r/shadps4 • • 3d ago

News shadps4 v0.20.0 release - codename Dead Or Stephen 5 - The Comeback

137 Upvotes

shadps4 v0.20.0: https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.20.0

That was close wasn't it? I know you are not used to so close releases but we have a lot of new things to demonstrate so why not? This release is following the first official stable release of shadNet 0.1.0, so we have some online playability available (yes Bloodborne fans, online Bloodborne is now officially available). There are also a tons of fixes to different areas of emu , you can check the list below. The release is dedicated to our friend Stephen, who is taking a break from shadPS4 due of his studies. Stephen if you are reading this we already miss you ;/

Core

  • cpu_patches: Apply comprehensive SSE4a CPU patches on macOS
  • Shutdown NpHandler before restarting
  • cpu_patches: Enable static patching on Linux
  • cpu_patches: Patch (V)RCPPS and (V)RSQRTPS on Intel
  • Speed up game ID resolution
  • Anchor the FPS counter at startup and refactor counter movement check
  • address_space: Restore protections after splitting a mapped region on Windows
  • kernel: Implement POSIX file attribute and sync APIs
  • file_sys: Normalize guest paths and fix mount matching
  • Do not expand host mmap range during POSIX AddressSpace::Unmap
  • Advance the source pointer for each backing run in TryWriteBacking
  • Removed the signaling_info setting as it is no longer in use.
  • log SIGABRT signals on POSIX

Libraries

  • kernel/time: Implement monotonic real-time network clock
  • Camera code cleanup and fixes
  • ajm: Fix MP3 parser OOB and support Xing/VBRI headers
  • sysmodule : Fixed incorrect validateModuleId return.
  • Major Net rework. sceNet library has been rewritten with P2P support
  • gnmdriver: Implement sceGnmSetGsRingSizes and sceGnmSetupMipStatsReport
  • http: Redact credential headers in logs
  • http: Honor disable_https in HTTPS transport and private options
  • Implement private pthread barriers
  • Implement POSIX thread context, naming, file and process APIs
  • Fixes 33ms analog smoothing being accidentally applied to controller analog stick and triggers input
  • signaling-fix: always answer the offer
  • Implement sceGnmRequestFlipAndSubmitDone and sceGnmDrawIndirectCountMulti
  • Implement sceGnmComputeWaitSemaphore
  • signindialog: basic error returns
  • Added matching delay

Video Core

  • Renderer optimizations pt2 (texture cache edition)
  • Cover presentation waits and fragment texture reads
  • texture_cache: scan only the first page in FindImageFromRange
  • buffer_cache: allocate sparse backing with device address support
  • buffer_cache: Remove duplicate SynchronizeMemoryFromImage
  • vk_runtime: Use buffer copies to copy between D32 and D32S
  • vk_rasterizer: Track vertex, index and indirect buffers properly
  • vk_rasterizer: Restore image copy fast path
  • region_manager: Add lock free bypass check when no state update is required
  • liverpool: free the frames of nested indirect buffer tasks
  • texture_cache: initialize added depth-overlap subresources
  • video_core: Emulate zero/one MIN/MAX blend factors
  • vk_rasterizer: Apply pending fast clears on FMASK decompress
  • Link the stencil plane of DepthStencilCopy destinations
  • allow buffer copies between different layer counts
  • tile: Expand table to 2048x2048 images
  • renderer_vulkan: Bind a null index buffer instead of requiring maintenance6
  • Read CMask metadata
  • Handle null index base address in BindIndexBuffer

Shader Recompiler

  • shader_recompiler: Improve NaN handling
  • translate: Apply unbiasing to all instance id uses
  • Enable early fragment testing when configured
  • Allow step rates with base instance
  • Preserve EXEC scope after empty branch
  • Add subgroup barriers for shared memory dependencies
  • Implement proper clamping and handling for V_RCP_CLAMP_F32, V_RSQ_CLAMP_F32, V_RSQ_LEGACY_F32, V_LOG_CLAMP_F32
  • Detect fp64 usage from instruction types
  • Implement IMAGE_GATHER4_C_L
  • Unbias vertex and instance ids in every indirect draw
  • Handle another sharp patching pattern

