
Surprise! Bet you didn't expect a release from me, did you? :) Well you all asked for a miracle, and here I am, providing one. Anyways, this release is dedicated to one of our not-so-new dev, LNDF, who is responsible for a significant amount of the new GPU code, such as implementing Direct Memory Access for video memory. This isn't a solo endeavour though, there were far more updates to the emulator from the rest of the team as well, improving compatibility across well-known titles such as P.T, Driveclub, inFAMOUS, Bloodborne, The Last Guardian, Shadow of the Colossus (although this one still can't boot without hacks) and more: Core ==== - devtools: Add Module Viewer - equeue: fix WaitEqueue assert on nullptr and move small timer check to WaitForEvents - Memory Cleanup & Fixes (like, a lot of them) - Pthread affinity fixups - Emulate libSceGnmDriver's init behavior - equeue: Fix passing user data in user-triggered equeue events - memory: Reduce clamp threshold to 2MB - Improved sceKernelMapNamedFlexibleMemory logging and add misc function exports - cpu_patches: Patch movntss and movntsd - equeue: HrTimer fixes - filesystem: Fixes for posix_rename and write - input: Silence unmapped keybind mappings and add XBox paddles - input: Replace Back Button Behaviour with a rebindable solution for touchpad left, right and center - input: Emulate motion controls with a mouse - input: Code and documentation cleanup - kernel: Check returned module in sceKernelGetModuleInfoFromAddr - bit_array: Remove non const operator~ - settings: Update outdated config files on startup Libs ==== - Added libSceCompanionUtil, libSceVoice stubs - net: Implemented sceNetInetNtop - pad: Fix touchpad handling and change gyro calculation - np_manager: Add option to fake user being signed in to PSN - zlib: Fix request queues - video_out: fix sceVideoOutGetResolutionStatus error behavior - videodec2: Update structs to match newer firmwares - np_trophy: Change initial context and handle values - np_trophy: Fix potential out of bound crash - kernel: Stub out SetGPO and GetGPI - ngs2: Initialize system handle in HLE Ngs2 library - video_out: Add alternate code paths for handling legacy struct behavior in sceVideodec2GetPictureInfo Shader recompiler ================= - Fix incorrect float type on FPRecip64 - Implemented opcodes: V_CVT_F64_U32, V_RCP_LEGACY_F32, S_FLBIT_I32_B64, BUFFER_ATOMIC_CMPSWAP, DS_READ_U16, DS_WRITE_B16, DS_ADD_U64, BUFFER_ATOMIC_SMAX_X2, BUFFER_ATOMIC__X2 and V_CMP_EQ_U64 - Misc opcode fixes - Handle R128 bit in MIMG instructions - Provide custom border color to samplers - Implement dual source blending - Implement linear interpolation support - Better handling of geometry shader scenario G - Patch SRT walker on segfault - Cleanup fragment attribute handling - Various fixes to shared memory and atomics - Reduce cases where shared memory to buffer pass is needed - Fix shared memory definition when only one type is used - Handle immediate inline samplers - Fix some shared memory accesses when workgroup struct is omitted - Implement buffer atomic fmin/fmax instructions - Fix handling unbound depth image - Optimize general case of buffer addressing - Mark image as written when its used with atomics GPU === - video_core: Implement Direct Memory Access - Fix image extent in buffer copy to image - texture_cache: Handle overlap with equal address and different tiling mode - liverpool: Stub PM4 opcodes 0x8E (GetLodStats) and 0x20 (SetPredication) - liverpool: Implement PM4 opcode 0x22 (CondExec) - texture_cache: Fix ExpandImage behaviour - buffer_cache: Better image search for buffer validation - texture_cache: Handle compressed views of uncompressed images - buffer_cache: Inline data to cpu unless gpu modified - tile_manager: Downgrade assert to error - texture_cache: Basic handling of partially resident images - liverpool: Handle PM4 type 2 in acb - vulkan: Fix two validation errors introduced by shared memory changes - texture_cache: Implement colordepth copies - buffer_cache: Bump device local staging buffer size - texture_cache: Implement color to multisampled depth blit pass - vulkan: Enable sampleRateShading - vulkan: Log improper image format uses - video_core: Page manager/region manager optimization - video_core: Page manager and memory tracker improvements - vk_rasterizer: Use shared_first_mutex - vector_alu: Improve handling of mbcnt append/consume patterns - buffer_cache: Fix various thread races on data upload and invalidation GUI === - translations: A yes amount of Crowdin updates - auto_update: Fix Changelog Error - game_list: Set Minimum Icon Size List to 48 - qt: Update to 6.9.1 - qt: save gui settings to separate file - remapping_gui: If duplicate unique inputs found, show which buttons have duplicates - remapping_gui: Update gui with new touchpad inputs - game_list: Favorites in the game list - remapping_gui: Rewrite the Controller menu and add minor fixes to the Keyboard & Mouse one Misc: ===== - fork_detection: