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KytyPS5 AMD Edition 2026-10-19 — no more freeze after a boss dies

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@iSamigor iSamigor released this 19 Oct 04:00

KytyPS5 AMD Edition — 2026-10-19: no more freeze after a boss dies

Windows x64 build of chenxiao07/KytyPS5 v20261018 for Demon's Souls (PPSA01341, 1.07 and 1.05), with AMD FSR 3.1 frame generation (2x). Everything in the FSR 3 release and its update still applies. Only kyty_shader_precompile.exe changed; kyty_emulator.exe is the same as in the previous release.

Updating: copy the new files over your install, keeping _SaveData and _PipelineCache, then run the shader precompile again (precompile.cmd, or the launcher's button).

Fixed in this update

  • The game froze for up to a minute after a boss died. The boss-death effects use a few large compute shaders. The game binds them with one image as either 3D or 2D, and the shader precompile built only some of those combinations. Each missing one then took about 16 seconds to build while the game waited. The precompile now builds both forms. On an RX 9070 XT, the pipelines the game had used that were missing from the precompiled cache went from 952 to 0. A new boss died with no freeze: the longest hitch in a 44-minute session through a new area was 0.9 s, down from 51 s.

Known limits

  • A new area can still hitch for a fraction of a second the first time, while the shaders it needs are built. They are saved after that.
  • The other limits of the FSR release still apply: 2x only, a slight smear on hair in fast motion, about 32 GB of RAM, and untested on NVIDIA.

🇧🇷 Atualização: acaba com o travamento de até 1 minuto quando um boss morre. Os efeitos da morte do boss usam shaders grandes que a pré-compilação não deixava prontos em todas as formas que o jogo usa. Depois de atualizar, rode a pré-compilação de novo.

KytyPS5 AMD Edition 2026-10-18 (update) — FSR 3 without running out of video memory

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@iSamigor iSamigor released this 18 Oct 21:42

KytyPS5 AMD Edition — 2026-10-18 (update): FSR 3 frame generation without running out of video memory

Windows x64 build of chenxiao07/KytyPS5 v20261018 for Demon's Souls (PPSA01341, 1.07 and 1.05), with AMD FSR 3.1 frame generation (2x) for GPUs without DLSS frame generation (AMD Radeon, NVIDIA RTX 20/30 and GTX). Unzip it, double-click launcher.cmd, tick "AMD FSR 3 frame generation", and run the shader precompile once (the launcher asks). Everything in the first FSR release still applies.

Fixed in this update

  • Crashes and white textures after a while with FSR on, "failed to create image ... no memory", for example a character's face turning white. FidelityFX's own allocations take about 1.3 GB of video memory. The emulator didn't count them, and on a 16 GB card where other programs had left 12.2 GB the game ran out. Now, with FSR on:
    • the emulator holds a texture only from the level the game samples (KYTY_TEXTURE_PREFIX, previously only on cards with less than 12 GB). This gives back more than FSR takes, with no change in texture quality;
    • FSR's share counts against the budget, so a budget that is short after it switches to the emulator's low-video-memory mode before running out (KYTY_FSR_VRAM_RESERVE_MB, default 1536);
    • the HUD canvas copy behind the HUD fix is held at half size, a quarter of its video memory, with one HUD-less image fewer. If it can't be made, that frame goes without the HUD fix instead of exiting.
  • Stutters that came from the same shortage: texture uploads and cache clean-ups once the video memory was full.

Known limits

  • 2x only: FSR 4 and AMD's multi-frame generation exist only for DirectX 12, and the emulator uses Vulkan.
  • Thin, fast objects: hair can show a slight smear in fast motion.
  • RAM: the game still needs about 32 GB of RAM.
  • Testing: tested on an RX 9070 XT and untested on NVIDIA. Reports from RTX 20/30 and GTX owners are welcome.

🇧🇷 Atualização: corrige crashes e texturas brancas (como o rosto da personagem) depois de um tempo com o FSR ligado. Faltava memória de vídeo: o FSR usa uns 1,3 GB que o emulador não contava. Agora o emulador reserva esse espaço e guarda as texturas de forma mais econômica, sem perder qualidade.

KytyPS5 AMD Edition 2026-10-18 — FSR 3 frame generation

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@iSamigor iSamigor released this 18 Oct 19:06

KytyPS5 AMD Edition — 2026-10-18: AMD FSR 3 frame generation

Windows x64 build of chenxiao07/KytyPS5 v20261018 for Demon's Souls (PPSA01341, 1.07 and 1.05), with AMD FSR 3.1 frame generation. Unzip it, double-click launcher.cmd, tick "AMD FSR 3 frame generation", and run the shader precompile once (the launcher asks).

