Games / Requirements
AnyPS5 system requirements
What a PC needs to run a game converted by AnyPS5, what testers actually used, and where the Steam Deck, Intel CPUs and Macs stand.
The short version
| Processor | 64-bit x86 (AMD or Intel). AMD Ryzen is the closest match to the PS5's chip; Intel needs one extra conversion flag. |
|---|---|
| Graphics | Any card with Vulkan 1.1 and up-to-date drivers. A dedicated card is picked over integrated graphics automatically. |
| Memory | Plan on 16 GB RAM or more. On Windows, RAM plus page file must cover up to 13.8 GB that a game reserves in one go. |
| System | 64-bit Windows or a current 64-bit Linux. macOS is not supported for running games yet. |
| Disk | Room for the game dump plus the shader cache, which grows the first time you play. |
The project itself has published one reference result: the 2D platformer Dreaming Sarah runs at 60 fps on a GTX 1050 Ti with an i5-7500, and at 36 fps on a laptop with Intel HD 620 graphics and an i5-7200U. Big 3D games are a different matter: they are limited by how complete AnyPS5 is, not by your PC, and today run at a few frames per second to around 30 even on top-end cards.
Why it needs an x86-64 PC
AnyPS5 does not translate the game's processor code. The PS5 has an 8-core AMD Zen 2 CPU, the same instruction family as a desktop PC, so the converted game runs its code directly. That is what makes it fast, and also why ARM machines (Apple silicon Macs, most phones, Snapdragon laptops) cannot run it without a translation layer.
The graphics side is translated: PS5 shaders are compiled for the console's AMD RDNA 2 chip, and AnyPS5 rewrites them to SPIR-V for Vulkan the first time a game uses them. That is the stutter and black screen you see on a first run.
Intel processors
Some PS5 games use instructions only AMD chips have. Convert those with --to-intel (a tick box in the command builder) and they run on Intel CPUs. If an instruction cannot be converted the relinker says so and stops, instead of producing a game that crashes later.
Windows: page file
A PS5 game sets aside a large pool of "direct memory" for graphics. On Windows AnyPS5 reserves the whole pool when the game asks for it, up to 13,824 MiB per game. If RAM plus page file cannot cover that on top of everything else running, the game stops with create direct memory backing … failed. Let Windows manage the page file size, or set it larger, and close other heavy programs.
Linux
Use the Linux build of the relinker and the prx-linux libraries. With AMD or Intel graphics (Mesa drivers), give your user access to /dev/udmabuf by adding it to the kvm group and logging in again; without it some memory is copied instead of shared, and certain GPU writes fail with BDA access failed. The NVIDIA proprietary driver does not use it.
Steam Deck and handhelds
On paper the Steam Deck is a good fit: an x86-64 AMD Zen 2 processor with RDNA 2 graphics, the same families as the PS5, running Linux with solid Vulkan drivers. So the Linux build is the one to try, in desktop mode. As of 11 October 2026, though, nobody has posted a Steam Deck test of a real game in the project's threads, and the games that reach gameplay already struggle on desktop graphics cards. Treat it as an experiment for small 2D games like Dreaming Sarah or Balatro for now. The same applies to Windows handhelds such as the ROG Ally and Legion Go.
Mac
The relinker itself builds and runs on macOS, including Apple silicon, and can produce an x86-64 macOS program (--macos, with --to-rosetta for Apple silicon). Running games on a Mac is not officially supported yet, and the long-running macOS support issue is still open. It is not impossible, though: on 10 October a tester reported Balatro at about 33 fps on an M1 Pro MacBook through Rosetta and MoltenVK (Vulkan on Metal), with one change of their own (report). Treat that as a proof of concept, not a setup to copy.