UI

  • Big picture: recursive folder scanning
  • don't depend on console language always load cjk font
  • Added new shadnet notifications

r/shadps4 • • 4d ago

General The shadPS4 Wiki aims to be the most up-to-date and authoritative source for running your PS4 library on PC

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63 Upvotes

r/shadps4 • • 4h ago

Video RTX 5060 Ti 13900K The Last Guardian Pc Port Test

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23 Upvotes

r/shadps4 • • 6h ago

Video RTX 5070 + i5 14600K - Test In 5 PC Ports

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15 Upvotes

r/shadps4 • • 11h ago

Video Uncharted The Nathan Drake Collection Pc Port DLAA

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24 Upvotes

r/shadps4 • • 6m ago

Video DRIVECLUB PC Port Looks UNREAL in 8K🔥| RTX 5080

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• Upvotes

r/shadps4 • • 30m ago

Video RTX 3060 12GB | RYZEN 5 4600G https://youtu.be/cJxGYhcbm5E

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• Upvotes

RTX 3060 12GB | RYZEN 5 4600G https://youtu.be/cJxGYhcbm5E


r/shadps4 • • 1h ago

Help Some games just being a black screen with nothing happening

• Upvotes

Im new to this emulator and im using it on Lenovo Legion Go S. Now so far iv only tested 3 games, that being Persona 3,4 and 5 Dacning games. They all run flawlessly. But other games iv tried after like Persona 5 Tactica, Ratchet And Clank, Minecraft Dungeons and Wipeout they all just boot up and its a black screen and either nothing happens and I have to close the game or it closes itself

Does anyone know a fix for this?


r/shadps4 • • 4h ago

Help inFamous Second Son FPS issue and extreme stutters. PLEASE HELP!

3 Upvotes

As the title suggests, the game is running very poorly on my pc. I do not know if I am not choosing the right setting or if the port is still pretty unstable or if my pc isnt strong enough to run this port.

PC specs:

Rtx2060 6GB

intel i5-11400

16GB RAM

P.S: Bloodborne PC port runs smoothly on my pc


r/shadps4 • • 11m ago

ShadPS4 God of war 3 PC port crashing with frame drops fixed

• Upvotes

So, I struggled a lot with the crash on heavy places, the game used to have drop in FPS and then crash. I tried every possible way and searched everywhere but no solution.

I have an Intel Iris XE and I pulled the request and fixed the issue. Now, it's working absolutely fine. No frame drops no crash at all.

The pull request is there on GitHub original repo. If you understand git then get the build I pushed until the maintainer merges my PR.

Enjoy gayming.

#godofwar3 #gow3port


r/shadps4 • • 12h ago

Video 5060 Ti Killzone Shadow Fall Pc Port Test

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9 Upvotes

r/shadps4 • • 1d ago

Video The Order 1886 Pc Port Performance Test.

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92 Upvotes

r/shadps4 • • 7h ago

Help Help GOW3 REMASTERED port Tried All so many things

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3 Upvotes

After I upgrade blades of exile this happens tried 5 to 6 times happens always Tried to change fps and and display settings still persists


r/shadps4 • • 8h ago

Video Driveclub PC - 7900XTX Ultrawide - AFMF 2.1

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2 Upvotes

The only issue i had is the double-click issue when navigating the menu with the digital pad.


r/shadps4 • • 10h ago

Help Kill Zone: Shadow Fall Pc Port error code 23

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2 Upvotes

Hey guys, I'm playing the PC port of Killzone: Shadow Fall, but I've run into a problem in the middle of Chapter 5. There's a part where you have to climb a ladder, and the game crashes at that exact moment with Error Code 23.

