AnyPS5 development at a glance
Follow work on the system libraries and graphics decoder, then check the release history below.
Snapshot: · Upstream progress data
88.3% counted as implemented
100% of listed instructions recognized
- System libraries
- System-library functions counted as implemented by the upstream scanner. The total covers the function bodies in its scan.
- Shader decoder
- Instruction entries recognized by the AMD RDNA 1 and RDNA 2 shader decoder. Individual games can still need rendering fixes.
Looking for a particular game? Open AnyPS5 Game checker to see its progress, problems and setup.
Development over time
History uses the same counting rules for each day's final main-branch commit, so you can compare earlier work with the current snapshot.
| Date | Library functions | Shader entries | Revision |
|---|---|---|---|
| 1827/2813 (64.95%) | 614/1166 (52.66%) | 49a78191 | |
| 2511/2919 (86.02%) | 1131/1166 (97%) | c73ee448 | |
| 2560/3026 (84.6%) | 1166/1166 (100%) | ae91d978 | |
| 3239/3668 (88.3%) | 1166/1166 (100%) | eecf9095 |
Releases
Main branch checkpoint
3e577edac215, committed .
AnyPS5 progress has two main counters: replacement-library implementation and shader-instruction recognition. Together with the commit history, they show which parts of the project are being built out and where to look for changes relevant to a game.
The dashboard on this page retains the snapshot. For later changes, open the live upstream progress page.
Understanding library coverage
Games call console libraries for memory, files, audio, input and other services. AnyPS5 supplies replacement implementations of those calls.
The scanner counts declared function bodies under core/libs/prx. It marks recognized unimplemented-function paths as pending and counts other definitions as implemented. The percentage therefore describes implementation coverage among the functions declared in the project. The pinned PROGRESS.md explains the counting rules.
Read changes in both totals: newly declared functions can lower the percentage while implementation continues. To understand a game's blocker, look for work on the particular call or library it needs.
Understanding the shader milestone
The snapshot's 100% shader figure means the decoder recognizes the entries in the project's AMD RDNA 1/2 instruction list. After decoding, graphics still pass through translation, resource binding, texture formats, memory access, synchronization and the host driver.
That makes graphics work broader than completing the instruction list. A change to a barrier or texture path can fix a scene without moving the counter. The architecture documentation follows that rendering path.
Use history to find the relevant change
The upstream history selects the last main commit for each day and applies its current counting rules to older trees. It is a recalculated comparison of those trees under one method.
Use a change in the chart as a starting point, then open the underlying commit or affected library. Check the merge date against the revision you are running; a nearby release tag may still precede that change.
Follow AnyPS5 progress from commit to game
- A release gives you a named set of downloads and corresponding instructions. The setup walkthrough uses v0.1.2.
- Main contains ongoing upstream development. To try a newer merged fix, build its revision and matching libraries.
- An integration branch combines patches for a particular test. Read the author's patch list and launch route before attempting the same scene.
The AnyPS5 GitHub guide helps identify those versions. In AnyPS5 games, the report's next blocker tells you what to watch for: a loading transition, shader problem, input path or another missing service.
Choose your next step
Follow upstream commits for work on that blocker, and AnyPS5 Reddit for community demonstrations and discussion. A useful update links a change to a new run of the affected game.
To try it yourself, check AnyPS5 requirements, follow AnyPS5 setup, and keep the first meaningful error for AnyPS5 troubleshooting.