What testers actually ran
Every PC and result reported on the game pages, collected in one table. Most of these runs used testing branches with extra fixes; follow the report link for the details.
| Game | PC | Result |
|---|---|---|
| DOOM (homebrew port) | 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 | |
| Animal Well | Windows 11, Ryzen 5 5600XT, RTX 4070 SUPER, relinked with --windows | About 60 fps in game on main 2ba993a8 (reported by the contributor). Report |
| Windows (NVIDIA), rig not named in the PR | About 59 fps before a regression, 7.5 fps after it; a later draw-cache regression cost about 10 fps (42 to 52 fps after the fix). Report | |
| Balatro | Windows 11 Pro, Ryzen 7 7800X3D, RTX 5070 Ti (driver 616.92), main 4a747c48 | Full gameplay at about 60 fps for roughly 10 minutes, audio works, no errors. Report |
| Windows 11 Pro, Ryzen 7 7800X3D, RTX 5070, with local patches (early bring-up) | Steady 60 fps, reaches the menu, plays with music and sound effects. Report | |
| macOS, M1 Pro, MoltenVK, local flip-limit patch | About 33 fps, overwrite problem gone. Report | |
| Dreaming Sarah | Windows 11, Ryzen 5 3600X, RTX 3070, NVIDIA 32.0.15.9636, release v0.1.1 | About 58 fps average over 2 minutes (capped at 60), about 6% GPU, 630 MB RAM Report |
| Windows, GTX 1050 Ti | 12 fps before the texture re-upload fix, 60 fps after (PR #2096) Report | |
| Windows 11, RX 6700 XT, Adrenalin 25.10.45.05 | Crashes in amdvlk64.dll on main; about 59.7 fps in the first forest level with an unmerged workaround Report | |
| Windows 11, RTX 4080 | Boots, window and Vulkan swapchain up, clean exit on close; no fps given Report | |
| Linux CachyOS, KDE Wayland, Intel Arc (Meteor Lake), Mesa | About 4.5 fps before, 59.7 fps after an unmerged dma-buf import patch Report | |
| Fedora 44 GNOME Wayland, 3K display fractional scaling, Intel Arc (Meteor Lake), Mesa 26.2.3 | 27-35 fps on main, about 39 fps with an unmerged resize patch Report | |
| Arch Linux with Wine, Ryzen 5 Pro 3500U, Radeon Vega 8 | Black window, no image Report | |
| Ubuntu with GDB, release v0.1.1 (GPU not stated) | Segfault at start-up Report | |
| Sonic Origins | Ubuntu 26.04.1 (Wayland/XWayland) / Core i7-14700KF, 14 GB RAM / Radeon R9 380 2 GB, RADV Mesa 26.0.8, 960x540 | Sonic 1 at 51-60 fps (60 is full speed) with four speed branches; main menu about 10-11 fps; 4K about 1-2 fps before speed work. Report |
| Windows 11 / MinGW GCC 15.2 / RTX 2080 Ti | Heaviest Sonic Origins Plus menu page (about 1,650 draws per frame): 48.0 to 43.6 ms per frame (20.8 to 22.9 fps) after about 15 small speed fixes. Report | |
| Demon's Souls | Windows, 24-core CPU, NVIDIA GPU (PPSA01342, PR #5 branch) | About 11 fps at 4K at first, then about 48-50 fps in the intro/menu part; reached the first level, then stopped on an unsupported draw type. Report |
| Linux (Nobara 44, kernel 7.2), Ryzen 5 7600X, RTX 5070 Ti, 32 GB (PPSA01341 v1.07, main plus unmerged PRs) | Title screen 50-53 fps, opening cinematic 33-40 fps, character creation about 10 fps, tutorial level about 2.0-2.2 fps with wrong 3D lighting. Report | |
| Same Linux rig, plain main + #861 (2026-10-09/10) | Default build crashes at 14 s; with shader tools on it runs 85-88 s then stops on a shader validation error. Report | |
| Windows (hardware not stated), 2026-10-10 | Startup movie and main menu work at about 5 fps. Report | |
