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Releases: AnyTogether/AnyPS5-Desktop

AnyPS5 Desktop 0.1.18 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 02 Nov 16:42
4d850f1

AnyPS5 Desktop 0.1.18 is the biggest update yet: Save Sync, Theme Studio and the Theme Hub, share play, Remote Play, broadcasting, Find Players, activity and leaderboards, battery and heat profiles, Discord status, presence statuses and more. It pairs with AnyPS5-ARM 0.2.31, whose Windows and Linux engine (cadb758d4) is built from the release tag.

This is still an early preview. None of this release's new features were tested on real Windows or Linux hardware yet, so please report what works and what doesn't in the issues.

What's new

  • Save Sync in Settings → Behaviour: each game's saves and trophies stay the same on your other computers. They are brought over before a game starts and sent after it ends. It works through a folder your computers share (OneDrive, Dropbox, Syncthing or a network drive, and iCloud Drive where iCloud for Windows set it up), in the Mac launcher's own layout, so a Mac and a PC can share one folder. Signed in to AnyTogether, it can go through your AnyTogether cloud instead, in parts that pick up where they stopped. When both sides changed, the launcher asks which to keep, and the other stays as a backup. Cloud Storage shows each game's cloud saves, with Restore and Delete. While saves sync, the game does not start twice and the profile does not change. A server that keeps no files yet hides the cloud choices.
  • Settings → Battery & Heat. On battery (or with battery saver on) and when the processor runs hot, a game can be held to 30, 40 or 45 FPS, its frame generation paused and the launcher's Glass blur and animations turned down. Plugged in and cool, nothing changes. The cap and the pause change at once, during a game too, with the AnyPS5-ARM engine. A note shows over a game that runs hot, and Undo is in the quick menu. The battery is read with GetSystemPowerStatus on Windows and from /sys on Linux. The heat comes from the processor's sensors on Linux. Windows tells programs no temperature, so there only the battery profile works, and the page says so. The profiles are the Mac's, with its settings keys.
  • Theme Hub, as on the Mac. Settings → Appearance → Themes lists the themes people share on AnyTogether's Hub, and one choice downloads, installs and uses a theme. Share on the Hub uploads the theme in use with a picture in its colours while you are signed in. A theme shared before goes up as its new version. Signed out, it saves the file and opens the page to send it from. An anyps5://theme/<ID> link installs that theme from the Hub.
  • Theme Studio. Make your own look in Settings → Appearance → Theme Studio, with the launcher showing each change behind it: the motion, the colour, the highlight, the lightness, the accent, a picture or video behind it all, and menu music. Save as a File… makes one .anyps5theme file. It is the same file as the Mac launcher's, so themes move between the two.
  • Theme files open with the launcher. Double-click a .anyps5theme and the launcher installs it and puts it on. A launcher already open takes it. Settings → Appearance → Themes lists the built-in looks and yours, and has Install from a File….
  • Your own picture or video as the background, and your own menu music, in Settings → Appearance. A video loops without sound. It plays with ffmpeg, beside the launcher or installed, as clips do. The menu music plays when the selected game has no song of its own.
  • Update Channel in Settings → About: Stable or Nightly. On Nightly the engine picker also offers the nightly AnyPS5-ARM engine, built from main on the days it changes, once it is signed. Stable never offers going back to an older engine than the one in use.
  • Activity, leaderboards and notifications from AnyTogether, as on the Mac. Friends → Activity shows what your friends have been playing: trophies, platinums, first plays, long sessions, new friends and milestones. Each item takes one of four reactions. Left and right pick one, Enter gives it and △ opens the person's profile. Friends → Leaderboard ranks trophy points among friends or everyone, with your own place. A game's settings open its own board by points, play time or completion. A bell in the top bar, while you are signed in, holds AnyTogether's notifications with the unread count. Choosing one marks it read and opens where it points.
  • How did it run? After a game of a minute or more, the launcher asks once per game and launcher version how far it got. One choice sends the report to AnyTogether's compatibility list with the launcher and engine versions, the computer and the system. A game's settings show what the community found on Windows or Linux and send a report any time. Don't ask after games turns the question off.
