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Releases: Portablelle/EdGlantine-PS5
Release list
EdGlantine PS5 00.065.000 (experimental)
Experimental PS5 build 00.065.000, based on the Eden NX2 engine and selected Eglantine adaptations.
Changes
- Improve coherence of GPU-generated command lists and native macro parameters with default DMA settings.
- Correct the work budget for recognized native indirect-record initialization programs.
- Handle scalar reads/writes across fragmented 4 KiB memory pages.
- Protect CPU writes from obsolete pending GPU copies while preserving earlier GPU-fence results. Speculative adjacent-page probes leave pending copies untouched.
- Reduce descriptor/shader-cache overhead, release unused compute SPIR-V modules, and prioritize eligible textures in less occupied allocation blocks.
- Retain PS5 shared-memory budgets, dirty-texture protection and the existing GPU synchronization policy. GPU splitting remains disabled by default.
Install
Extract the archive and copy its PPSA99862 application folder to /data/homebrew/PPSA99862 (or a homebrew directory scanned by your launcher). Fully close an existing instance before updating. Preserve your game data and saves. Game dumps, keys and firmware are not included.
See the installation/setup guide and the project README. The archive contains the full homebrew application; SHA-256 is provided in SHA256SUMS.txt.
Validation and limits
Native PS5 compilation on the dedicated build server, targeted ASan/UBSan regressions, generated-port checks, complete patch-series reproduction and package isolation checks passed. The final publication commit is locally reviewed with Cubic before upload.
This exact binary has not yet been tested on a PS5. Rendering defects, stalls and low performance remain possible; no FPS improvement or broad game compatibility is claimed. Earlier game observations in the README concern previous test binaries.
Upstream credits and source/license information are preserved in the repository and package. Details: performance adaptations and coherence/memory adaptations.