New: AMD FSR 3.1 frame generation (2x), for AMD cards and NVIDIA cards without DLSS frame generation

  • The game shows 120 fps from its 60. It works on any GPU: AMD Radeon, and NVIDIA RTX 20/30 and GTX cards, which have no DLSS-G. So far it has only been tested on an RX 9070 XT.
  • Inputs: it uses the same depth, motion vectors and camera that the DLSS frame generation already read from the game.
  • Presentation: AMD's frame generation swapchain presents the frames, using its own Vulkan queues.
  • Runtime: AMD's signed runtime, amd_fidelityfx_vk.dll (FidelityFX SDK 1.1.4, MIT, license in LICENSES), ships next to the emulator.
  • No HUD ghosting: the emulator reads the game's interface canvas to find where the HUD is. It gives FSR a "HUD-less" frame with the HUD painted over by the surrounding scene. Health, stamina, souls and item icons stay sharp in generated frames.
  • Menus, loading screens and movies: generation turns itself off there and comes back in 3D gameplay.
  • Fix: a crash on the first 3D frame. FSR's Vulkan backend calls extension functions the device had not enabled.
  • Overlay: the F8 overlay shows "FSR 3 Frame Generation 2x".

Based on chenxiao07/KytyPS5 v20261018

It now includes this edition's first AMD fixes (PR chenxiao07#41: phantoms as blue blocks, the AMD shader cache never used), plus:

  • no more "failed to create image" exits on 16 GB AMD cards;
  • no more 3.2 s texture-upload frames on the RX 9070;
  • Archstone previews without stripes;
  • Low/Lowest graphics no longer make objects vanish;
  • fewer blue screens when the RAM is full;
  • F8 switches the overlay in the game.

See chenxiao07's v20261018 release notes for the rest.

Known limits

  • 2x only: FSR 4 and AMD's multi-frame generation exist only for DirectX 12, and the emulator uses Vulkan.
  • Thin, fast objects: hair can show a slight smear in fast motion. This is a limit of FSR 3 interpolation.
  • VSync: shown frames are capped at the display's refresh rate.
  • Queues: the GPU needs 3 graphics queues and a compute family with 2 queues. Current AMD and NVIDIA cards have them.
  • After updating: run the precompile again.

🇧🇷 KytyPS5 (v20261018 do chenxiao07) com frame generation AMD FSR 3.1 (2x) para placas sem DLSS frame generation: AMD Radeon e NVIDIA RTX 20/30 e GTX. 120 fps a partir dos 60 do jogo, sem fantasmas no HUD. Marque "AMD FSR 3 frame generation" no launcher e rode a pré-compilação de shaders uma vez.

KytyPS5 AMD Edition (2026-10-16)

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@iSamigor iSamigor released this 16 Oct 21:50

Caution

Superseded: these fixes are in the official chenxiao07/KytyPS5 v20261017. Use that release (and run the shader precompile once after updating).
🇧🇷 Use a versão oficial v20261017, que já tem estas correções.

KytyPS5 AMD Edition: chenxiao07/KytyPS5 v20261014 with fixes for AMD Radeon GPUs, for Demon's Souls (PPSA01341, 1.07 and 1.05). Tested on an RX 9070 XT (RDNA4), Windows 11.

Fixes

  • Phantoms rendered as blue/colored blocks with glow blobs (AMD): CB_SHADER_MASK is now honored, so a depth-only shader no longer writes garbage into the color targets.
  • Stutter on every first visit to an area (AMD): the AMD driver keys pipelines by executable name, so the precompiled shader cache was never used. The precompile now runs under the emulator's name.
  • The background shader prefetch also translates the recorded play's specializations (fewer first-visit stalls on any GPU).
  • Wave32 pixel shaders are translated as wave32.

How to use

  1. Unzip, double-click launcher.cmd, choose the game folder (the one with eboot.bin). Use only a dump of your own copy of the game.
  2. Run the shader precompile once (launcher → precompile, or precompile.cmd): it takes a while (about 40 minutes on a Ryzen 7 9800X3D), and it is what removes the stutter.

Built for x86-64-v3 (any CPU with AVX2). Known issue (also on NVIDIA): the Archstone travel preview images look striped.


🇧🇷 Versão do KytyPS5 com correções para placas AMD: fantasmas azuis/quadriculados e engasgos ao entrar em áreas novas. Descompacte, abra launcher.cmd, escolha a pasta do jogo e rode a pré-compilação de shaders uma vez pelo launcher.