{"id":136723,"date":"2026-09-08T10:25:33","date_gmt":"2026-09-08T08:25:33","guid":{"rendered":"https:\/\/www.emu-france.com\/?p=136723"},"modified":"2026-09-08T11:26:09","modified_gmt":"2026-09-08T09:26:09","slug":"consoles-de-salon-ps5pcem-v0-3-0-alpha-4","status":"publish","type":"post","link":"https:\/\/www.emu-france.com\/?p=136723","title":{"rendered":"[Consoles de salon] PS5PCEM v0.3.0 alpha 4"},"content":{"rendered":"<p>PS5PCEM est un \u00e9mulateur PlayStation 5 exp\u00e9rimental et un projet de recherche sur l\u2019interop\u00e9rabilit\u00e9, d\u00e9velopp\u00e9 en <b>Zig<\/b>. Il permet notamment l\u2019ex\u00e9cution native de code x86-64, le chargement d\u2019ex\u00e9cutables PS5 d\u00e9chiffr\u00e9s, l\u2019ex\u00e9cution de commandes graphiques AGC, la traduction de shaders RDNA2 vers SPIR-V et le rendu via Vulkan.<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ps5p.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter  wp-image-136727\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ps5p.png\" alt=\"\" width=\"329\" height=\"217\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ps5p.png 1261w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ps5p-300x198.png 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ps5p-1024x676.png 1024w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ps5p-768x507.png 768w\" sizes=\"auto, (max-width: 329px) 100vw, 329px\" \/><\/a><br \/>\n&nbsp;<\/p>\n<p><b>Fonctionnalit\u00e9s<\/b><br \/>\n&#8211; Ex\u00e9cution native du code x86-64 invit\u00e9 sous Windows.<br \/>\n&#8211; Chargement des ex\u00e9cutables ELF\/SELF, relocation, liaison des modules et gestion du TLS.<br \/>\n&#8211; HLE de plusieurs fonctions du firmware PS5.<br \/>\n&#8211; Ex\u00e9cution des flux de commandes AGC pour le GPU.<br \/>\n&#8211; Traduction progressive des shaders RDNA2 vers SPIR-V.<br \/>\n&#8211; Rendu Vulkan avec gestion des render targets, du depth\/stencil et du MSAA.<br \/>\n&#8211; Gestion de la m\u00e9moire GPU et des textures avec notamment le detiling.<br \/>\n&#8211; Prise en charge du VideoOut Vulkan.<br \/>\n&#8211; Audio h\u00f4te et lecture H.264\/AAC via FFmpeg.<br \/>\n&#8211; Support des contr\u00f4leurs DualSense et DualShock via HID.<br \/>\n&#8211; Support XInput et clavier.<br \/>\n&#8211; Gestion des sauvegardes par titre.<br \/>\n&#8211; Lanceur Windows natif avec jaquettes locales, profils de contr\u00f4leurs et lancement direct des jeux.<br \/>\n&#8211; Jusqu\u2019\u00e0 huit titres r\u00e9cents peuvent \u00eatre conserv\u00e9s dans le lanceur.<br \/>\n&#8211; Plusieurs jeux atteignent d\u00e9sormais le gameplay et certains sont d\u00e9j\u00e0 jouables, mais la compatibilit\u00e9, les performances, les graphismes, l\u2019audio et la stabilit\u00e9 restent variables selon les titres et le mat\u00e9riel.<br \/>\n&nbsp;<\/p>\n<p><a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-scaled.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter  wp-image-136519\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-scaled.png\" alt=\"\" width=\"446\" height=\"240\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-scaled.png 2560w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-300x162.png 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-1024x551.png 1024w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-768x414.png 768w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-1536x827.png 1536w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/PS5PCEM-2048x1103.png 2048w\" sizes=\"auto, (max-width: 446px) 100vw, 446px\" \/><\/a><br \/>\n&nbsp;<\/p>\n<p><b>Jeux ayant atteint diff\u00e9rents niveaux de fonctionnement<\/b><br \/>\n&#8211; Terminator 2D: No Fate<br \/>\n&#8211; Jets &lsquo;n&rsquo; Guns 2<br \/>\n&#8211; Asterix &amp; Obelix: Slap Them All!<br \/>\n&#8211; The Precinct<br \/>\n&#8211; Cat Quest III<br \/>\n&#8211; Jurassic Park Classic Games Collection<br \/>\n&nbsp;<\/p>\n<p>Les captures et r\u00e9sultats pr\u00e9sent\u00e9s par le projet sont des r\u00e9sultats de d\u00e9veloppement et ne constituent pas n\u00e9cessairement des indications de compatibilit\u00e9 g\u00e9n\u00e9rale.