  • Find Players, as on the Mac. Friends → Find Players shows people looking for a group, filtered by game, purpose, language and what starts soon. Select a post to say I'm in, and select it again to take that back. Find players for a game, in its settings or on the board, posts what you want to play with the slots, languages, start, how long it stays up and a note. My Posts lists who wants in, to let them into your party or say not now. Public Parties lists parties their leader opened to everyone, to ask to join or walk in. People suggests players to add. A game's hub shows who plays it now, its posts and parties, its leaderboard and how it runs. A party's leader can list it in public from the party panel. Settings → AnyTogether chooses whether people who don't know you find you, and the languages you play in. Share plays under Live now are left out, since this launcher has no share play to watch yet.
  • Share play: friends watch your game, and up to three play along. While a game runs, the quick menu has Share for it (signed in to AnyTogether). Friends watch live in a browser on anytogether.net. Let Them Play hands a friend player 2, 3 or 4, and their controller reaches the game through the phone server's bridges, so it needs the phone server on and the AnyPS5-ARM engine. Invite online friends, open it to friends, choose how many may watch, and stop it from the same menu. It ends with the game. The picture and sound go from this PC straight to each friend over WebRTC, as from the Mac. Watching a friend's share play in this launcher is not here yet: use the website for that.
  • Remote Play: the game's picture and sound on the phone. The phone app's Remote Play now works with the Windows and Linux launcher, with the same app as on the Mac. The launcher records the game's window with ffmpeg and encodes it at once on the graphics card (NVIDIA, Intel, AMD, or VA-API on Linux) when it can, and with x264 otherwise. Sound comes from the game alone on Windows 11 and on PulseAudio or PipeWire. Older Windows 10 sends everything the PC plays. It needs ffmpeg beside AnyPS5 or on the PATH, and an X11 session on Linux. A key frame comes every second, so a picture broken by a lost packet mends within a second.
  • Broadcasting to Twitch, YouTube or any RTMP server. Set the service, the stream key and the quality in Settings → Broadcasting. The key shows as dots and is kept in a file only your account can read. Go live from the quick menu while a game plays, or with Go Live on the phone. The launcher shows how long you have been on air, the bit rate and dropped frames, and tries again a few times when the connection drops. It uses ffmpeg, with the graphics card's encoder when one works.
  • Clips carry the game's sound, and the replay buffer encodes on the graphics card when it can, which takes far less of the processor. Create on the phone's pad saves a clip too.
  • Frame Generation in a game's settings: a generated frame between each two of the game's, with vertical sync on while it is. It needs the AnyPS5-ARM engine, and the row says so on upstream's.
  • Export and Import Settings in a game's settings: the game's keys and every setting in one JSON file. The file is the Mac launcher's own format, so it moves between Windows, Linux and macOS. A resolution only comes along when the game offers it.
  • anyps5:// links and Copy Link. Copy Link in a game's settings puts its link on the clipboard. Opening anyps5://game/<title ID> shows the game, anyps5://play/<title ID> plays it, and anyps5://library and anyps5://settings open those screens, the same links as on the Mac. A link opened while the launcher runs goes to the open launcher. The launcher registers the links for your user at start (the registry on Windows, a desktop entry on Linux), and the installer and the .deb do it too.
  • Choose the screenshots folder in Settings → Captures. Screenshots, trophy pictures and clips go there, and Show Screenshots opens it.
  • Unreal games show what each button does. A game's Controls page reads the game's own input settings from its .pak files and writes the game's action under each pad button, such as Jump under Cross. It reads them once, the first time the page opens. Games with encrypted paks, Oodle compression or only Enhanced Input assets show nothing extra.
  • Your game on Discord. With Discord open, your profile shows the game you play and for how long, as the Mac launcher does. A game Discord knows shows under its own name and icon. In a party it says In a party with the party's size, and a Join on AnyTogether button opens the party's join page. You still say yes to whoever asks. Both are on by default and switch off in Settings → Behaviour: Show the game you play on Discord and Show a Join button on Discord.
  • Show me as Online, Idle, Do Not Disturb or Invisible, in Settings → AnyTogether. Friends who are idle show a yellow moon, and Do Not Disturb a red dot with a bar. Your own dot and word show on the home screen, your profile and the account rows.
  • **A translati...
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AnyPS5 Desktop 0.1.17 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 01 Nov 01:40
bc1e31f

AnyPS5 Desktop 0.1.17: FSR 1 upscaling, twelve more languages by VK, zipped games unpacked for you, Add Update…, a notice when a game's engine can't read the phone and one progress bar while a game updates. It pairs with AnyPS5-ARM 0.2.30, whose Windows and Linux engine (a49be84a5) is built from the release tag and brings FSR 1.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report, and the launcher's own, makes that easy.

