Games / List
AnyPS5 compatibility list
All 33 games with test reports, furthest along first. The Windows and Linux columns say how far each system has got, and whether that needed a testing branch.
| Game | Stage | Windows | Linux | Last report |
|---|---|---|---|---|
| Playable | Playable on RTX 3060 / 4070 / 4070 SUPER: levels, menus, save/load, about 35 FPS. Uses merged fixes plus some open PRs. | Reached E1M1 with movement and shooting (software Vulkan, no real GPU). Needed three extra PRs and a relink workaround; a proper fix was merged Oct 10 but is not yet re-tested. | 10 Oct 2026 | |
| Playable | In game at about 60 fps on current main, with music, ambience, panning and reverb working. | No report | 10 Oct 2026 | |
| Playable | Full gameplay at about 60 fps on current main, audio working, no errors in a 10-minute test. | Used by contributors for tracing; no clear play report in the threads. | 10 Oct 2026 | |
| Playable | Playable at about 58-60 fps on NVIDIA (RTX 3070, GTX 1050 Ti); AMD RX 6700 XT crashes in the AMD driver on main and reaches gameplay at about 60 fps only with an unmerged fix. | Works on Intel Arc after patches that are not merged (about 40-60 fps); release v0.1.1 segfaults on one Ubuntu setup; Wine run on Radeon Vega 8 shows a black window. | 11 Oct 2026 | |
| In game | A Windows tester measured Sonic Origins Plus's heaviest menu page at about 21-23 fps (RTX 2080 Ti) on a speed-fix branch; gameplay not reported | Main menu and Sonic 1 playable at 51-60 fps (960x540) on a testing branch with workarounds; other games untested | 10 Oct 2026 | |
| In game | Reached the first level on the PR #5 branch (NVIDIA, about 11 fps at 4K at first, about 48-50 fps in the pre-gameplay part later). A 2026-10-10 report says startup movie and main menu work at about 5 fps. | Menus run well; tutorial level reached with unmerged PRs at about 2 fps with wrong lighting. Plain main stops after 14 to 88 seconds depending on build options; another user gets a crash during start-up on v1.04. | 10 Oct 2026 | |
| In game | Reported playable by one tester (RX 6800 XT): logos, title, cutscenes, combat, first boss, save point. Another player reports about 5 crashes in 2 hours. | Intro plays at normal speed; window and shader cache load on a forked build; then random heap corruption. Plain main aborts at start-up on a memory-handshake error. | 10 Oct 2026 | |
| In game | In game (prologue) at about 27-28 fps in Performance mode on a testing branch; plain main stops at boot | No run reported; one boot fix was prepared on Linux by a contributor | 10 Oct 2026 | |
| In game | Preview boots to the title at 60 fps and loads a world on a local patch; about 7 fps in-world on main, about 31 fps with the patch. Retail reported to load a world on local changes. | No report | 11 Oct 2026 | |
| In game | Gameplay on the testing branch at about 2.7 to 19 FPS depending on the PC (about 11 FPS with a locally optimised build); an early shader crash at startup was reported on a recent main build (RTX 3060 Ti). | Gameplay on the testing branch (Nvidia, about 3 FPS in levels, 9 FPS in menus); on plain main the latest runs stop before the first frame or hit GPU hangs (AMD). | 10 Oct 2026 | |
| In game | Plays through several areas with sound at 44 to 52 fps on main plus four local changes; no anti-aliasing and one rendering artefact. | Crashes after the window appears with an undefined-symbol error in Il2CppUserAssemblies; not past that point. | 10 Oct 2026 | |
| In game | No report | Plays in the hub at ~24 fps on a testing stack with warm shader caches (RTX 4090); cold start and level loading on plain main still crash | 11 Oct 2026 | |
| In game | In game: opening areas at about 60 fps on AMD and NVIDIA test machines, with unmerged patches; one launch error reported on plain main | In game on a test branch at 7-19 fps; not yet retested on current main | 10 Oct 2026 | |