<br \/>\n&nbsp;<\/p>\n<p><b>Configuration<\/b><br \/>\n&#8211; Windows 10 version 2004 ou ult\u00e9rieure.<br \/>\n&#8211; Processeur x86-64.<br \/>\n&#8211; GPU compatible Vulkan 1.2.<\/b><br \/>\n&nbsp;<\/p>\n<p><b>D\u00e9veloppement<\/b><br \/>\nPS5PCEM est d\u00e9velopp\u00e9 en Zig et est distribu\u00e9 sous licence <b>GNU GPL v3 ou ult\u00e9rieure<\/b>.<br \/>\n&nbsp;<\/p>\n<p>Le projet ne fournit ni jeux, ni firmware PS5, ni cl\u00e9s, ni biblioth\u00e8ques syst\u00e8me de la console.<br \/>\n&nbsp;<\/p>\n<p><b>\u00c9tat du projet<\/b><br \/>\nPS5PCEM est toujours en d\u00e9veloppement actif. L\u2019\u00e9mulation PS5 reste incompl\u00e8te et la compatibilit\u00e9 varie fortement selon les jeux. Le projet dispose n\u00e9anmoins d\u00e9j\u00e0 d\u2019une impl\u00e9mentation fonctionnelle de plusieurs \u00e9l\u00e9ments importants de l\u2019architecture PS5, notamment l\u2019ex\u00e9cution x86-64, le syst\u00e8me graphique RDNA2\/AGC, la traduction des shaders et le rendu Vulkan.<br \/>\n&nbsp;<\/p>\n<p>Les changements:<br \/>\n&nbsp;<br \/>\n<em>Playable and completable games<br \/>\n&#8211; Terminator 2D: No Fate \u2014 Fully playable and completable; completed without reported problems<br \/>\n&#8211; Asterix &#038; Obelix: Slap Them All! \u2014 Fully playable and completable<br \/>\n&#8211; Cat Quest III \u2014 Fully playable and completable<br \/>\n&#8211; Jurassic Park Classic Games Collection \u2014 Fully playable and completable<br \/>\n&nbsp;<br \/>\nLauncher: eight interface languages<br \/>\n&#8211; Add Simplified Chinese, Spanish, Arabic and Portuguese alongside English, Russian, German and French. Navigation, game-library prompts, input settings, saves, preferences and status\/error messages are translated.<br \/>\n&#8211; Expand language selection to two rows, with matching click areas and room for the sound, FPS and project-information panels.<br \/>\n&#8211; Give Arabic text right-to-left paragraph direction and appropriate alignment, preserving centered buttons and the original direction of paths and key names.<br \/>\n&#8211; Preserve existing saved language IDs and restore all eight choices after a restart. Update Windows executable and installer version metadata to this release.<br \/>\n&nbsp;<br \/>\nGhost of Y\u014dtei: beyond the intro<br \/>\n&#8211; Restore continuous intro playback at approximately the stream&rsquo;s native 30 FPS in ReleaseFast on the current RTX 3070 Ti host. Sampled movie frames take about 30\u201332 ms, without the former freeze after a few pictures.<br \/>\n&#8211; Correct Videodec2 picture fields, 256-byte NV12 row alignment, picture-specific acknowledgements and end-of-stream draining. Separate decoder instances and derive cadence from the stream so clips neither race to the end nor stall on the guest&rsquo;s former 100 ms polling timeout.<br \/>\n&#8211; Advance through streamed menu-resource loading and into the animated loading indicator, Digital Deluxe Bonus, Gift of the Northern Star, Pre-order Bonus, and brightness calibration. The reference captures show readable text, confirmation glyphs, and the calibration wolf image, instruction and slider.<br \/>\n&#8211; Render parts of the interface and 3D background; the maintainer observed trees in the scene and heard menu music. Audio-library support now includes more of the interfaces bound by the title, including AudioOut2 speaker\/port state and queued-grain accounting.<br \/>\n&#8211; Unblock the menu resource catalog and asynchronous scene work, preserve compute queue ownership and completion labels, and retire validated SDK 1.1 command ranges without repeatedly replaying stranded work.<br \/>\n&#8211; Verification boundary: the complete bonus\/brightness sequence was verified on reference build 796a484. The latest renderer was checked through the intro into scene loading, but that full sequence has not been repeated on this release candidate. A complete title menu, its full animated background and gameplay are still unverified. Scene preparation and UI remain very slow: reference runs took minutes to prepare resources and seconds per UI frame. See the build-specific investigation.