What's new

  • Upscaling: Bilinear or FSR 1. A new choice in a game's settings, beside Resolution. With AMD FidelityFX Super Resolution 1, a game image smaller than the window is brought up to it sharp instead of blurred, so a lower Resolution gives more frames on a weaker PC without the soft look. FSR Sharpness (shown with FSR 1) goes from 0, the sharpest, to 2 in AMD's stops; 0.2 by default. It needs an AnyPS5-ARM engine with FSR 1 (this release's); upstream's engine always scales bilinearly.
  • Twelve more languages, by VK: German, Spanish, French, Portuguese, Indonesian, Russian, Japanese, Hindi, Bengali, Bhojpuri, Arabic and Urdu, in Settings → Language. Arabic and Urdu read right to left, but the screens are not mirrored for them yet.
  • A new language shows everywhere at once. The hint bar at the bottom and a few other texts kept the old language until the next start.
  • A name or handle changed on the website shows in the launcher. It reads your profile again when the launcher comes back in front, every few minutes while it is in front, and when Friends, your profile or Settings opens.
  • A game dropped into the games folder as a .zip. The launcher offers to unpack it into a folder next to it, with its progress, and then reads it as any other game. A zip with a file that would land outside that folder is refused, and the free space is checked first. A zip of a newer version of a game in the library unpacks as that game's update.
  • Add Update… in a game's settings: choose the folder of the game's update dump, and it goes next to the game as <game folder>-UPDATE. The game's own folder stays as it is, and the next unlock applies the update.
  • The launcher says when a game can't read the phone. The phone controller reaches a game only through the AnyPS5-ARM engine. Upstream's engine has no phone input, so a game on it ignored the phone while the phone still moved the launcher, and nothing said why. Now a game started on upstream's engine with a phone connected says so at once, in the launcher and as a desktop notice over the game; Settings → Phones says it while upstream's engine is in use. A game on an engine the launcher can't tell (a folder of your own) is said only when it hasn't answered the phone for 30 seconds.
  • One progress bar while a game updates. The step and its bar beside the buttons are the only ones now; the main button no longer draws a second line inside itself, and the status under the game's name reads just Updating.
  • Engine. AnyPS5-ARM 0.2.30's Windows and Linux engine (a49be84a5, Settings → AnyPS5 Engine) brings FSR 1. The online, remote pad, AppContent, UserService and power control tests pass on both.
  • Credits. The README thanks Slick Daddy for in-depth testing and feedback and VK for the translations and testing.
  • Built by CI. All five files of this release come from the repository's CI, from the release commit.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.17-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.17-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.17_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine for FSR 1) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.16 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 30 Oct 22:14
51b45a9

AnyPS5 Desktop 0.1.16: a small follow-up to 0.1.15 with a tidier Messages screen, a one-sentence notice when a game is ready without some files and a clearer Check for Updates line. The engine stays AnyPS5-ARM 0.2.29's Windows and Linux engine (5ca076a87).

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report, and the launcher's own, makes that easy.

What's new

  • A shorter note when a game is ready without some files. After an unlock that left a few modules out, the notice is one sentence instead of a list of every file: the files are in the unlock's log, and encrypted ones still say to dump the game again.
  • Messages: the title has its own line, with Back level with it at the right edge, and the list and the conversation start together under it.
  • Check for Updates reads "Newest: 0.1.16 · current: 0.1.15" (Turkish "mevcut").
  • Built by CI. All five files of this release come from the repository's CI, from the release commit.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.16-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.16-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.16_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.15 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 30 Oct 17:35
cf69d33

AnyPS5 Desktop 0.1.15: no more freezes while a game unlocks, a game button that always says what is happening with a red Stop, dumps with an earlier relink's files unlock, a module that cannot be used no longer stops the game, the relinker's whole error with Copy Error, full screen fixes on Windows, crash reports you can write in and a round of polish. It pairs with AnyPS5-ARM 0.2.29, whose Windows and Linux engine (5ca076a87) is built from the release tag.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report, and the launcher's own, makes that easy.

