The buffer pool's device tier (detiler scratch buffers and the staging shadows of written guest buffers) retained at most 512 MiB by default. A title whose working set of these buffers is larger allocates and frees device memory continually: PPSA14632 (LEGO Horizon Adventures) had 70761 misses and 69828 evictions per 10 s with 485 of 512 MiB retained, each a vkAllocateMemory or vkFreeMemory. The default budget is now an eighth of the largest device-local heap, and at least the old 512 MiB, so a 16 GiB card retains up to 2 GiB and an 8 GiB card 1 GiB. APS5_STAGING_POOL_MIB still sets it. Only the constructor knows the device, so only the budget comes from the heap. Whether the tier is in use at all (APS5_STAGING_POOL_MIB unset or not 0) stays a static check, DeviceTierEnabled, which Capacity, Usage and tierFor share, so the size classes and the tier stay consistent. On PPSA14632 with 2 GiB the device tier has 1312 misses and 99 evictions per 10 s (1628 MiB retained), and presents rise from about 34 to about 39 per 10 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| core | ||
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| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| README.md | ||
README.md
About
Tool for automatic executables porting to Linux and Windows.
Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.
Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing
Status
* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.
Dreaming Sarah (2D platformer) runs at a stable 60 fps on a GTX 1050 Ti / i5-7500 3.4GHz.
Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.
The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).
Compatibility
See the game compatibility list for tested games and known issues.
Input mapping
SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.
Disclaimer
This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.
License
This project is licensed under the GNU General Public License version 2 only.