Fix SSH remote links - building: Add missing dependency for Fedora - launch: Launch games by providing their folder instead of the eboot path - launch: Add option to ignore game patch - building: Changed package name to openal-soft-devel reflecting the fedora name package change - ci: Work around Qt issue on new Xcode - building: add CMakePresets.json and expand the number of configurations - building: Update note on recursive cloning - building: Autodetect Qt install path on Windows As always, you can check out the full changelog [here](https://github.com/shadps4-emu/shadPS4/compare/v.0.9.0...v.0.10.0). --- The big new feature this release brings with it is readbacks, which emulates shared memory on the PS4 by reading back memory that was modified on the GPU back to the CPU side, enabling a lot more games to function properly, fixing vertex explosions in Bloodborne and similar games, almost fully fixing climbing on Trico in The Last Guardian, and much, much more. It isn't enabled by default though, you'll have to turn it on manually in the config file yourself, as this is still a very experimental feature, and will break some games, plus it comes with a not insignificant hit to performance as well.
v.0.9.0
A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release making even more games reaching ingame and some of the are even playable :)
renderer_vulkan: Properly enable dualSrcBlend feature
fix: PM4CmdWaitRegMem memory address
I will let you figure out the rest , here is a short list of updates
sceKernelAllocateDirectMemory hotfixes
libkernel: Various filesystem fixes
emulator: Fix log initialization order.
Core: Fix module load addresses
Changelog complet
A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release making even more games reaching ingame and some of the are even playable :) I will let you figure out the rest , here is a short list of updates Core ==== sceKernelAllocateDirectMemory hotfixes Export eboot address libkernel: Various filesystem fixes Only perform early read-write open when truncating is needed emulator: Fix log initialization order. Core: Fix module load addresses add scePthreadSetaffinity and emulate affinity Core: Memory Fixes libkernel: Implement sceKernelMemoryPoolBatch core: Introduce host call wrapper. kernel: Implement scePthreadGetaffinit Mprotect only over whole pages kernel: macos/linux Implement sceKernelUuidCreate Implement sceKernelIsStack Implement sceKernelMapDirectMemory2 Proper error handling for MapMemory errors Libs ==== Implement sceImeDialogGetPanelSize VideoOut event cleanup Implement sceKernelGetModuleInfo, sceKernelGetModuleInfoInternal, and sceKernelGetModuleList Update ime_dialog.h Implement sceKernelPwritev sceNet initial implementation SaveData fixes Clear stack before executing guest code [Libs] Stubs sceSigninDialog log error for videodec ,videodec2 [Libs] sceNet sceKernelAddTimerEvent implementation equeue: Clean up timers implementation [Libs] Companion httpd SaveDataDialog: fix possible null access SaveData: respect install dir in param.sfo to select the game save folder Savedata: Fix missing uses of config based save data dir. Trophy deletehandle fix Shader recompiler ================= Use GetSrc in VALU insts instead of assuming vector reg (was vcc_lo) lower_buffer_format_to_raw: Fix handling of format remapping shader_recompiler: Add lowering pass for when 64-bit float is unsupported. Implement IMAGE_ATOMIC_FMIN and IMAGE_ATOMIC_FMAX for 32bit floats shader_recompiler: Few fixes for buffer number conversions Implement SnormNz conversion shader_recompiler: Widen num_conversion bitfield Adding opcode IMAGE_SAMPLE_B_O shader_recompiler: Always mark buffers as storage buffers. Handle -1 as V_CMP_NE_U64 argument Avoid post-increment of SGPR in S_*_LOAD_DWORD Handle VgtStreamoutFlush EVENT shader_recompiler: Fix buffer type reading from step rate attribute. GPU === renderer_vulkan: Restore Vulkan version to 1.3 pp_pass: Use correct surface format. vk_rasterizer: Fix updating wrong color attachment when skipped by mask vk_presenter: Use correct format for output frame image and view vulkan: do not use VK_EXT_extended_dynamic_state vulkan: Handle incompatible depth format using null binding. gnm: Implement sceGnmDrawIndexIndirectMulti liverpool: Log more information on SetQueueReg. renderer_vulkan: Properly enable dualSrcBlend feature buffer_cache: Split updateBuffer calls into 65536 byte chunks. vk_instance: Enable robustImageAccess2 fix: PM4CmdWaitRegMem memory address amdgpu: Handle 32-bit Unorm formats GUI === multikey for kbm_gui qt: Delay physical device enumeration to settings open qt: Update save data dir open to use name from PSF
v.0.8.0
Another exciting release from shadPS4 team coming today . This time our release is dedicated to one of our latest Uber Dev "stephen". A lot of new fixes , features have come up with this release let's sum some below.
renderer_vulkan: Support loading Vulkan layers on macOS SDL build.
