KytyPlus est un fork de KytyPS5, lui-même dérivé du projet original Kyty. Il reprend son émulation de la PlayStation 5 tout en ajoutant plusieurs améliorations, notamment le support expérimental des jeux PS4 via shadPS4, le FSR 1.0, un cache Vulkan permettant de conserver les pipelines compilés et différentes optimisations destinées aux GPU intégrés (iGPU). Il permet également l’installation des fichiers PKG depuis son interface et propose une gestion unifiée des jeux PS4 et PS5. Le projet est encore en développement et de nombreux jeux peuvent rencontrer des plantages, des écrans noirs ou des problèmes graphiques.

Les changements:
For Sonic Superstars testers – please retest
Guest memory raised from 8 GB to ~12.5 GB (PS5-like), clamped by your host’s RAM (leaves ~3.5 GB for the host; hosts with little memory keep the old limit automatically).
Why this should fix #12: the reported pattern – stutters, then a write-to-null crash in game code during level load – matches a failed streaming allocation. At 8 GB, direct-memory allocations fail under UE4’s streaming pressure; the engine propagates the null and the title later crashes in its own code. At ~12.5 GB those allocations fit.
The ask: run a build from this release, replay a couple of level transitions, and update #12 with the result – either outcome is valuable, and a log via Share Log helps if anything still crashes.
Compatibility table
Sonic Superstars (PPSA06888) added as Ingame (playable-ish) per the first externally submitted gameplay-depth report (#12).
Silent Hill 2 Remake row now cites the upstream baseline (crash at boot/splash – KytyPS5 #210, #77) and notes the verified depth could go further, untested.
🏔️ First real-game runs on an iGPU
Silent Hill 2 Remake (PPSA08709, UE5, PS5-native) renders its interactive content-warning screen on an AMD Radeon 840M (512 MB, shared memory) — glitch-free UI, working FSR 1.0 presentation of native 3840×2160 buffers, ~4-minute session with zero GPU hangs and a clean exit, at ~3.9 FPS. The session was ended manually, so the title could boot further — untested.
Upstream’s documented ceiling for SH2 is a crash at boot/splash on 7900-class discrete GPUs (KytyPS5 #210, #77); see the compatibility table for the linked comparison.
🐛 Crash fixes
FSR present-thread race (SH2): the present thread could race device teardown between its readiness check and the FSR dispatch; the driver then dereferenced null inside the first present, killing the emulator via the exception handler. The dispatch now validates every handle under a mutex before recording anything, and the swapchain falls back to the plain blit path when FSR is unavailable. Verified on CB4: ~96 s of presents at 60 fps, zero faults after the previously-fatal window.
Unicode install paths: a non-ASCII character in the game folder path (e.g. the ’ in « It’s About Time ») crashed boot on the window-icon load. Missing icons are no longer fatal.
Double-fault in host exception register dump (landed just after v3.4): a fault while dumping guest registers no longer cascades.
🎛️ GPU-hang containment for UE5 volumetrics
One UE5 volumetric (fog) compute pass wedged the AMD APU on SH2’s first real frame. It is currently skipped (volumetrics/fog will look wrong until the pass is implemented properly), and a guard validates storage-image atomics against host format support. Both are emulator-side; no game files are touched. Logging instrumentation that produced ~220 MB per run is now gated behind the debug dump setting.
🛠️ CI / platform
macOS & Linux builds fixed: the non-Windows OpenSSL wiring linked an arm64-only Homebrew library into the x86_64 macOS job, and a missing


















