
DOOM (homebrew port) on AnyPS5
Playable Runs on Windows and Linux: reaches DOOM's levels, you can move, shoot, use menus and save at about 35 FPS (DOOM's own speed), though it still needs some extra fixes beyond plain main.
- Nothing
- Boots
- Menus
- In game
- Playable
Windows: E1M1, further maps, menus and save/load reported on builds with merged fixes plus some still-open PRs. Linux: E1M1 on main plus three PRs and a relink workaround. Nobody has confirmed a run on plain current main alone.
Running it and it stopped on an error? Check the error against every report and fix for this game.
Screenshots
Posted by testers in the project's threads; the date links to the post. Click to enlarge.








Where it stands
This is not the retail PS5 DOOM. It is a free fan port of the original shareware DOOM for PS5 (lowbit/ps5-doom, version 1.1.1, title ID PPSA99666). It is the one title in AnyPS5's tracker that people have actually played to a usable state.
On Windows, testers on RTX 3060, 4070 and 4070 SUPER cards report the launcher, the title screen, Episode 1 level E1M1 and later maps. Movement, shooting, weapon switching on L1/R1, the main menu and level select work. One tester saw a save file written and loaded back on a later launch. Another reported stable 35 FPS with music, sound effects, menus and HUD. 35 FPS is the speed the original game runs at, so this is full speed.
On Linux, one tester reached E1M1 with movement and shooting working. That run used plain main plus three extra pull requests and a relink option that leaves out the game's own bundled libc module (a stand-in library whose placeholder functions return nothing, which stopped the game finding its data file). A fix for that problem was merged on October 10, but nobody has reported a re-test yet. The Linux run had no real GPU (a software Vulkan renderer), so hardware Linux speed is unknown.
Known quirk: on the first launch the GPU path for putting the picture on screen times out and the game switches to a slower CPU path. Windows testers on three different NVIDIA generations see this. A second launch in the same folder, with the shader cache warm, usually avoids it, though one tester still saw the fallback with a warm cache. Audio on Linux and long play sessions have not been tested.
| Windows | Playable on RTX 3060 / 4070 / 4070 SUPER: levels, menus, save/load, about 35 FPS. Uses merged fixes plus some open PRs. |
|---|---|
| Linux | 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. |
| macOS | No test report yet |
What is stopping it
- First launch with an empty shader cache: the GPU screen-presentation path times out on frame 1 and the game falls back to the CPU scaler. Seen on RTX 3060, 3080 and 4070 SUPER. Thread
- Homebrew titles ship a stand-in libc.prx whose 1,800+ exports all return 0. On Linux this hid DOOM's WAD file until the October 10 relinker fix; a broader report says the module can still make homebrew silently do nothing. Thread
- The Linux run still needs a pull request (#1307) that was open as of Oct 9, so Linux on plain main is unconfirmed. Thread
- On Linux, users outside the 'kvm' group cannot open /dev/udmabuf, so shared GPU memory is copied instead and GPU writes to it fail. The merged change only makes the error message clearer. Thread
How it got here
- First Windows run reaches E1M1; movement and shooting work on an integration build with several unmerged PRs. Documented in a compatibility-list PR. Source
- Fixes the game needs are merged: function aliases of different sizes, seven missing libc/kernel functions, and basic GPU compute support. Source
- Windows imports are now bound to the module they are declared for, so the game's bundled libc no longer hijacks system calls on Windows. Source
- A Linux tester reaches E1M1 with movement and shooting (ammo 50 to 48), using a workaround flag and three extra PRs. Reported at 35 FPS in game on software Vulkan. Source
- A Windows RTX 3080 test shows the first-launch slowdown comes from compiling the presentation shader; later launches with a warm cache skip the CPU fallback. Source
- Missing /download0 folder is now created at start-up when a game declares download data, which the game needed to write its log and saves. Source
- Linux fix merged so imports declared against system libraries are no longer bound to a game's placeholder libc module. Source
- Windows tester with RTX 4070 SUPER and a DualSense confirms save/load works, plus later maps, weapon switching, menus and level select. Source
- Another tester reports stable 35 FPS on an RTX 3060 with music, sound effects, menus and HUD, and posts screenshots and a screen recording. Source
Tested hardware
| PC | Result | |
|---|---|---|
| Windows 11 / RTX 4070 (integration build, 01.001.000) | Reached E1M1; movement and shooting work. Audio and long play not checked. | Report |
| Windows 11 / RTX 3080 / main d70b8998 | Title screen renders. First (cold) run falls back to CPU scaler at 59.9 FPS reported; runs 2 and 3 use GPU presentation at 43.6 and 40.1 FPS as reported by the title. | Report |
| Windows 11 / Ryzen 5 7600X / RTX 3060 (modified local branch) | Launcher 59.94 FPS, then 34.99 FPS in game; CPU scaler fallback on first frame. | Report |
| Windows 11 / Ryzen 9 7900 / RTX 4070 SUPER / DualSense (main 2edaf7f4 plus open PRs) | Save/load round trip works, later maps, weapon switching, level select. Fallback still seen even with a warm shader cache. | Report |
| Windows / RTX 3060 | Stable 35 FPS with music, sound effects, menus and HUD reported. | Report |
| Ubuntu 24.04 container / Ryzen 9 5900X / no GPU (Mesa llvmpipe) | Launcher 59.94 FPS; in game steady 35.00 FPS at about 2.1 CPU cores. Audio was a dummy driver, not tested. | Report |