Handle "-patch" as the suffix for game update folders
Fixed sceKernelAllocateDirectMemory and sceKernelAvailableDirectMemorySize
renderer_vulkan: Only update dynamic state when changed.
renderer_vulkan: Improve handling of required vs optional extensions.
vk_rasterizer: Improve viewport depth calculations.
Improve divergence handling and readlane elimintation
Changelog complet
Another exciting release from shadPS4 team coming today . This time our release is dedicated to one of our latest Uber Dev "stephen". A lot of new fixes , features have come up with this release let's sum some below. Core ==== -lseek: let the host OS set lseek errors -Filesystem code cleanup -Emulate sceKernelInternalMemory mapping -Fixed sceKernelAllocateDirectMemory and sceKernelAvailableDirectMemorySize Libraries ========= -sceDiscMap is now HLE. -Initial ngs2 HLE work. -Implement libusb passthrough -Proper ulobjmgr stubs -Initial Audio3d implementation -NpAuth library stub GPU === -Reset previous buffer label instead of current one -Handle compute packets that are split between the ends of two command buffers -Implement DmaDataSrc::MemoryUsingL2 and DmaDataDst::MemoryUsingL2 -renderer_vulkan: Use more depth-stencil dynamic state. -renderer_vulkan: Only update dynamic state when changed. -renderer_vulkan: Make some primitive state dynamic. -Implement sceVideoOutGetEventCount and sceVideoOutDeleteVblankEvent -vk_rasterizer: Control mapped_ranges access with shared lock. -renderer_vulkan: Improve handling of required vs optional extensions. -vk_rasterizer: Improve viewport depth calculations. -texture_cache: Relax mismatched image type from assert to cache miss. -renderer_vulkan: Support loading Vulkan layers on macOS SDL build. Shader recompiler ================= -Improve divergence handling and readlane elimintation -Add S_SETPRIO to EmitFlowControl -Use VK_AMD_shader_trinary_minmax when available -resource_tracking_pass: Add heuristic to detect incorrectly tracked buffer sharp -Implement S_FLBIT_I32_B32 and V_MUL_HI_I32 -Implement S_SUBB_U32 instruction -Fill in IMAGE_GATHER4_* variants in table -Implementing DS_SUB_U32, DS_INC_U32, DS_DEC_U32. -Implement SET_PC_B64 instruction GUI === -Add option to enable/disable game folders individually -Handle "-patch" as the suffix for game update folders -Trophy Viewer - Select Game -Removed fpkg support. -Fix support for unicode paths for game install directories -As usual a lot of new translations **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v.0.7.0...v.0.8.0
v.0.7.0
Another exciting release coming from shadPS4 team . A lot of new features (FSR,HDR) and a lot fixups in this new release . It is really a special day for me since it is my birthday as well (shadow) and 24 years after first pcsx2 release.