| Linux, Samsung SSD install, v1.04 (PPSA01342), AnyPS5 v0.1.1-2352 | Crashes with a segfault while the game's own network library initialises, before any window. Report | |
| God of War: Sons of Sparta | Windows 11 / AMD Ryzen / Radeon RX 6800 XT (Adrenalin 24.x) | Reported as fully playable through the first boss to a save altar; AFMF frame generation works. No fps given. Report |
| Windows 10/11 / Ryzen 7 7700 / RTX 3080 | Intro videos play stutter-free; Xbox controller View button opens map and journal; sharp output on high-DPI display. Report | |
| Ubuntu / AMD Ryzen APU (Barcelo) / RADV, forked build | Window (1920x1080), Vulkan and shader cache load; then random heap corruption. Report | |
| Linux CachyOS (kernel 7.2), GPU not stated | Intro plays at normal speed; combat and dialogue at consistent volume without a DualSense. Report | |
| Grand Theft Auto V | Windows 11 Pro / Ryzen 5 7600 / GeForce RTX 5080 (driver 32.0.16.1074) / 32 GB DDR5-5600 | Prologue at about 27-28 fps in Performance mode on the testing branch (about 10 fps on 3 Oct); Fidelity and RT modes only a few fps Report |
| Windows 11 Pro / Ryzen 5 7600 / RTX 5080, current main plus open fixes | First start screens at about 29 fps, then stops about 2 minutes in Report | |
| Windows 11 / Core i9-13900K / RTX 4090, gtav-next branch | Reaches Story Mode, then stops about 30 seconds in on every run Report | |
| Minecraft (including Minecraft Preview) | Windows 11 Pro, Intel i9-9900K, NVIDIA RTX 2080 Ti, Minecraft Preview, main plus local patch | Title 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 |
| Astro Bot | Windows 11 / Core Ultra 9 285K / RTX 5080 | Crash Site level about 11.1 FPS with a local stack of speed-ups (3.2 FPS before); 12.2 with a shadow-map hack the author will not propose Report |
| Windows 11 / Ryzen 7 5700X / Radeon RX 9060 XT | gameplay at 17 to 19 FPS after the intro, with freezes of 5 to 101 seconds where the picture stops and the sound continues Report | |
| Windows 11 / Ryzen 9 5900X / RTX 4070 Ti SUPER | title screen about 45 FPS, intro about 15 FPS, gameplay about 2.7 to 3 FPS Report | |
| Windows 11 / Ryzen 7 7800X3D / RTX 5070 Ti | Aerial Garden level about 3 FPS (GPU-bound); first run in Gorilla Nebula earlier at 5 to 10 FPS, 0.1 FPS in the level Report | |
| Linux (CachyOS) / Ryzen 5 5600X / RTX 3070 8 GB | about 9 FPS in title and menus, 3 to 5 FPS in the intro cinematic, 2 to 3 FPS in levels; out of video memory in heavy levels Report | |
| Linux (CachyOS) / i9-14900KF / RTX 4090 | intro, Crash Site tutorial, galaxy map and Sky Garden shown in a video (no FPS given) Report | |
| Linux (CachyOS) / Ryzen 7 7800X3D / RX 9070 XT (RADV) | intro plays; on main, GPU hang (ring timeout) 70 to 140 seconds in Report | |
| Linux / RTX 3090 (NVIDIA) | plain main: no window or frame in 300-second runs while shaders are still being prepared Report | |
| Silt | Windows 11 (build 10.0.26200) / AMD Radeon RX 5700 XT, GCC 15.2.0 build, main ba2a0a31 plus a 12-file local patch | 44 to 52 fps in game; boots, menu, new game and several areas; anti-aliasing off, one rendering artefact. Report |
| Hades II | Linux (CachyOS, kernel 7.2.9) / Ryzen 7 7800X3D, 32 GB / RTX 4090 24 GB, NVIDIA 615.71.09 | About 24 fps standing in the hub on current main plus open PRs, warm caches (MangoHud); an older stack with local speed work gave 40-45 fps. Report |
| Linux (CachyOS) / Ryzen 7 7800X3D / RTX 4090 | Used to test the CPU-core query fix; the PR says the game runs into gameplay on a local branch. Report | |