<br \/>\n&nbsp;<br \/>\nCat Quest III and Jurassic Park rendering<br \/>\n&#8211; Fix Cat Quest III&rsquo;s upside-down world and intro composition while retaining the UI&rsquo;s orientation. Procedural fullscreen passes preserve their UV direction.<br \/>\n&#8211; Preserve fragment coverage, alpha-to-coverage state and stencil-only passes. This removes the observed menu-text corruption and keeps language-list text visible and clipped inside its panel instead of covering it with a white fill.<br \/>\n&#8211; Implement the original AGC interpolant-mapping interface used by Cat Quest III. Adventure-selection artwork and labels, mountains and other scenery now use the correct vertex-to-fragment exports.<br \/>\n&#8211; Honor registered RGBA\/BGRA scanout formats. The captured island now has blue sea and sky and the expected character\/scenery colors instead of swapped red and blue channels.<br \/>\n&#8211; Restore Jurassic Park startup rendering, including its title logo, confirmation prompt, collection cover art and animated preview. Respect explicit color disable and DX clipping while retaining reset-depth extent recovery for Ghost of Y\u014dtei&rsquo;s active HTILE-backed surfaces.<br \/>\n&nbsp;<br \/>\n3D shaders, materials and GPU correctness<br \/>\n&#8211; Recover pointer-backed and indirect material resources through scalar\/vector register moves, VCC offsets, restored execution masks, branches and bounded loops. Support large global texture tables and mixed sampled-image dimensions at runtime, with typed bounds and validation of malformed descriptors.<br \/>\n&#8211; Execute bounded absolute\/FLAT memory reads used by scene shaders and report the first unmapped active address. Resource recovery now follows instructions actually visited, avoiding invented bindings from inactive shader branches.<br \/>\n&#8211; Correct wave32\/wave64 masks, both words of vector conditions, SAVEEXEC operand order and SCC, unsigned carry, lane identity and cross-subgroup synchronization. Preserve DPP row\/permutation behavior and whole-quad execution.<br \/>\n&#8211; Add or correct explicit-LOD image gathers and depth comparisons, array gradients, RDNA2 sampling operands, fragment storage-image writes, BC4 and RG16 SNORM sampling, visible array-layer uploads and mixed integer exports.<br \/>\n&#8211; Preserve flat attribute channels and scalar spills. Support D16 loads into previously undefined vector registers, high-halfword stores, scene mask comparisons and bounded GDS word reads\/writes.<br \/>\n&#8211; Apply uniform HTILE clears to resident depth images, preserve stencil during depth-only clears, support matching D32 depth bias, and improve depth\/stencil barriers and compute-buffer synchronization.<br \/>\n&#8211; Retain descriptors, prepared render targets and image pins until queued draws finish using them, preventing cache eviction or command flushes from invalidating live GPU work.<br \/>\n&nbsp;<br \/>\nPerformance and runtime stability<br \/>\n&#8211; Cache translated graphics SPIR-V with explicit memory\/entry limits and cheaper field serialization. Reuse compatible smaller prefixes of uploaded buffers while retaining exact descriptor bounds.<br \/>\n&#8211; Cat Quest III opening-island samples improve from roughly 148 ms (~6.8 FPS) to a 124 ms median (~8 FPS) on the test host. Shader-translation work drops from about 40 to 7 ms and buffer uploads from about 124\u2013127 to 65\u201375 MiB per sampled frame. The later capture has a local co-op HUD, so this is an observed comparison of the same area, not a controlled benchmark of identical frames.<br \/>\n&#8211; Reuse prepared graphics\/compute resources and driver compute-pipeline caches; index resident sampled images by guest address and shader control flow for resource recovery. Share immutable FLAT snapshot headers and retain more small storage images within the cache budget.<br \/>\n&#8211; Prefer host-cached readback memory, cache reads of resident compute buffers, accelerate Windows x64 memory fills, and reuse swizzle offsets for volume\/MSAA copies. Reduce scene index checks and unnecessary depth readbacks.