Qt gui fixes and improvements
Fixed some causes of "Attempted to track non-GPU memory"
Improved compatibility with older cpus
Improved compatibility with Unity games
Fixed videoOut events
Fixed gyro and acceleration sensor handling
A lot of fixes to shader recompiler
Changelog complet
Another exciting release coming from shadPS4 team . A lot of new features (FSR,HDR) and a lot fixups in this new release . It is really a special day for me since it is my birthday as well (shadow) and 24 years after first pcsx2 release. It is amazing to see what this team has accomplish since my previous anniversary release. From some openOrbis demos last year we went to having a lot of commercial games running (yes not only bloodborne). Hoping next release will bring even more games working ;) A small list of changes : Keyboard and mouse input remapping A lot of fixes to shader recompiler Fixed videoOut events Lot of fixes to memory HLE calls Qt gui fixes and improvements Fixed some causes of "Attempted to track non-GPU memory" Fixed gyro and acceleration sensor handling Improved compatibility with older cpus Improved compatibility with Unity games Added HDR support Added FSR support Translations are now be handled from crowdin as well : [https://crowdin.com/project/shadps4-emulator](https://crowdin.com/project/shadps4-emulator) **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v.0.6.0...v.0.7.0 Get it on our download page , and don’t forget to check our compatibility list
v.0.6.0
A new release first of this year. A lot of things has been improved since last release , making a lot of new games playable and some others has interesting progress . Below is a short list of what's changed
Improved Devtools
Improved HLE fibers library
Improvements in shader recompiler
Added sceGnmGetEqEventType/sceKernelGetEventData
Improvements to audio backend (SDL)
Improvements to savedata
Fixes to several Surface Formats
Changelog complet
A new release first of this year. A lot of things has been improved since last release , making a lot of new games playable and some others has interesting progress . Below is a short list of what's changed Improved Devtools Improvements in shader recompiler Added sceGnmGetEqEventType/sceKernelGetEventData Improvements to audio backend (SDL) Improved HLE fibers library Motion Controls implementation Improvements to savedata Unmap Fixes Implemented sceNpCmp functions GUI: Speed up GUI loading by caching game sizes sceKernelAio* implementation Fixes to several Surface Formats Fix for address_space initialization on Windows sceKernelVirtualQuery Fixes Added ability to change save data path libraries: Implement libSceZlib Several translations update Don't forget it is time to update our compatibility list on : https://github.com/shadps4-emu/shadps4-game-compatibility **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v.0.5.0...v.0.6.0
v.0.5.0
Some GUI fixes & improvements
More Fixes for Separate Update
Hohoho Merry Christmas to everyone and a brand need release . There are so many new things here , i will just try to catch up the most important ;)
Fix border color
Texture cache improvements
Fixes for cmake
Many fixes for Unity games
Vulkan 1.4 support
Changelog complet
Hohoho Merry Christmas to everyone and a brand need release . There are so many new things here , i will just try to catch up the most important ;) - Ajm support - Videodec implementation - Fix border color - Rewrite pthread emulation - Port libpngdec to libpng - Texture cache improvements - Some GUI fixes & improvements - Libraries cleanup - Fixes for cmake - Many fixes for Unity games - Vulkan 1.4 support - Shader editing - Tesselation - GPU processor refactoring - More Fixes for Separate Update - Splash fixes - Gamma correction **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v.0.4.0...v.0.5.0
v.0.4.0
Minor Fixes for Separate Update Folder
vulkan: Report only missing format feature flags.
shader recompiler fixes
Save data: fix nullptr & concurrent file write
Improve keyboard navigation in game list
Fix PKG loading
audio_core: Fix return value types and shift some error handling to library
Network libs fixes
Changelog complet
## What's Changed * shader recompiler fixes * Emulated support for cpus that doesn't have SSE4.2a (intel cpus) * Frame graph + Precise 60 fps timing * Save data: fix nullptr & concurrent file write * Auto Update * Error dialog implementation * Swapchain recreation and window resizing * Add playback of background/title music in game list * kernel: Quiet sceKernelWaitEventFlag error log on timeout * Improve keyboard navigation in game list * core/memory: Pooled memory implementation * Fix PKG loading * replace trophy xml assert with error * Refactor audio handling with range checks, buffer threshold, and lock * audio_core: Fix return value types and shift some error handling to library * Devtools: PM4 Explorer * Initial support of Geometry shaders * Working touchpad support * net: Stub sceNetErrnoLoc * Add support to click touchpad using back button on non PS4/5 controllers * Multiple Install Folders * Using a more standard data directory for linux * video_core: Implement sceGnmInsertPushColorMarker * ime_dialog: Initial implementation * Network libs fixes * Use GetSystemTimePreciseAsFileTime to fix fps timing issues * Added adaptive mutex initializer * Small Np + trophy fixes * Separate Updates from Game Folder * Minor Fixes for Separate Update Folder * AvPlayer: Do not align w/h to 16 with vdec2 * Improve sceSystemServiceReceiveEvent stub * renderer_vulkan: Commize and adjust buffer bindings * Add poll interval to libScePad * Add more surface format mappings. * vulkan: Report only missing format feature flags. * IME implementation * Videodec2 implementation * path_util: Make sure macOS has current directory set and clean up path code. * Load LLE modules from sys_modules/GAMEID folder **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v.0.3.0...v.0.4.0
v.0.3.0
We have some exciting new features to share with you:
As always feel free to update compatibility list with new 0.3.0 findings at https://github.com/shadps4-emu/shadps4-game-compatibility
New translations support (26 languages)
Beware! As a result of the new changes, old save files may no longer be compatible. So if you value your current progress, please follow this guide before updating: https://discord.com/channels/1080089157554155590/1258851012924538931/1286753740233117737
Support for more controllers (Dualshock and Xbox)
Changelog complet
Hey there ,shadPS4 v0.3.0 is finally here! We have some exciting new features to share with you: - Cheat/Patching support - DLC support - New translations support (26 languages) - Support for unlocking trophies - Support for more controllers (Dualshock and Xbox) - Many GUI imporovements - AVplayer - And much more! The emulator can boot notable games with support for visual upgrades. Beware! As a result of the new changes, old save files may no longer be compatible. So if you value your current progress, please follow this guide before updating: https://discord.com/channels/1080089157554155590/1258851012924538931/1286753740233117737 Lastly, for those of you who'd like to donate to the project, we now have a Kofi page! https://ko-fi.com/shadps4 Any donations received will go towards acquiring necessary hardware and games for testing as well as needed infrastructure setup. As always feel free to update compatibility list with new 0.3.0 findings at https://github.com/shadps4-emu/shadps4-game-compatibility
v.0.2.0
An Excitement new release of shadps4 . A lot of new games working (No bloodborne yet! but we are getting closer).