| Hollow Knight: Silksong | Windows 11 / Ryzen 7 9800X3D / Radeon RX 9070 XT | Playable at 60 fps into gameplay (intro movie, new game, room changes) Report |
| Windows 11 Pro / Ryzen 7 9800X3D / RTX 5090 (driver 617.42) | About 60 fps (600 presents per 10 s) in the first levels with APS5_STORE_AT_FLIP=1; garbled backgrounds or a crash without it Report | |
| Windows, NVIDIA GPU (user orbz22) | 43-60 fps in the first level, correct backgrounds with default settings Report | |
| Windows 11 / RTX 5090 (user andrey231) | Title menu and options menus show no boxed letters after the font fix Report | |
| Arch Linux / Core i7-8750H / GTX 1050 Ti Max-Q 4 GB, NVIDIA 580, Wayland | In game on a test branch at 7-19 fps; intro movie flickers Report | |
| Uncharted: Legacy of Thieves Collection | Arch Linux (kernel 7.2.6) / GCC 16.2.1 / NVIDIA RTX 4070 Ti SUPER, driver 615.71.09 | Runs its first level on the contributor's bring-up branch; no frame rate posted. CPU copies in the first level drop from 15.9 GiB to 316 MiB per run with an open perf PR. Report |
| Ghost of Yōtei | Windows 11 Pro / Intel Core i9-11900H / NVIDIA RTX 3080 Laptop 16 GB / 32 GB RAM (testing branch) | About 1 fps in the logos at first, about 5 fps after speed fixes; opening cutscene in the 3D world at about 3.4 frames per minute. Not playable. Report |
| Windows 11 Pro / Intel i9-13900K / NVIDIA RTX 4090 / 32 GB RAM (testing branch) | Boots to the Sony presents card; on the latest branch reached about 6,840 data-file reads in about 47 minutes of the title-scene load with no pop-up yet; committed memory peaked at about 54 GB on a main-like build. Report | |
| Linux / NVIDIA RTX 3080 Ti / 31 GB RAM + 31 GB swap | Creates a window and swapchain (black); killed by systemd-oomd with 24 to 25 GB RAM and 21 GB swap in use. Report | |
| Linux / llvmpipe (software Vulkan, LLVM 23.1.1) | Reaches a swapchain, then stops: a compute dispatch (129199x1x1) exceeds the device's work group limit. Report | |
| Linux (CachyOS) / AMD RX 9070 XT, RADV | Stops about 26 seconds in on the texture-table shader on plain main; with image-table pull requests applied it gets past that and stops on the next shader. Report | |
| Linux (Fedora 44) / AMD Ryzen 7 7800X3D / NVIDIA RTX 5070, game version 02.002.000 | Creates a window and swapchain and detects the controller, then stops on the missing sceVideoOutGetOutputStatusWithVrr function. Report | |
| Disney Epic Mickey: Rebrushed | Ubuntu 24.04, Intel Core i3-12100, AMD Radeon RX 7600 (RADV), 32 GB RAM | Title screen reached after about 14 minutes at 11.4 fps on kernel 6.8 with the memory-map caching PRs (#1810 and #861, not both merged). Without them the title screen was not reached (about 3 fps in the cinematic). Report |
| Same PC, host import off, first level | About 4.6 fps in the opening scene, 6.9 fps with the unmerged write-back speed-up (#2481/#3137). Note this scene was later found to be the intro movie, and the 3D level is not drawn at all. Report | |
| 007 First Light | Linux (CachyOS, kernel 7.2.9) / Ryzen 9 7950X3D / RTX 3080, NVIDIA 615.71.09 / 64 GB | Warm start: about 15.6 s from launch to the first flip (where the game stops) after the CPU fix; before the fix 23.5 s. Report |
| Linux (CachyOS) / RTX 3080 / 64 GB | Integration stack presents 140-168 frames, then a GPU wait times out; one cross-test ran out of memory. Report | |