| In game | No report | Runs its first level on Arch Linux (RTX 4070 Ti SUPER); stutters while streaming | 10 Oct 2026 | |
| Furthest: logos, pop-ups, brightness screen and opening cutscene on a patched testing branch; extremely slow and needs far more memory than most PCs have. | Reaches a window and swapchain with a black screen; killed by running out of memory on 32 GB machines; on the software renderer llvmpipe it stops at a dispatch size limit. Not past the loading phase. | 10 Oct 2026 | ||
| No report | Reaches the main menu and loads the first level; the 3D scene is not rendered. Needs a testing branch and host import turned off. | 10 Oct 2026 | ||
| Setup screen reached on a private build at about 60 FPS; GPU hang after Continue. | No report | 10 Oct 2026 | ||
| Boots | Test branch gets through many stops and compiles shaders; window stays black (RTX 5070 Ti) | Window and swapchain are created; 140-168 frames presented on an integration stack, then a GPU wait times out; plain main presents nothing | 10 Oct 2026 | |
| Boots | Reaches its first presentation with local patches (RTX 3060 Laptop). With a v0.1.1 setup it fails to load libSceJobManager.prx. | Not clearly reported. Plain main stops at the missing libSceJobManager library (confirmed by a Linux import audit). | 10 Oct 2026 | |
| Boots | Reached the ELF entry point and passed an early file probe in early October (older build). No later report. | No report | 10 Oct 2026 | |
| Boots | Loads, reaches the game's entry point and runs through start-up; no menu or video reported. | No report | 10 Oct 2026 | |
| Boots | Gets past two start-up stops (module info, hypot) after fixes; nothing further reported. | Starts and renders on Arch Linux with an RX 9070 XT (Mesa RADV); performance fixes merged for memory imports. No menu or frame rate reported. | 11 Oct 2026 | |
| Boots | Plays the intro videos on main plus open pull requests; stops at the first fast-launch (mesh-style) draw after them. | Only the dump and file-format side was checked; the threads has no Linux run of the game itself. | 14 Oct 2026 | |
| Boots | Starts, opens window and swapchain, then crashes on libSceNet select (RTX 4060 Laptop); earlier fixes by an RTX 5070 tester | One report stopped on the shader call-target error before any display (closed as duplicate of #1817) | 10 Oct 2026 | |
| Boots | Boots and draws intro/UI on Windows 11 (MinGW build); fixes merged 2026-10-09 and 2026-10-10. | No report | 10 Oct 2026 | |
| Boots | No report | Presents splash and logo frames (~33 presents/s) on a stack of unmerged PRs, then black; main crashes ~11-40 s in depending on build | 10 Oct 2026 | |
| Boots | Reaches its own code on local patches; stopped by AGC graphics register checks. No picture shown. | No report | 11 Oct 2026 | |
| Boots | No report | Starts and runs about 30 seconds with placeholders for 8 missing imports, then stops at the audio system flag check; no frame shown. | 10 Oct 2026 | |
| Boots | Boot splash logos drawn on a test branch, at 0.04-0.14 fps; stops after a few minutes on bad indirect dispatch arguments. | No report | 10 Oct 2026 | |
| Boots | Reaches the loading screen with the merged fixes plus other unmerged changes; the first world load was running out of memory before the fix on 2026-10-09. | No report | 10 Oct 2026 | |
| Boots | Window opens and the FPS counter reads 0.00; 402 shaders fail to prepare, so nothing is drawn. | Reaches the first-boot brightness screen at 57-58 fps with a stack of unmerged PRs; plain main stops at 9 seconds with no window. | 10 Oct 2026 | |
| Nothing | Conversion (relinking) failed on TLS instructions; four fixes are now merged. No run reported. | No report | 10 Oct 2026 | |
| Nothing | Stops in the loader on unresolved system imports (event functions used by the Discord voice SDK). Never reaches game code. | No report | 11 Oct 2026 |