What's new

  • A game's button always says what is happening to it. Each game now has one state the whole screen follows: locked, unlocking, ready, needing an update, updating, waiting for the engine, starting, playing, stopping, or failed. After Play with a new engine build, the button reads Updating Engine… while the engine is pulled and built, then Updating… 42% with the progress along the button while the game relinks, then Starting…; pressing it again says what is going on instead of cancelling (its settings have Cancel Update). Its tile and the line under its name show the same, and Home shows Engine build · … next to Games while the engine builds, wherever you are.
  • Stop. Back in the launcher while a game plays (Alt+Tab or the PS button), its button is a red Stop: the game is asked to close as closing its window would, so it can save, and is ended if it is still there a few seconds later. Close Game in the quick menu does the same.
  • The library stays usable while a game updates or the engine builds. Other games can be picked, opened and unlocked; an unlock asked for during an engine build waits for it (Waiting for the engine build) instead of being refused. A game's settings open in every state: what cannot change mid-update or while it plays says why in place.
  • No more freezes while a game is unlocked or updated. Copying a game's files, measuring the dump, unwrapping its executable and removing the old install after an update all ran on the launcher's own thread: the screen stopped for seconds or minutes, no other game could be picked, and Windows called the window not responding. That work now runs on the system's file threads and in a separate isolate. The old install is renamed aside at once and removed afterwards.
  • Full screen means full screen, and its close button no longer crashes. On Windows, Maximize (its button, a double click on the title bar, Win+Up or dragging the window to the top) now switches to the launcher's own full screen, with no bar, and Settings → Full Screen follows; on Linux, full screen set by the window manager is followed too. The close button at the top right in full screen used to crash the launcher; Quit now closes the window the way its title bar's close does.
  • Crash reports you can write in, and Windows 11 called Windows 11. The Send Report form leaves What you were doing empty for you and fills in its own boxes (what the launcher noticed, the system, the version, the error, the last seconds); the game crash form works the same way. The system line says Windows 11 from build 22000 on, with the version and full build. When the link has no room for every line, the whole report is put on the clipboard.
  • Relinking a dump that holds an earlier relink's files. A relink done by hand (or by another tool) with the dump as its app0 leaves *.guest.prx files in the dump's sce_module; the launcher took them for the game's modules and stopped with "… is neither an ELF nor a decrypted SELF container". They are no longer inputs of a relink; unlocking again (or Update and Play) puts a game that failed this way right.
  • A module that cannot be used no longer stops the whole game. A module still encrypted in the dump, or one the relinker cannot convert, is left out and the game is unlocked without it; the engine uses its own library of that name where it has one (libSceNpCppWebApi, for example). The launcher says which file it left out and why. Only an encrypted eboot.bin still stops an unlock.
  • The relinker's whole error. A failed unlock now shows the reason (the FAIL: line) and the file, named as the dump has it, with Copy Error beside it and as the first row of the game's settings: it copies the error and all the relinker printed.
  • A profile picture of your own. Settings → Profiles → Choose Profile Picture takes a PNG, JPEG or WebP for that profile; it shows on Home, in Who's Playing? and on the profile rows. Remove Profile Picture brings the initial back.
  • Polish. The profile colour shows on Home at once; Turkish capitals use İ and I as Turkish does; Home's game info cards are smaller; locked games show a solid padlock and the focused tile adds Locked; a profile left without a name is "Oyuncu" in Turkish ("Player" in English); Settings' sections are as large as its rows and scroll in a short window; every setting description ends with a full stop.
  • Engine. AnyPS5-ARM 0.2.29's Windows and Linux engine (5ca076a87, Settings → AnyPS5 Engine) has the same engine code as 0.2.28's; the online, remote pad, AppContent, UserService and power control tests pass on both.
  • Built by CI. All five files of this release come from the repository's CI, from the release commit.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.15-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.15-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.15_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.14 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 29 Oct 23:01
04d13e8

AnyPS5 Desktop 0.1.14: Update from Git for an engine you build yourself, Default Display settings for every game, a calmer stick on Home and every text in language files ready for Weblate. It pairs with AnyPS5-ARM 0.2.28, whose Windows and Linux engine (bd17dc483) is built from the release tag and fixes a hang or crash at exit.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report, and the launcher's own, makes that easy.