<br \/>\n&#8211; Fix Windows placeholder handling when a small guest mapping occupies the tail of a coalesced reservation, preventing the observed Cat Quest III startup HostCommitFailed. Bound permission checks to overlapping mappings and prevent thread diagnostics from suspending their own calling thread.<br \/>\n&nbsp;<br \/>\nValidation and remaining limits<br \/>\n&#8211; Build the launcher and runner in ReleaseFast. Exercise all eight launcher languages across settings, library, controls and saves, including restart persistence and visual checks of the four new translations.<br \/>\n&#8211; Focused checks during development cover guest-memory mapping, interpolant mapping, shader caching and Vulkan scanout\/orientation, fragment coverage, stencil\/UI and HTILE behavior. Shader changes include targeted SDK GPU probes; this does not establish correctness for every game or shader.<br \/>\n&#8211; Jurassic Park&rsquo;s collection frontend still has a known AvPlayer handle-pool limit when repeatedly cycling preview videos; later previews can become static. The maintainer&rsquo;s playable\/completable report concerns the games themselves.<br \/>\n&#8211; Ghost of Y\u014dtei&rsquo;s full menu and gameplay remain work in progress. Other titles can still have missing graphics, stalls or crashes; consult the status document for each title&rsquo;s observed milestone.<br \/>\n&nbsp;<br \/>\nDownloads and requirements<br \/>\n&#8211; Windows x64 portable ZIP, per-user installer, and SHA256SUMS.txt are attached to this release. Keep ps5pcem.exe and game-run.exe together.<br \/>\n&#8211; Windows 10 2004 or newer, x86-64, with a Vulkan 1.2-capable graphics driver.<br \/>\n&#8211; Games, firmware, keys and console system software are not included.<br \/>\n&#8211; These prototype binaries are not Authenticode-signed, so Windows may show an Unknown Publisher or Microsoft Defender SmartScreen warning.<\/em><br \/>\n&nbsp;<\/p>\n<p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=8399\" title=\"Download PS5PCEM\">T\u00e9l\u00e9charger PS5PCEM v0.3.0 alpha 4 (16.1 Mo)<\/a><\/p>\n<p class=\"p_site_officiel\"><a class=\"site_officiel\" href=\"https:\/\/github.com\/iStark\/PS5PCEM\" target=\"_blank\" rel=\"noopener\">Site Officiel<\/a><\/p>\n<p class=\"p_en_savoir_plus\"><a class=\"en_savoir_plus\" href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/476-sony-playstation-5\/\">En savoir plus&#8230;<\/a><\/p>\n<div class=\"fcbkbttn_buttons_block\" id=\"fcbkbttn_left\"><div class=\"fb-share-button  \" data-href=\"https:\/\/www.emu-france.com\/?p=136723\" data-type=\"button_count\" data-size=\"small\"><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>PS5PCEM est un \u00e9mulateur PlayStation 5 exp\u00e9rimental et un projet de recherche sur l\u2019interop\u00e9rabilit\u00e9, d\u00e9velopp\u00e9 en Zig. Il permet notamment l\u2019ex\u00e9cution native de code x86-64, le chargement d\u2019ex\u00e9cutables PS5 d\u00e9chiffr\u00e9s, l\u2019ex\u00e9cution de commandes graphiques AGC, la traduction de shaders RDNA2 &#8230;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[1],"tags":[],"class_list":["post-136723","post","type-post","status-publish","format-standard","hentry","category-par-defaut","uentry","postonpage-1","odd","post-author-Jets"],"jetpack_publicize_connections":[],"jetpack_shortlink":"https:\/\/wp.me\/pKi2R-zzd","jetpack_likes_enabled":false,"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/136723","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=136723"}],"version-history":[{"count":2,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/136723\/revisions"}],"predecessor-version":[{"id":136728,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/136723\/revisions\/136728"}],"wp:attachment":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=136723"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=136723"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=136723"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}