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PS5PCEM 0.3.5

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@iStark iStark released this 16 Oct 03:41
· 2 commits to main since this release

PS5PCEM 0.3.5

This release collects the 58 development commits after 0.3.4, plus release
packaging and installation fixes. It adds the first Linux packages, native
controller feedback on Windows, major audio corrections, shared renderer
optimizations and 15 newly documented titles.

Downloads

  • Windows x64: portable ZIP and per-user installer. The launcher, runner,
    extractor and installer carry SHA-256 Authenticode signatures and timestamps
    using the same Artur Strazewicz / PS5PCEM certificate as previous releases.
    The certificate is self-signed; Windows/SmartScreen can still warn.
  • Linux x64: .deb, .rpm, .pacman and .AppImage, containing the native
    GTK 3 launcher, game-run and pkgextractor. See the
    Linux installation guide.
  • SHA256SUMS.txt covers all six downloadable packages. Linux packages are
    not Authenticode-signed; that signature format applies to Windows executables.

Both builds target x86-64-v3 (AVX2/BMI2/FMA) and require a Vulkan 1.2 driver.
Windows requires Windows 10 2004 or newer. Linux requires glibc 2.31+, Linux
5.11+ with FSGSBASE/Syscall User Dispatch, GTK 3, X11/XWayland and PulseAudio
or PipeWire's PulseAudio service. The AppImage uses these system runtime
libraries. Games, firmware, keys, saves and shader caches are not included.

Native Linux runtime and launchers

  • Native guest execution, FS/GS switching, signal-based fault containment,
    guest threads and cooperative fibers, low-address host stacks and a Syscall
    User Dispatch guard for guest syscall instructions.
  • X11 Vulkan presentation and keyboard input, including physical-key fallback
    with non-Latin layouts; PulseAudio output with stereo folding for 7.1 streams.
  • Case-insensitive guest-path resolution, host memory checks and PPM captures.
  • A native GTK 3 / Cairo / Pango launcher with the shared eight-language UI,
    library, settings, save browsing, PKG extraction and Vulkan diagnostics.
  • Both launchers now hold 48 games, offer grid/table views and library
    search, and check GitHub Releases for updates. Version displays read 0.3.5.
  • Installed Linux packages and AppImages use writable XDG settings/data
    directories. --version and --check-install support installation checks.

Linux remains experimental. The earlier WSL2/lavapipe bring-up reached the
Jets 'n' Guns 2 mission screen; it is not a native-driver performance result.
Sony HID/XInput feedback and Media Foundation video decoding remain Windows
features. The dated Windows game results below are not Linux results.

Controller vibration and LightBar

  • scePadSetVibration drives ordinary two-motor feedback through native
    DualSense/DualShock 4 HID output, with XInput fallback.
  • scePadSetLightBar and scePadResetLightBar now apply game-requested RGB
    colors. Coalesced updates preserve motor and color state together; pending
    HID writes retain their buffers. Close/shutdown stops motors and resets color.
  • HID descriptors determine USB/Bluetooth report sizes. Bluetooth output
    handles padded reports, CRC, connection timing and LED initialization.
  • DualSense USB vibration and red/green/blue LightBar changes were physically
    confirmed by the maintainer.
    Physical Bluetooth, DualShock 4 and XInput
    output were not revalidated. Adaptive triggers, audio haptics, microphone
    LEDs and player indicators are not implemented by this change.

Audio and media

  • Independent host streams for concurrent AudioOut submissions and correct
    PCM ordering after underruns fix interrupted music/effects in Jets 'n' Guns 2.
  • NGS2 PCM streaming, buffer-backed system/rack creation, custom sampler voices,
    geometry helpers and port information extend real audio processing.
  • AudioOut2 keeps its clock phase; ACM convolution and valid batch completion
    fix the reproduced Subnautica startup crackle/NaN/silence chain. Clear sound
    was confirmed on repeated launches. Quake II also gains working NGS2 audio.
  • AvPlayer stages decoded frames through host buffers before publishing writes
    to GPU-watched guest memory, restoring Asterix movie startup. GTA III movie
    completion no longer depends on the broken presentation-clock behavior.
  • Dead Cells menu sampler playback and blended scene composition are corrected.
    Remaining discontinuities and untested titles are recorded in the reports.

Loader, firmware and extraction

  • Correct SELF library-version metadata handling and standard ELF dynamic-table
    lookup fix Raiden IV's false TruncatedSelf failure without inventing tables.
  • Real pthread semaphores, cleanup handlers and cancellation-state operations
    unblock Arcade Spirits, Super Woden GP and KeyWe imports.
  • Fiber stack/context handling and migration, plus POSIX additions, unblock
    Arkanoid. Further Audio3d and VoiceQoS connection-attribute imports resolve.
  • Direct-memory allocation preserves live mappings; POSIX startup imports and
    real file rename allow Minecraft Legends to create its LevelDB world.
  • Monster Boy input polling and save startup now reach its first level.
  • Large PKG metadata reads and NAPS boundary lookup improve extraction. Plain
    dump handling and observed font fallback unblock ASTRO BOT startup.