What's new

  • Update from Git for an engine you build yourself. Use My Own Folder now takes a git checkout of the engine's source (AnyPS5 or AnyPS5-ARM) as it is: the relinker and libraries are read from its CMake build folder (build/core/relinker, build/core/libs/libs, plus the MinGW runtime DLLs on Windows). Update from Git pulls it (git pull --ff-only), updates its submodules and builds the relinker and libraries, with the step and the last output lines shown as it goes; selecting it again stops it. A tree with uncommitted changes, a missing git or CMake, or a folder never configured with CMake is said up front (the last one opens the build guide), and a failed pull or build shows the end of its output with a way to copy it. Afterwards installed games offer Update and Play, or Relink All Installed Games Now does them at once. Update from Git Before Playing (off by default) checks the remote before a game starts and pulls and builds first when there are new commits; offline it just plays. The Upstream choice still downloads release builds and never pulls a clone.
  • Default display settings for every game. Settings → Default Display sets Window or Full Screen, the window size and vertical sync once for all games. A game's own choice in its Game Settings still wins; there Display and Vertical Sync now start with Default (…), which shows what the default is, the window size reads Default (75%) until the game picks one, and Use Default Display puts a game back on the defaults. Choices made before the update stay: a game set to Full Screen, a window size of its own or vertical sync off keeps it; values never changed follow the defaults, which start as before (Window, 75%, vertical sync on).
  • The stick's up and down on Home are calmer. With an Xbox pad (or any pad) a push to the side could also move up or down and leave the tiles for the top bar or the buttons: the thumb's arc on the way out, a light push or a stick snapping back from a diagonal counted as up or down. Up and down on the stick now need a firmer, clearly upright push (0.65 instead of 0.5, letting go below 0.4), a diagonal goes sideways, a held left or right gives way only to a clearly vertical push, and held up or down repeats first after 0.55 s instead of 0.40 s. Left and right, the D-pad and the keys feel as before.
  • Every text is in the language files, ready for Weblate. The accent colour names, the mouse button, wheel and key labels, the controls' button names and the number formats were still in the code; they are in assets/l10n now, so a translation covers them too. Turkish sizes and percentages read 52,5 GB and %75. The files are flat JSON objects with the language's name as the text languageName, the format Weblate reads; a file in the old format in the Languages folder still loads. TRANSLATING.md is now the guide for the Mac launcher, this launcher and the phone app.
  • Engine. AnyPS5-ARM 0.2.28's Windows and Linux engine (bd17dc483, Settings → AnyPS5 Engine) keeps the game log's lock alive through exit, which could make a game hang or crash as it closed; kabonKoda's exit-hang investigation led to the fix. The online, remote pad, AppContent, UserService and power control tests pass on both.
  • Built by CI. All five files of this release come from the repository's CI, from the release commit.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.14-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.14-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.14_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.13 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 29 Oct 03:59
861bd3e

AnyPS5 Desktop 0.1.13: more than one games folder, language files anyone can translate, mouse side buttons, window buttons in full screen, fixes for stalls on fast input and reports for the launcher's own crashes and freezes. It pairs with AnyPS5-ARM 0.2.27, whose Windows and Linux engine (1b5d16570) is built from the release tag.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report, and now the launcher's own, makes that easy.