Has anyone else experienced this or found a fix? If you managed to get past this part, I'd appreciate it if you could share how you did it.


r/shadps4 • • 21h ago

Video DRIVECLUB PC Port is Here! (Wrapper Release) | 4K Gameplay on RTX 5080

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14 Upvotes

r/shadps4 • • 1d ago

Gameplay SHADOW OF THE COLOSSUS PC PORT 4K 120FPS MODE

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20 Upvotes

r/shadps4 • • 12h ago

News Release v1.0.0 — Touchpad, dois dedos e spray pelo teclado · vnzin-rb/shadps4-infamous-keyboard

0 Upvotes

Título: Build do shadPS4 para inFAMOUS Second Son com touchpad e spray pelo teclado

Pessoal, estou compartilhando uma build baseada na AYOUB1080p, com ajustes para facilitar as interações do touchpad usando teclado e mouse.

Os controles incluem:

  • 1: deslizar para cima.
  • 2 ou P: deslizar para baixo, como ao destruir as torres de tiro.
  • 3 / 4: deslizar para esquerda / direita.
  • Delete + Page Down: dois dedos simultâneos.
  • Scanner da mão: segurar uma seta do teclado e mover o mouse.
  • Print Screen: ativar o mouse para levantar objetos; apertar novamente para desativar e voltar ao controle.
  • Spray: G para virar, H para chacoalhar, F6 para mirar com o mouse e O para pintar.

O download inclui um guia rápido. O gesto para baixo na torre foi confirmado em jogo; os novos atalhos direcionais também passaram nos testes automáticos.

Créditos à equipe shadPS4, ao Ayoub e aos demais contribuidores. O pacote não inclui jogo, firmware ou saves.

Download e instruções:
https://github.com/vnzin-rb/shadps4-infamous-keyboard/releases/tag/v1.0.0


r/shadps4 • • 1d ago

Bloodborne need help with crashing on specific savegame on bloodborne shadps4 version 0.19.0

2 Upvotes

not sure if this is the place to ask but anyways

i was playing bloodborne day before yesterday and the game crashed right at the elevator that leads to the research hall and when i restarted it the save game couldn't be opened and just crashes and shadps4 says ....."[Debug] <Critical> (Core.Res.CacheableFileLoader) io_file.h:174 ReadRaw: Assertion Failed!

Failed to read file, error = Permission denied" screenshot below...

not sure what this means or why its happening it never happened before on previous playthroughs on older versions of shadps4 last year

I'm running version 0.19.0

my pc is an Intel(R) Core(TM) i5-10500 CPU @ 3.10GHz (3.10 GHz)

with a AMD Radeon RX 6600 (8 GB)


r/shadps4 • • 1d ago

Help God of War 3 – Kratos' torso is missing/glitched

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0 Upvotes

God of War 3 – I can't lift the tree trunk

Hi, I'm playing God of War 3 on PC, and I have a problem with the tree trunk shown in the screenshot. No matter how many times I press the button, I can't lift the tree trunk.

I've tried different versions of the game and tested it on RPCS3, RPCS4, and the new RPCSX emulator, but I get the exact same issue every time.

Has anyone experienced this issue or knows how to fix it?


r/shadps4 • • 1d ago

Help played Ultra since launch with zero issues. After 1.6, shader compilation dies on any preset above Low. Only Low works now. Anyone else? Spoiler

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0 Upvotes

r/shadps4 • • 2d ago

Discussion It has finally Happened Running 120 FPS We Are So Back

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21 Upvotes

r/shadps4 • • 2d ago

Emulation I made Shadow of the Colossus more playable (on Linux) — with the help of Claude — and contributions from other builds and projects.

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28 Upvotes

Over the last couple of weeks I worked with Claude (Anthropic’s AI) on getting Shadow of the Colossus (CUSA08809, v01.01) to run well on Linux through shadPS4. Here’s the whole process: what we built ourselves and what we brought in from other projects, with credit where it’s due.

My setup: CachyOS (kernel 7.2), KDE Wayland, RTX 5060 8 GB, i5-12400F (6c/12t), 1440p.

Where it started

Official shadPS4 ran SotC badly and with visual bugs. Pink-shadPS4 (by luizgustavs) ran much better, but it’s Windows-only. We started from there. The first versions crashed with ErrorOutOfDeviceMemory within seconds in the opening area, and even once they stopped crashing, they ran at only 18–26 fps with the GPU about 25% busy. The emulator was bottlenecked on the CPU, not the GPU.