Graphics and performance

  • Correct MSAA depth/stencil-only passes restore Asterix masks and remove four
    accidental whole-frame diagnostic readbacks. Proven vertex ranges avoid
    oversized sprite uploads in Dreaming Sarah.
  • Fullscreen-copy shortcuts now respect blending. Reflection/cube publication,
    native texture layouts, mip/array layers, narrow 8/16-bit layouts, storage
    ownership and exact buffer publication receive correctness fixes.
  • Compute wave synchronization, color conversion, M0-indexed vector moves,
    indirect register state and split texture descriptors improve shader handling.
    BVH diagnostics and compute replays improve failure visibility; they do not
    establish complete ray-tracing support.
  • Shared static shader analysis, bounded scalar walks, read masks, exact
    descriptor keys, content fingerprints and smaller snapshots reduce CPU work.
  • Bounded command recording and completion polling, indexed resource scans,
    reduced uploads/readbacks, reuse and parallel publication reduce host/GPU
    traffic. Changes without a demonstrated FPS gain are retained only where
    correctness checks and reduced work justify them.

Selected dated Windows measurements, Ryzen 7 7700 / RTX 3070 Ti, 1080p
output request; internal rendering stays game-controlled:

Scene Recorded result Scope
Asterix opening forest 46.45 → 162.20 FPS median Matched stationary 30 s window-counter samples, October 9
Dreaming Sarah opening 53.25 → 198.25 FPS median Final 60 s sample; later platform screen 144.35 FPS, October 10
Big Helmet Heroes menu 4.9 → 9.4 FPS median 45 s sample, October 10; stable 15 FPS not reached
GTA III opening street 8.27 FPS 30 s presented-frame sample with Bloom/Motion Blur off, October 10; not an isolated A/B result
Subnautica 14.20 FPS menu; 4.85 FPS near plant Separate 30 s samples, October 10; not the same scene/build and not an audio-cost comparison
ASTRO BOT animated title 17.83 FPS 2,640 frames / 148.07 s, October 16; 60-frame blocks 16.08–19.75 FPS
Ghost of Yōtei tree/settings 1.27 FPS 38 frames / 30.001 s, October 13; no proven improvement or character control

These are specific development observations, not whole-game minima or new
release-wide benchmarks. ASTRO BOT's latest small optimization did not prove
an aggregate FPS gain over its previous 18.05 FPS observation. Its 20 FPS
target, GTA III's 10 FPS target and Subnautica's 30 FPS target remain unmet.

Newly documented games since 0.3.4

Title Furthest recorded milestone and remaining limits
ASTRO BOT Animated title and diagnostic cinematic; 12 unresolved storage bindings and cinematic defects; character control unverified
Raiden IV x Mikado Remix First level renders after loader/shader fixes; complete playability unverified
Dead Cells Menu and first level; corrected dark composition and menu music; playability not established
Arkanoid: Eternal Battle Title and main menu; gameplay unverified
Arcade Spirits: The New Challengers Main menu and opening story/video; manual control and completion unverified
Super Woden GP World-map menu; inverted labels and wrong flag colors; racing unverified
KeyWe Save-slot selection; empty panels and later black output
PAC-MAN WORLD Re-PAC Intro, title and terms screens; distorted movie colors; gameplay unverified
Charon's Staircase First 3D forest-road scene; controls unverified and unresolved resources
Medieval Dynasty Main menu; vertically inverted image; gameplay unverified
Oxide Room 104 Autosave notice; later black output and shader/queue blockers
Monster Boy and the Cursed Kingdom Controllable first level and New Game save; large black polygons remain
Police Simulator: Patrol Officers Main menu, New Career and district confirmation; severe rendering defects; street gameplay unverified
Minecraft Legends Controllable opening tutorial; severe color/lighting corruption and missing glyphs
Goat Simulator 3 Controllable farm scene; upside-down image, shading defects and roughly 1.8 FPS in the recorded sample

Existing compatibility grades are retained. A new entry means an observed
milestone, not that a title is fully supported or completable. Full dated
reports and screenshots are in the
compatibility table.

Screenshots from the documented runs

ASTRO BOT — animated title, October 16. This is not gameplay.

ASTRO BOT title

Raiden IV x Mikado Remix — first-level capture, October 11.

Raiden IV first level

GTA III — opening street, October 10. Shadow defects remain reported.

GTA III street

See the release validation record
for build, package and test results. Historical known RDNA2 failures and the
remaining game-specific rendering defects are not presented as resolved.

Full source changes: v0.3.4...v0.3.5