What's new

  • More than one games folder. Settings → Game Library lists each folder with its game count, takes one out of the library (nothing on its drive is deleted) and has Add Folder, with the keys and a controller as well as the mouse; Select on the empty shelf adds one too. The library is all the folders together; a game in more than one shows once, from the folder listed first. A folder whose drive is unplugged stays in the list as Not connected and its games come back when the drive does. Each game is unlocked into the folder it was found in, so its files are linked on their own drive instead of copied to another; games unlocked before stay where they are.
  • A controller reaches the top bar with no games. With an empty library the home screen answered only Select, so an Xbox pad (or any pad) could not get to Settings. Up from the empty shelf now moves to the top bar, as it does with games.
  • Languages are JSON files. Every text is in assets/l10n/en.json and tr.json; a new language is one more file there and shows in Settings → Language and on the first start. A file in the Languages folder beside the settings (%APPDATA%\AnyPS5\Languages, ~/.config/AnyPS5/Languages) comes first, so a translation can be tried in a released launcher. TRANSLATING.md is the guide for translators, and CI checks every language file.
  • Mouse side buttons. Back does what Circle does everywhere (closes a panel, goes back a step); Forward opens again the screen Back just closed. A keyboard's Browser Back / Forward keys do the same.
  • Escape on the home screen asks "Quit AnyPS5?", with Cancel first. Everywhere else Escape keeps its meaning.
  • Window buttons in full screen. The pointer at the top edge brings down Minimize, Leave Full Screen and Quit AnyPS5. Settings → Appearance → Window Buttons at the Top Edge turns them off.
  • No stalls on fast input. A game's size was measured by walking its folder on the interface thread for every game passed, which froze the launcher for seconds while a direction was held; it now runs in the background, for the game the selection rests on. Switching back before a fade ended put two items with one key on screen, a likely cause of the rare crashes; that is fixed too.
  • Engine settings say where each engine comes from. Upstream and AnyPS5-ARM are release downloads, and your own folder is used as it is (nothing is pulled or built). A folder you rebuild in place now makes installed games offer Update and Play, as a new engine does.
  • Reports for the launcher's own crashes and stalls. After a crash or a freeze of 5 seconds or more, the next start offers Send Report: a GitHub issue filled in with the version, the system and the last seconds, without your paths or names. Nothing is sent by itself.
  • Engine. AnyPS5-ARM 0.2.27's Windows and Linux engine (1b5d16570, Settings → AnyPS5 Engine) has the same engine code as 0.2.26's; the online, remote pad, AppContent, UserService and power control tests pass on both.
  • Built by CI. All five files of this release come from the repository's CI, from the release commit.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.13-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.13-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.13_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.12 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 28 Oct 20:44
018ceff

AnyPS5 Desktop 0.1.12: AnyTogether moves to anytogether.net, AppImage updates are fixed, and it pairs with AnyPS5-ARM 0.2.26, whose Windows and Linux engine (7816f5d37) brings about 3,500 upstream engine commits.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report makes that easy.

What's new

  • AnyTogether at anytogether.net. The default server and the join links use the new address. Older versions keep working: the old address still serves them.
  • AppImage updates fixed. The new AppImage is staged beside the one it replaces. Before, it was written to the current folder under a wrong name and renamed from there, which failed when that folder was on another file system.
  • New engine. AnyPS5-ARM 0.2.26's Windows and Linux engine from 7816f5d37 (Settings → AnyPS5 Engine) carries two upstream merges: GPU and shader compiler speed-ups, the console keyboard drawn over the game and typed with the pad, a second page for the performance overlay, and hundreds of system calls games make.
  • The engine's tests. The online, remote pad, AppContent, UserService and power control tests pass on both new engines, built on Ubuntu 22.04 (glibc 2.35) for Linux.
  • Built by CI. All five files of this release come from the repository's CI, from the release commit.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.12-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.12-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.12_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.11 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 26 Oct 19:35

AnyPS5 Desktop 0.1.11: gyro aiming for every game with a DualSense, DualShock 4, Switch Pro Controller or a phone; type on your phone when a game asks for text; and Assist Player 1, so a second device can help the first player. It pairs with AnyPS5-ARM 0.2.25, whose Windows and Linux engine (c06073a7a) reads the gyro, the typed text and the assist input.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report makes that easy.

What's new

  • Gyro aiming for every game. Each game's Controls page starts with Aim with the Gyro: a DualSense, DualShock 4, Switch Pro Controller or a phone aims in any game that aims with the right stick, on top of the stick itself. Set the sensitivity, when it aims (always, while L2 is held, while touching the touchpad), invert and the dead zone. The game starts with ANYPS5_GYRO_AIM; other engines ignore it.
  • Type on your phone. When a game opens its text dialog or keyboard, the phones get a typing sheet with their own keyboard (a phone that connects later gets it at once) and the browser pad page a text card. The text goes back to the game, then Enter or cancel; a prompt the game stops showing ends after three seconds.
  • Assist Player 1. Settings → Controllers → Assist Player 1 picks who plays player 1 together with its holder, like the console's second controller for assistance: the computer's other controllers, or one phone or browser pad. Its buttons, sticks, triggers and touch join player 1's, and a change reaches the engine at once.
  • New engine. Gyro aiming, typing on the phone and Assist Player 1 need AnyPS5-ARM 0.2.25's Windows and Linux engine from c06073a7a (Settings → AnyPS5 Engine); with an older one they are ignored.
  • The engine's tests. The online, remote pad, AppContent, UserService and power control tests pass on both new engines, built on Ubuntu 22.04 (glibc 2.35) for Linux.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.11-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.11-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.11_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.10 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 26 Oct 15:20

AnyPS5 Desktop 0.1.10: profiles for everyone who plays on the PC, offline or online, each with its own saves, trophies, settings and AnyTogether session, and Who's playing? at start; a friends-only name and picture only your friends see; games read the DLC and updates you dumped yourself; and the PS5's Game Presets come to every game, per profile. It pairs with AnyPS5-ARM 0.2.24, whose Windows and Linux engine (ce334c86b) reads the update and add-on folders and answers with the presets.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report makes that easy.