Adding macOS support
Big shader recompiler improvements
Core improvements
GUI improvements
Changelog complet
An Excitement new release of shadps4 . A lot of new games working (No bloodborne yet! but we are getting closer). Mostly here are the most noticable changes since last version - Adding macOS support - Big shader recompiler improvements - Core improvements - GUI improvements You can get full changelog here: **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/0.1.0...v.0.2.0 So now go ahead and post your reports at : https://github.com/shadps4-emu/shadps4-game-compatibility
v0.1.0
An excited new shadps4 release , The changes since last release are probably too much to detail them so let's do a small resume
Added a shader recompiler , With this we have a lot of games that starts to work
Changelog complet
An excited new shadps4 release , The changes since last release are probably too much to detail them so let's do a small resume - Added a shader recompiler , With this we have a lot of games that starts to work - Rewrote a big part of core -A full changelog can been seen below **Full Changelog**: https://github.com/shadps4-emu/shadPS4/compare/v0.0.3...0.1.0 We also have a compatibility list now at : https://github.com/shadps4-emu/shadps4-game-compatibility
v0.0.3
A new release for shadps4 , the date is not decided by luck is 21 years after first pcsx2 release , (23 march 2002 ) and by accident mine (shadow) birthday.
The most important features of this release is linux support and running of few OpenOrbis demos (helloword , graphics , pngdec , sound)
Added sceSystemServiceGetStatus
New logging implementation
Added sceAudioOut module and output using sdl audio
Changelog complet
A new release for shadps4 , the date is not decided by luck is 21 years after first pcsx2 release , (23 march 2002 ) and by accident mine (shadow) birthday. The most important features of this release is linux support and running of few OpenOrbis demos (helloword , graphics , pngdec , sound) A more detailed list above : -Switching to std::thread -Use unique_ptr where possible -Replace printf/scanf with type safe fmt -Implemented sceKernelGetProcessTime -Implemented sceKernelGetProcessTimeCounter , sceKernelGetProcessTimeCounterFrequency -Pause emu with P button -Timers rewrote with std::chrono -Added sceSystemServiceGetStatus -Initial FileSystem implementation -Initial TLS work -New logging implementation -Some functions implemented for userService,systemService -Added sceAudioOut module and output using sdl audio
v0.0.2
Some new homebrew working , check shadps4 site.
Added auto stubs , now unsupported hle function will resolve as empty stubs
Changelog complet
Anniversary edition of shadps4 (1 year since first commit) Some new homebrew working , check shadps4 site. Complete changelog -using cstdint header in variable types -run_main_entry: Rewrite in asm for stack setup -printf libc implementation for work with sysv_abi -initial pad emulation (only digital pad atm) -Implemented sceVideoOutIsFlipPending -Added auto stubs , now unsupported hle function will resolve as empty stubs -Rewrote libc_cxa functions -Libc implementations ( _ZdlPv,_Znwm,rand,_Fsin,qsort,free,strncpy,memmove,atan2f,pow,_Sin) -ET_SCE_DYNAMIC behaves as valid for execution now. -Initial FileSystem work (not yet usable).
v0.0.1
Only playable is videoout_basic demo
Changelog complet
First release. Only playable is videoout_basic demo

Captures d'écran

Shenmue 2 dans ShadPS4 Geometry Wars dans ShadPS4 Dead Cell dans ShadPS4 Interface Qt de ShadPS4 Sonic Mania sur Mac dans ShadPS4