* [CLI] Restart under Rosetta with a 64 MiB gen0 GC budget Every collection suspends the runtime through FlushProcessWriteBuffers, which Rosetta 2 services by parking each thread in its runtime (notify_thread_waiters). A signal that reaches a parked thread trips Rosetta's "expected saved LR to be in translated code" assertion and wedges the process; Demon's Souls hit it in about half of its 3-5 minute runs while collecting almost twice a second. The gen0 budget is only read from the environment, so the process re-executes itself once with DOTNET_GCgen0size set (same pid). With 64 MiB, Demon's Souls collects about once every 6 seconds, gen0 and gen1 only, 0.26 s of pauses in 110 s. A 512 MiB budget made every collection a blocking gen1/gen2 pass of about a second. SHARPEMU_ROSETTA_GC_BUDGET=0 opts out. * [VideoOut] Let a buffer wait ignore CPU flips the graphics queue has not reached sceVideoOutSubmitFlip reserves its flip request, may sleep for pacing, and only then queues the flip preparation on the graphics queue. A command buffer submitted before it that starts with sceAgcDcbWaitUntilSafeForRendering on the same display buffer saw the reserved request as pending and waited for a preparation queued behind itself: the graphics queue never advanced and every compute queue waiting on its labels stalled with it. Demon's Souls hung this way on the boot splash in about one run in three. A CPU flip now counts for the wait only once the graphics queue runs its preparation; GPU flips are ordered from their packet. (cherry picked from commit 8915df35abad5fe8b15cc6418f1e563785d6e008) * [Media] Expire a host movie only once its playback stops advancing Host playback follows the guest's own Bink decode and audio clock, so on a slow host a movie plays slower than real time. The watchdog fired at the movie's duration plus a minute regardless, marked the file timed out and forced EOF on the guest's reads while its decoder was still mid-stream: Demon's Souls' 171 s attract movie froze on its last host frame for good. The watchdog now re-arms while frames keep advancing and expires a movie only after a minute without progress. (cherry picked from commit daad0f097d0c6369097aeef32b55c9f2d171110a) * [CLI] Preserve the managed entry point when restarting under Rosetta |
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| tools | ||
| .editorconfig | ||
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| CONTRIBUTING.md | ||
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| Directory.Packages.props | ||
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| README.md | ||
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README.md
SharpEmu
An experimental PlayStation 5 emulator for Windows, Linux and macOS.
Join our official Discord server for development updates, compatibility discussions, support, and community chat.
[!IMPORTANT] Official channels: Only sharpemu.app and the links listed in this GitHub repository are affiliated with SharpEmu. Any other websites, accounts, or donation pages are unofficial and unauthorized.
[!NOTE]
SharpEmu supports Windows x64, Linux x64, and macOS x64. Apple Silicon Macs can run the macOS x64 build through Rosetta 2, and Windows on ARM devices (e.g. Snapdragon) can run the Windows x64 build through Windows' built-in x64 emulation.
[!WARNING]
SharpEmu is an experimental PS5 emulator developed from scratch in C#. The current focus is on accuracy and infrastructure setup rather than game-specific compatibility.
Info
SharpEmu is an emulator project currently in its early stages of development.
This project is developed purely for research and educational purposes. There are no commercial goals associated with it. We enjoy learning about system architecture and reverse engineering.
SharpEmu focuses exclusively on the PlayStation 5.
Our goal is not to emulate PS4 games, as there is already an excellent emulator dedicated to that platform: ShadPS4.
Games Tested
| Demon's Souls Remake | ASTRO BOT |
|---|---|
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| ASTRO's PLAYROOM | Dead Cells |
|---|---|
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| God of War: Sons of Sparta | Tomb Raider V Remastered |
|---|---|
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Status
The emulator can currently load the eboot.bin of real games, execute native CPU instructions, and partially handle gpu-related functionality. Included 3D games.
SharpEmu supports Windows, Linux, and macOS hosts. Video output uses Vulkan on Windows and Linux, and MoltenVK on macOS. Platform support is still experimental, so compatibility and performance vary by game, operating system, and GPU driver.
Using
Download the release archive for your operating system, extract it, and launch
SharpEmu with the path to a legally obtained game's eboot.bin.
Or command line;
Windows PowerShell:
.\SharpEmu.exe "C:\path\to\game\eboot.bin" --log-to-file
Linux and macOS:
chmod +x ./SharpEmu
./SharpEmu "/path/to/game/eboot.bin" --log-to-file
SharpEmu supports environment variables that can be configured from the GUI. Undocumented variables are listed here: docs/sharpemu-gui-undocumented-env-vars.md
You can set them per game or globally in the GUI, or pass them directly through the CLI.
A Vulkan-capable GPU and current graphics driver are required. The macOS release includes the MoltenVK Vulkan implementation.
[!IMPORTANT]
This project does not support or condone piracy.
All games used during development and testing are dumped from consoles that we personally own.
Users are expected to use legally obtained copies of their games.
Build
- Install the .NET SDK version specified in
global.json. - Clone the repository:
git clone https://github.com/sharpemu/sharpemu.git - Open the solution file (
SharpEmu.slnx) in VSCode. - Build the project:
dotnet buildordotnet publish - Build artifacts will be located in the
artifactsdirectory.
Disclaimer
SharpEmu is an experimental emulator intended for research and educational purposes.
This project does not contain any copyrighted system firmware, game data, or proprietary PlayStation assets.
Special Thanks
The following projects were extremely helpful during development:
-
ShadPS4
Helped with understanding the basic architecture of the PlayStation 4. -
Kyty
One of the few PS5 emulator projects available and very useful for studying native code execution. -
Ryujinx
Provided valuable references for filesystem handling and low-level C# implementation patterns.
License
Support
Support SharpEmu via GitHub Sponsors or cryptocurrency. Every contribution helps fund ongoing development and long-term maintenance. GitHub Sponsors is the preferred way to support the project, but cryptocurrency donations are also appreciated.
ETH/USDT
0xF315F5d986c790bB3A58DbE60F1B2760997dEd82
BTC
bc1qmr9k8899njys5ny63xsues4jgmkk96erslrkmv
Contributing
Before opening an issue or pull request, please read our contribution guidelines:
The guide covers:
- Coding style and formatting
- AI-assisted contributions
- Pull request expectations
- Testing guidelines
- Legal and reverse engineering policy