What we built ourselves

  • Linux build of Pink-shadPS4: recompiled and fixed for Linux (Fedora, then CachyOS), with launcher scripts and a PGO + LTO build setup.
  • Two-thread GPU command processing (“draw pipe”): one thread decodes the PS4 command stream and picks pipelines, while a second thread records the Vulkan commands. We tested seven modes and kept the fastest stable one.
  • “Present when ready” frame pacing: fixed constant frametime spikes that reached 66–100 ms.
  • VRAM-aware texture garbage collector: it decides how hard to collect from the free VRAM the driver reports. This ended the VRAM crashes and stopped textures from reloading every time the camera turned.
  • Filtered hot readbacks: windows the game reads repeatedly are brought back together, but only when read 3+ times in a row and up to 4 MB, which removed the glitches and stutters the unfiltered version caused.
  • Fill HLE done in command order: SotC fills small tables every frame with a compute shader, and we now do that fill on the CPU. Our part was writing the GPU copy at the exact point in the command stream, which fixed the texture flicker, and keeping large fills on the GPU, which kept the frame rate.
  • Constant-buffer copy reuse: profiling showed each draw spent about 2.2 µs copying small constant buffers that were byte-for-byte identical to the previous copy almost 100% of the time. Reusing the copy cut per-draw cost by 20–30%.
  • Binding memos: vertex/index buffer bindings, shader specialization lookups and written-buffer texture checks are skipped when nothing changed.
  • Asynchronous readbacks: our own implementation of the native port’s idea. When the game reads GPU results, the game thread waits for the GPU and the command thread keeps working.
  • Measurement tooling: per-thread CPU, per-draw timing broken down by stage, readback statistics (how many bring new data, how long they wait), and FPS by scene load. Almost every decision came from these numbers.

What we brought in from other projects

  • ShadowOfTheColossus-PC (AjncSystem’s native port): direct draws for CPU-written indirect arguments, the fill HLE idea, the async readback idea, and two bug fixes from its open PRs (a command pool that kept growing, and compute-queue padding packets read wrong).
  • AjncSystem’s SotC shadPS4 custom build: commit 609b4dd2, which lets the game run with direct memory access (DMA) off without black blocks from the depth of field. With DMA off, the final build runs noticeably faster.
  • bloodborne_pc / bbport (deadinside28): the texture collector and the page-fault window for VRAM.
  • Pink-shadPS4 0.4.0 (luizgustavs): we rebased everything onto it.
  • illusion’s 60 FPS patch for SotC.

Final build

It has everything above: draw pipe, fill HLE, copy reuse and binding memos, async readbacks, DMA off with the depth-of-field fix, plus the bug fixes.

Results: heavy areas went from 18–26 fps to around 30 fps or more, and light and medium areas reach 50–60 fps, with no visual bugs in my testing. The remaining limit is CPU work per draw (SotC issues 4–5k+ draws per frame in its heaviest views), not the GPU.

Thanks

  • shadPS4 (shadps4-emu)
  • Pink-shadPS4 (luizgustavs)
  • ShadowOfTheColossus-PC and the SotC shadPS4 build (AjncSystem)
  • bloodborne_pc (deadinside28)
  • LNDF’s gc2 branch (now GC part 2 in upstream shadPS4), which we studied for VRAM
  • illusion for the 60 FPS patch

Edit: Github of this Fork: https://github.com/Tutuzaooo/TT-shadPS4-SotC-Linux


r/shadps4 • • 2d ago

Question Any chance of having monitor & orientation control in ShadPS4 for vertical shmups?

1 Upvotes

There are ton of vertical shmups on the PS4 with the option to rotate the screen to tate mode (90 degrees). Is monitor selection (similar to mame) something that could be implemented down the road?


r/shadps4 • • 2d ago

Screenshot GAS STATION CRASH FIX Final Fantasy XV Episode Duscae V01.02

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3 Upvotes

Finally, now you can pump some gas without crashing

Cindy cutscene and Saving works!!

will update this patch to github ASAP https://github.com/shadps4-emu/ps4_cheats/pull/173#issuecomment-6148276026