CraziiEmu est un projet expérimental visant à exécuter des logiciels PlayStation 5 sous Windows, en combinant émulation et couche de compatibilité. Il est développé en C# avec .NET 10 et est destiné aux systèmes Windows 64 bits. Basé sur le projet open-source SharpEmu, il intègre un moteur d’exécution CPU à double mode (exécution native x86-64 à pleine vitesse ou interprétation précise pour le débogage), le rendu graphique sous Vulkan, la prise en charge des formats ELF et SELF de la console, ainsi qu’une gestion de la mémoire virtuelle allant jusqu’à 64 Go. Le tout est enveloppé dans une interface fluide au style console conçue avec Avalonia UI, qui propose un carrousel de jeux, une gestion dynamique des jaquettes et un mappage complet des manettes et du clavier.

Les nouveautés sont:
– Integrated foundational updates and core architecture from upstream SharpEmu v0.0.4, including modernized Vulkan presentation primitives, updated ELF loader structures, and low-level subsystem interfaces.
– Engineered a dedicated high-precision display clock enforcing a stable 60 FPS target cadence across both HLE flip calls and internal GPU command stream flips.
– Standardized default Vulkan presentation to FIFO VSync synchronization with Mailbox fallback to eliminate screen tearing and lock framerate to the host display refresh.
– Modularized the Vulkan graphics engine across independent, specialized subsystems for command streams, descriptor pools, pipelines, swapchain management, and guest draw calls.
– Introduced a dedicated asynchronous GPU worker pipeline to eliminate per-draw heap allocations and presentation stalls.
– Implemented cross-process configuration synchronization (CRAZIIEMU_CONFIG) ensuring settings changes (volume, audio toggle, hotkeys, input maps) apply live within 250ms without restarting the emulator.
– Resolved Unity engine rendering freezes in commercial titles (Among Us) by implementing flip completion semaphore signaling and 120Hz display refresh reporting.
– Aligned sceVideoOut event queue IDs with KytyPS5 specifications (0x0000000000000001) and enhanced sceKernelWaitEventQueue gate waking to prevent flip deadlocks.
– Upgraded the Gen5 shader compiler with an advanced resource materialization engine, SSA scalar value graphs, and automatic Vulkan binding layout planning.
– Implemented structured control flow graph analysis and data share swizzle translation for complex compute and pixel shaders.
– Expanded scalar uniform operations in the shader translator and made strict shader aborts opt-in for broader commercial game shader compatibility.
– Expanded the automated test suite to 19 passing test suites covering GPU timelines, memory views, pipelines, semaphores, shaders, audio gain, and input mappings.
– Updated verified commercial game compatibility documentation and showcase media covering Sonic Superstars, Dead Cells, Among Us, and Stray.