What's new

  • Profiles. The first start asks How do you want to play?: Play Offline (no account; trophies and progress stay on this PC, nothing is synced or shared) or Play Online (create an AnyTogether account or sign in with an email code, the website or your phone). Add more people with Add Profile; with more than one, Who's playing? greets you at start (Ask Who's Playing at Every Start makes it ask always). Each profile keeps its own AnyTogether session, settings, saves, trophies and Game Presets; its saves are put in place when it plays. Switch Profile is in the PS button's long-press menu and in the Options menu (Options/Start on a pad, or right-click on Home), which also has Go Online / Go Offline and the other profiles. Switching, or going online or offline, is refused while a game runs (Close first) or while saves sync. Settings → Profiles sets the name, picture and tile colour, and switches to or deletes a profile (its saves and trophies are backed up first). An existing install becomes the first profile by itself, with its account, saves and settings.
  • Friends-only name and picture. Settings → AnyTogether → Friends-Only Name and Picture sets a name (your real name, say, up to 40 characters) and a picture that only your accepted friends see, always next to your @handle, in friends, party, Play Together and profiles, in the launchers and in the phone app; everyone else sees your public ones.
  • DLC and game updates from your own dumps. Put them beside the game, as shadPS4 does: <game>-UPDATE (or -patch), <game>-DLC/<label or content ID>, or an add-on named by its content ID next to the game (the game's folder name or title ID, any case). They are no longer listed as games. The game page shows DLC (n) and Update vX applied; an update dumped after the unlock says unlock to apply (saves and trophies stay). Each start passes ANYPS5_UPDATE_DIR and ANYPS5_ADDCONT_DIRS: the engine reads the update's files in place of the game's and mounts the add-ons the game asks for. Only what is on your disk is reported to the game; nothing contacts Sony.
  • Game Presets per profile. Settings → Game Presets sets what the PS5 keeps under that name, once for every game: difficulty, Performance Mode or Resolution Mode, inverted vertical and horizontal view (first and third person), subtitles and the audio language, passed as ANYPS5_GAME_PRESETS. Games that read the console's presets start with them. Performance Mode is seen to work in games; the other values follow the console's menus and are experimental (not checked against a console).
  • New engine. DLC, updates and Game Presets need AnyPS5-ARM 0.2.24's Windows and Linux engine from ce334c86b (Settings → AnyPS5 Engine); with an older one they are ignored.
  • The engine's tests. The online, remote pad, AppContent (add-ons) and UserService (Game Presets) tests pass on both new engines, built on Ubuntu 22.04 (glibc 2.35) for Linux.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.10-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.10-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.10_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine (or update it in Settings → AnyPS5 Engine) and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.

AnyPS5 Desktop 0.1.9 (Windows + Linux preview)

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@utkuhalis utkuhalis released this 26 Oct 12:43

AnyPS5 Desktop 0.1.9: the launcher starts full screen, Settings work with a controller (✕ to edit a value), hints follow the input you use, the PS button opens a quick menu that pauses the game even with a controller on player 1, Share/Create saves clips and screenshots, a new Shortcuts screen remaps the launcher, and any phone can play from a browser by scanning a QR code. It pairs with AnyPS5-ARM 0.2.23, whose Windows and Linux engine (a29698606) carries the new press packet.

This is still an early preview. Please report what works and what doesn't in the issues; a game's crash report makes that easy.

