{"id":137501,"date":"2026-10-03T08:09:48","date_gmt":"2026-10-03T06:09:48","guid":{"rendered":"https:\/\/www.emu-france.com\/?p=137501"},"modified":"2026-10-03T08:09:48","modified_gmt":"2026-10-03T06:09:48","slug":"consoles-de-salon-shadps4-v0-19","status":"publish","type":"post","link":"https:\/\/www.emu-france.com\/?p=137501","title":{"rendered":"[Consoles de salon] ShadPS4 v0.19"},"content":{"rendered":"<p><a href=\"https:\/\/github.com\/shadps4-emu\/shadPS4\/\" target=\"_blank\" rel=\"noopener noreferrer\">ShadPS4<\/a> est un \u00e9mulateur pr\u00e9liminaire de PS4 pour Windows et Linux \u00e9crit en C++ cr\u00e9\u00e9 par Shadow (d&rsquo;ou il tire son nom), auteur et contributeur de projets prestigieux comme PCSX, PCSX2, PCSP, JPCSP, Arcadeflex, RPCS3&#8230;<br \/>\n&nbsp;<br \/>\nA noter qu&rsquo;un module permettant l&rsquo;utilisation du Netplay est disponible <a href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/369-sony-playstation-4\/8354-shadnet\/\">ici<\/a>.<br \/>\n&nbsp;<br \/>\n<a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/09\/ShadPS4.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-81791\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/09\/ShadPS4.jpg\" alt=\"\" width=\"566\" height=\"166\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/09\/ShadPS4.jpg 2565w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/09\/ShadPS4-300x88.jpg 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/09\/ShadPS4-768x225.jpg 768w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/09\/ShadPS4-1024x300.jpg 1024w\" sizes=\"auto, (max-width: 566px) 100vw, 566px\" \/><\/a><br \/>\n&nbsp;<br \/>\nLes changements principaux en r\u00e9sum\u00e9:<br \/>\n<strong><em>Welcome back to another shadPS4 release . It is over one month since our previous release and guess what we are back again with a lot more fixes and a lot more playable games . Rapid work has been done in different areas of the emu, but i guess the glory goes to the huge amount of GPU fixes that improved so many games, some of them are really playable now . I won&rsquo;t steal the fun of discovering these, so here is a brief list of changes.<\/strong>.<\/p>\n<p>&nbsp;<br \/>\n<strong>Core<\/strong><br \/>\n&#8211; Rewrote signal emulation again<br \/>\n&#8211; Fixed incorrect error return on attempting to create a file in a nonexistent folder in a writable mount<br \/>\n&#8211; Fix reserved region coalescing in POSIX address space code<br \/>\n&#8211; Support loading entitlements from RIF licenses<br \/>\n&#8211; Optimized logger by replacing hash map with table lookup and hide implementation details<br \/>\n&#8211; Support loading DLC as ZAR<br \/>\n&#8211; Reworked slot vector<br \/>\n&#8211; Fixed sceKernelReserveVirtualRange alignment and add ClearName<br \/>\n&nbsp;<br \/>\n<strong>Libraries<\/strong><br \/>\n&#8211; Use present scheduler for blank frame prepare<br \/>\n&#8211; np_auth : Change default GetAuthorizationCode returns to be valid<br \/>\n&#8211; np_trophy: Fixed displaying of trophy name<br \/>\n&#8211; http2 : Fixes and cleanups<br \/>\n&#8211; np_tss : Added TSS support<br \/>\n&#8211; camera : Use a system mapping for camera frame data<br \/>\n&#8211; np_utility: Initial impelmentation<br \/>\n&#8211; vdec2: support for h265\/hevc<br \/>\n&#8211; ajm mp3: rely on ffmpeg parser for packet boundaries<br \/>\n&#8211; Kernel.Pthread: Remove RunThread stack logging<br \/>\n&#8211; np_web_api : Added pTo and pFrom to OrbisNpPeerAddressA support<br \/>\n&#8211; Very basic HLE Keyboard library<br \/>\n&#8211; scePthreadRwlockTimedrdlock \/ scePthreadRwlockTimedwrlock take a relative timeout in microseconds<br \/>\n&#8211; Implemented sceKernelGetProcessType<br \/>\n&#8211; Implemented sceKernelReleaseFlexibleMemory and POSIX mlock\/munlock aliases<br \/>\n&nbsp;<br \/>\n<strong>Video Core<\/strong><br \/>\n&#8211; Improve tsharp robustness<br \/>\n&#8211; Use stb_image_write for screenshots<br \/>\n&#8211; Emulate scaled min\/max blending<br \/>\n&#8211; Do not auto-select a software rendering device<br \/>\n&#8211; Decode sRGB for A2R10G10B10Srgb display buffers<br \/>\n&#8211; Handle QuadStrip as a triangle strip<br \/>\n&#8211; Add R8G8Srgb fallback to R8G8Unorm<br \/>\n&#8211; buffer_cache: Refactor buffer manager with sparse arenas<br \/>\n&#8211; Commit the emulated-LDS allocation taken from the stream buffer<br \/>\n&#8211; Only enable sampler comparison for comparison fetches<br \/>\n&#8211; Respect SPI_BARYC_CNTL front-face encoding<br \/>\n&#8211; Invalidate cached images after raw buffer writes<br \/>\n&#8211; Fixed locking behaviour for signals delivered to GPUComm thread<br \/>\n&#8211; buffer_cache: Rework memory tracker and implement batched uploads<br \/>\n&#8211; Moved on_submit callback before EndSession<br \/>\n&#8211; Fixed compute shader floating-point mode<br \/>\n&#8211; page_manager: Keep the fault probe within the faulting page<br \/>\n&#8211; Bind a default sampler for S# with undefined fields<br \/>\n&#8211; Fix sparse backing offsets, barriers, and memory budgeting<br \/>\n&#8211; texture_cache: Avoid associating color images with stencil<br \/>\n&#8211; Fixed mip layout and detiling of tiled textures<br \/>\n&nbsp;<br \/>\n<strong>Shader recompiler<\/strong><br \/>\n&#8211; Properly handle BaryCoord attributes on non-AMD GPUs<br \/>\n&#8211; Compute GDS offset dynamically instead of as compile-time constant<br \/>\n&#8211; Storage buffer related clean-up<br \/>\n&#8211; Neo: MIMG instructions<br \/>\n&#8211; Improve ssa rewrite pass correctness and readability<br \/>\n&#8211; Add support for virtual registers<br \/>\n&#8211; Add ssa destruction pass<br \/>\n&#8211; Decorate written storage buffers as Coherent<br \/>\n&#8211; Structurize later in the pipeline and cleanup<br \/>\n&#8211; Enhance shared memory barrier handling and add divergent loop detection<br \/>\n&#8211; Split resource tracking and flatten load from buffer for sharp source<br \/>\n&#8211; Reimplemented B64 SALU opcodes with U64 masks<br \/>\n&#8211; Implemented S_MEMTIME<br \/>\n&#8211; Implement S_BITSET0_B64 and S_BITSET1_B64<br \/>\n&#8211; Skip lowering for null buffer sharps<br \/>\n&#8211; Implemented some V_CMPX_U64 ops<br \/>\n&#8211; Lower wave64 constructs for wave32<br \/>\n&#8211; Refactor runtime info as two tagged unions<br \/>\n&#8211; resource_patching_pass: Accept ds_append\/consume without users<br \/>\n&#8211; Implement support for base vertex\/instance in indirect draws<br \/>\n&#8211; Recognize sharp sources broadcast via V_READFIRSTLANE_B32<br \/>\n&#8211; Properly check for immediate args in GetRealValue<br \/>\n&#8211; Refactored parser to enable vertex count calculation for position only copy shaders<br \/>\n&#8211; Implemented fragment sample coverage input<br \/>\n&#8211; Added pull-model barycentric support<br \/>\n&#8211; Test S_BITCMP_B64 against the full 64-bit src<br \/>\n&#8211; Fixed geometry invocation count comparison<br \/>\n&#8211; Lower ballot and MBCNT as a pair<br \/>\n&#8211; Define SampleId for BaryCoordSmoothSample on the KHR path<br \/>\n&#8211; Eliminate readlanes before the tessellation and ring passes<br \/>\n&#8211; Read user data from the flat buffer<br \/>\n&#8211; Fix gradient and offset for 1D images<br \/>\n&#8211; Lower PackedAncillary from attribute loads<br \/>\n&#8211; resource_patching: Patch thread id add instead of id itself<br \/>\n&#8211; Allow InverseBallot folding to fail on unhandled immediate arguments<br \/>\n&#8211; Fix OpImageTexelPointer coords for 1D<br \/>\n&#8211; V_CVT_PK_U8_F32 fixup<br \/>\n&#8211; V_ALIGNBIT_B32 \/ V_ALIGNBYTE_B32 fixup<br \/>\n&nbsp;<br \/>\n<strong>ShadNet<\/strong><br \/>\n&#8211; Online trophy support<\/em><br \/>\n&nbsp;<br \/>\nListe de compatibilit\u00e9 <a href=\"https:\/\/github.com\/shadps4-compatibility\/shadps4-game-compatibility\" target=\"_blank\" rel=\"noopener noreferrer\">ici<\/a>.<\/p>\n<p>&nbsp;<\/p>\n<p class=\"p_telecharger_icone_zip\"><p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=8018\" title=\"Download ShadPS4\">T\u00e9l\u00e9charger ShadPS4 v0.19 (29.9 Mo)<\/a><\/p><\/p>\n<p class=\"p_telecharger_icone_zip\"><p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=8235\" title=\"Download ShadPS4 (GUI)\">T\u00e9l\u00e9charger ShadPS4 (GUI) v374 (26.3 Mo)<\/a><\/p><\/p>\n<p class=\"p_site_officiel\"><a class=\"site_officiel\" href=\"https:\/\/shadps4.net\/\" target=\"_blank\" rel=\"noopener noreferrer\">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\/369-sony-playstation-4\/\">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=137501\" data-type=\"button_count\" data-size=\"small\"><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>ShadPS4 est un \u00e9mulateur pr\u00e9liminaire de PS4 pour Windows et Linux \u00e9crit en C++ cr\u00e9\u00e9 par Shadow (d&rsquo;ou il tire son nom), auteur et contributeur de projets prestigieux comme PCSX, PCSX2, PCSP, JPCSP, Arcadeflex, RPCS3&#8230; &nbsp; A noter qu&rsquo;un module &#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-137501","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-zLL","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\/137501","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=137501"}],"version-history":[{"count":1,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137501\/revisions"}],"predecessor-version":[{"id":137502,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137501\/revisions\/137502"}],"wp:attachment":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=137501"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=137501"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=137501"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}