AnyPS5 runs converted game code alongside replacement libraries. To prepare your PC, check the target operating system, CPU instructions, Vulkan device and memory conditions below, then compare the configuration reported for your game.
These AnyPS5 requirements separate the documented runtime conditions from build tools and individual testers' hardware. The walkthrough follows v0.1.2; there is no general minimum-PC tier established by the reports collected here.
Choose the target system
| System | Available route | What to check |
|---|---|---|
| Windows x86-64 | The v0.1.2 release provides a Windows relinker and Windows library archives. | Convert with --windows, and use the matching Windows libraries and MinGW runtime DLLs. |
| Linux x86-64 | The release provides a Linux relinker and Linux library archives. | Use Linux output, suitable Vulkan drivers and the runtime permissions described below. |
| macOS | The usage document describes x86-64 Mach-O output with --macos, adding --to-rosetta for Apple Silicon. There is no macOS package in v0.1.2. |
Treat this as a separate source-build route. Building the relinker on a Mac does not by itself supply a working game runtime. |
Before a Mac source build, read the v0.1.2 usage guide alongside the build guide. They differ in scope: usage describes Mach-O and Rosetta, while the relinker-only build section describes Linux/Windows output and excludes macOS game execution.
CPU instructions and translation flags
Windows and Linux output contain x86-64 game code. Your execution environment needs to support the instructions used by the game and its bundled modules.
For Intel hosts, --to-intel rewrites supported AMD-specific instructions found during conversion. It does not translate AMD-specific instructions that a title generates at runtime. For Apple Silicon, the documented --macos --to-rosetta route produces x86-64 output for Rosetta, rather than an ARM-native game.
If a run stops with an illegal instruction, keep the fault and build details for the AnyPS5 troubleshooting workflow.
Vulkan graphics and device selection
The runtime selects a Vulkan 1.1 device with graphics and compute queues and swapchain presentation. It already prefers a discrete GPU over an integrated one. Individual graphics paths may need additional driver features, so passing device selection is only the first check.
If you need a particular adapter, set ANYPS5_GPU to a case-insensitive part of its printed device name. Read the Physical device candidate lines first; a string that matches no usable device makes startup fail.
Use the GPU field in a game's reports to find a relevant comparison, keeping its build, driver and tested scene in view. The listed cards describe those machines; they do not form a general VRAM or performance tier for other games.
RAM, memory commit and storage
On Windows, the documented direct-memory allocation can reach 13,824 MiB per title, committed when mapped. The system commit limit—installed RAM plus pagefile capacity—must also cover other committed memory. If mapping fails, check the reported error and Task Manager's Committed values; close other applications or adjust the pagefile to address the shortage.
On Linux, drivers that import dma-buf memory may need read/write access to /dev/udmabuf. If the log reports permission denied, check the device's ownership and group access using the usage guide's permission and size-limit instructions.
Allow space for the input files, converted output, libraries and game resources. Plan from the actual file sizes, including any input and output copies you intend to keep.
Build dependencies
You do not need a compiler merely to use the release relinker. If you want to build, distinguish the conversion tool from the full runtime:
| Build target | Documented tools and dependencies |
|---|---|
| Relinker only | CMake, a C++20 compiler and a build tool such as Ninja. Python 3 enables regression tests. This mode omits the system libraries and graphics/audio dependencies. |
| Full Linux build | x86-64, Git, CMake 3.22.1 or newer, Ninja, GCC/G++, binutils, X11/Xext/XRandR development files and a supported SDL audio backend's development files. |
| Full Windows build | The same core build tools, using WinLibs MinGW-w64 GCC 15.2.0, x86_64-ucrt-posix-seh, release 15.2.0posix-14.0.0-ucrt-r7. Its mingw64/bin must be on PATH. |
Use that MinGW toolchain for the Windows build. On Debian/Ubuntu, the listed Linux headers include libx11-dev, libxext-dev and libxrandr-dev, with PipeWire, PulseAudio or ALSA development packages for audio. Follow the guide's distribution-specific instructions for your system.
Decide what to try next
Find the game in AnyPS5 games or the AnyPS5 game checker, compare its configuration and read the remaining blockers. Then follow AnyPS5 setup for matched downloads and commands. The AnyPS5 GitHub guide helps you locate the source revision when a report needs unreleased changes.