What's new

  • Full screen. The launcher starts full screen the first time, then as you left it. F11 (it can be rebound) or Settings → Appearance → Full Screen switch it (Windows: a borderless window over the monitor and back; Linux: GTK's full screen).
  • Settings with a controller. The sections' column takes the focus with left; up and down change the section, right or ✕ go back into the rows; L1/R1 as before. Option rows (theme, window mode, ...) no longer change by just moving over them: ✕ enters edit mode (an accent ring and its arrows), ←/→ change the value, ✕ or ○ leave it. Keyboard and mouse work as before.
  • Hints follow your input, live. After a pad button the hints show only the pad's buttons, and the Back pill, the step arrows and the gallery's arrows hide outside edit mode; a key or the mouse brings the keyboard's hints back.
  • PS button. Held in the launcher: Quit AnyPS5 (Switch Profile is coming). In a game: the game is paused first, then a quick menu (Resume, Game Settings, Close Game) that says Paused or Still running over the game's name. Held in a game: Close game? at once. PS now acts when let go (held 500 ms it is the long press). The pause works even with a controller on player 1: with an engine that takes presses (AnyPS5-ARM's Windows and Linux engine from a29698606, below), the launcher sends one press packet through the remote pad bridge that holds Options 160 ms on player 1's pad, whoever drives it; an older or upstream engine keeps the fallback, the Options key typed into the game's window. Settings → Behaviour → Pause Game When Opening the Menu turns the pause off.
  • Share / Create button: clips and screenshots. With Settings → Captures → Replay Buffer on (off by default, about one CPU core; needs ffmpeg), the last 30 s to 5 min are kept, and a short press saves them as a clip in the game's gallery; a long press (or a press with the buffer off) takes a screenshot. Clips show in the gallery with a play badge and open in the system's player.
  • Settings → Shortcuts. Put Home, Quick Menu, Screenshot, Save Clip, Full Screen and the Settings sections on a key (with modifiers) and on a pad button or chord, pressed or held. Conflicts, and the launcher's own keys and buttons, are refused and said; Reset to Defaults; the game's own buttons link to Game Settings → Controls.
  • Play from a browser. Settings → Phones → Play from a browser shows a QR code with a one-time link: a phone that scans it becomes a DualSense in its browser, with no app, as player 2 to 4. It pairs with the same pairing code as the phone app, works on your LAN only (one-time token, session cookie, origin, host and LAN checks, rate limits) and the server runs only while it is wanted; Keep browser play on keeps it up. Each browser is a phone on the phone server's own channel, so seats, the pairing card and the pad path are the same.
  • Credits. The README credits AnyPlay's bridge spec and the ideas we followed.
  • New engine. AnyPS5-ARM 0.2.23 carries AnyPS5-toolkit-windows-a29698606.zip and AnyPS5-toolkit-linux-a29698606.tar.gz / .zip (built on Ubuntu 22.04, glibc 2.35): the remote pad bridge takes the 24-byte press packet that holds buttons on player 1's pad without taking a seat, so the quick menu pauses a game whoever drives player 1. The online and remote pad tests pass on both. Settings → AnyPS5 Engine offers it.

Install

Windows 10/11 (x64): run AnyPS5-Desktop-Setup-0.1.9-x64.exe (per user, no admin needed; it installs over earlier versions). SmartScreen may say "Windows protected your PC": click More info → Run anyway. Portable: unzip AnyPS5-Desktop-windows-x64.zip and run anyps5_desktop.exe (SDL2.dll and the Visual C++ runtime are beside it). Already on 0.1.3 or later: the launcher offers this update by itself.

Linux (x64):

  • AppImage: chmod +x AnyPS5-Desktop-0.1.9-x86_64.AppImage, then run it.
  • Ubuntu/Debian: sudo apt install ./anyps5-desktop_0.1.9_amd64.deb.
  • Archive: unpack the .tar.gz and run AnyPS5-Desktop/anyps5_desktop.
  • The launcher runs on glibc 2.34+ (Ubuntu 22.04 or newer). AnyPS5-ARM's Linux engine needs glibc 2.35+ (Ubuntu 22.04 or newer); upstream AnyPS5's Linux engine needs glibc 2.38+ (Ubuntu 24.04, Debian 13, Fedora 39 or newer).

Then open the launcher, press Download the AnyPS5 engine and choose your games folder. For clips, install ffmpeg (Windows: winget install ffmpeg, or put ffmpeg.exe beside the launcher; Linux: sudo apt install ffmpeg). Online play is in Settings → AnyTogether → Online play (experimental), off by default. Nothing ever goes to Sony.

Checksums: SHA256SUMS lists every file, and SHA256SUMS.sig is its Ed25519 signature with the AnyPS5 release key (f8fe0d55df962105).

Requirements: a CPU and GPU that AnyPS5 supports (see upstream), and decrypted copies of games you own.