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Minecraft (including Minecraft Preview) on AnyPS5

PPSA17221 · PPSA19639 · last report 11 Oct 2026

In game Gets into a world on Windows, but only with big local patches, and runs at about 31 fps at the default view distance.

  1. Nothing
  2. Boots
  3. Menus
  4. In game
  5. Playable

Windows: Minecraft Preview (PPSA19639) boots to the title screen at 60 fps and loads and walks around a world, but only with the reporter's large local patch; plain main gets about 7 fps in-world. The retail build (PPSA17221) was reported to load a world on a separate stack of local changes.

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

Two Minecraft builds are covered here: Minecraft Preview (PPSA19639) and the main game (PPSA17221). Both have been run on Windows. Minecraft Preview has the clearest report. On a locally patched build it reaches the title screen at 60 fps, creates and loads a world, walks around, and saves and quits. Saves show up in the world list afterwards. Keyboard input and audio work.

Speed is the weak point. At the game's default render distance (36 chunks) it draws 2,000 to 4,000 times per frame. On plain main that is about 7 fps. The reporter's speed-up patch brings it to about 31 fps. Lower render distances reach the 60 fps cap. In the screenshot of the world the game's own counter shows 21.6 fps.

A lot of fixes were needed. The Preview report lists eleven stops on main, including network calls that must fail late instead of at once, missing sign-in and sound libraries, a game thread that waits forever for a graphics event the console always sends (an end-of-pipe interrupt), and fake storage numbers that triggered out-of-storage dialogs. The reporter's patch includes stubs and is not ready to merge as it stands. A separate opt-in PR for the graphics event fix was closed.

For the retail game (PPSA17221), a different contributor (kjhq) says that main plus a set of their PRs plus some local changes loads a world on Windows. Most of that set is now merged on main: socket address handling, network read and write events, a Windows file-sync fix, mprotect, a write-throttling query and IPv6 address data. The game also needs a separate PR (#716) to load modules in its app root.

WindowsPreview 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.
LinuxNo test report yet
macOSNo test report yet

What is stopping it

  • Performance: thousands of nearly identical draws per frame are handled by a single worker thread. The reporter's draw-run speed-up is not upstream yet. Thread
  • The game waits forever for an end-of-pipe interrupt that its own graphics streams never request. The real console always sends one. An opt-in fix PR was closed by the project's intake pause. Thread
  • Several fixes in the reporter's patch are stubs and are not ready to merge, including sign-in, text-to-speech and save-data search behaviour. Thread
  • The retail game needs PR #716 to load the modules in its app root. Thread

How it got here

  1. Retail Minecraft (PPSA17221): a set of network and kernel PRs is opened. With them, plus local changes, the game loads a world on Windows. Source
  2. Minecraft Preview bring-up report: title screen at 60 fps, world creation, loading, walking and Save & Quit all work on a locally patched build. Source
  3. Merged: guest socket addresses are accepted whatever their length byte, which fixed every failed bind in the game's networking. Source
  4. Merged: Windows file sync no longer needs administrator rights, and async HTTP requests now report failure as a completion. Source
  5. Merged: POSIX mprotect, a write-throttling query, IPv6 address data, and a thread stack size below 16 KiB now returns an error instead of crashing. Source
  6. A PR for the missing end-of-pipe graphics event was proposed as an opt-in fix, then closed. Source
  7. Merged: read and write events for guest sockets, a long-standing piece of work the game needed. Source

Tested hardware

PCResult
Windows 11 Pro, Intel i9-9900K, NVIDIA RTX 2080 Ti, Minecraft Preview, main plus local patchTitle at 60 fps. In-world at 36 chunks: about 7 fps on plain main, about 31 fps with the patch (30.8-31.7 over two runs). Lower render distances reach 60 fps.Report