| Windows 11 / GCC 15.2 / RTX 5070 Ti | Test branch runs through shader compilation and later stops; window stays black, no content seen. Report | |
| Astro's Playroom | Windows 11 / RTX 3060 Laptop (NVIDIA 616.92) | Runs to its first presentation with local patches. A fullscreen pass renders correctly once the out-of-bounds vertex workaround is applied. No fps given. Report |
| Windows 11 / Ryzen 5 5600 / RTX 3060 Ti | Fails to load libSceJobManager.prx (error 126); no gameplay claimed. Report | |
| Forked build (OS and GPU not stated) | Reaches 'Resident Load end', then aborts preparing a vertex shader. Report | |
| LEGO Horizon Adventures | Arch Linux, kernel 7.2.9, Mesa 26.2.4 RADV, RX 9070 XT (16 GB) | Runs and renders; used for performance profiling (no fps number given). The 576 MiB buffer copy cost about 100 ms per draw before a fix. Report |
| Windows 11, MinGW build (GPU not stated) | Gets past the start-up stop on the missing hypotf function. Report | |
| Marvel's Wolverine | Windows 11 Pro, AMD Ryzen 5 7600, NVIDIA GeForce RTX 5080, 32 GB DDR5 | Used to test the September memory, command buffer and thread fixes; no game progress beyond running reported. Report |
| Windows 11, RTX 3070, main plus several unmerged PRs and two local placeholders | Issues draws; the first presentation fails with a graphics interface mismatch. Report | |
| Minecraft Dungeons II | Windows (build 26300.9550) / MinGW GCC 15.2 / NVIDIA RTX 4060 Laptop, driver 617.14 | Starts, creates a 1536x864 window and swapchain, then aborts on an unimplemented libSceNet select. Report |
| Windows 11 / MinGW GCC 15.2 / NVIDIA RTX 5070 | Used for the start-up fixes; the title continues past each fixed stop (no fps reported). Report | |
| Planet Coaster | Windows 11, MinGW-w64 15.2.0 build (GPU not stated) | Starts, plays intro and draws UI; memory ballooned to 20.7 GB before PR #2283. Report |
| Ratchet & Clank: Rift Apart | Linux (CachyOS, kernel 7.2.9) / Ryzen 7 7800X3D / RX 9070 XT (RDNA4), RADV Mesa 26.2.4, headless gamescope | About 33 presents per second for 6 minutes on the test stack; splash and PlayStation Studios logo, then black. Report |
| Linux (CachyOS) / RX 9070 XT, RADV Mesa 26.2.4 | With a probe preparing the missing pixel-shader variant: runs 240 s with no stop; the intro and Insomniac logo render, then black. Report | |
| Linux / RTX 5080 | Segfaults about 40 s in on main 91b13413. Report | |
| Resident Evil 4 | Windows 10 (19045), MinGW-w64 GCC 15.2.0, Release build with local branches | Reaches the game's own code, then stops on graphics register checks. No fps reported. Report |
| Rise of the Ronin | CachyOS Linux 7.2.9 / Ryzen 7 7800X3D / RX 9070 XT (RDNA4), RADV / Mesa 26.2.4, headless in gamescope | No frame presented. About 30 s to the audio option check stop on main with placeholders for 8 missing imports. Report |
| STAR WARS: Galactic Racer | Windows 11 Pro, AMD Ryzen 9 9950X3D, 64 GB RAM, NVIDIA GeForce RTX 4080 16 GB (driver 617.14) | Boot splash logos shown at 0.04-0.14 fps on the test branch; stops after a few minutes (3-8 min) on a bad indirect dispatch. Report |
| Stray | Nobara Linux 44 (kernel 7.2), Ryzen 5 7600X, RTX 5070 Ti (NVIDIA 595.91.07), 32 GB | Brightness calibration screen at 57-58 fps for two 10-minute runs, with a PR stack; plain main stops at 9 s. Report |
| Windows, MinGW-w64 GCC 16.2.0, RTX 4060 Laptop GPU | Window opens, FPS counter at 0.00, 5.8 GiB used, nothing drawn. Report | |
| Palworld | Windows 10 (19045), MinGW-w64 GCC 15.2.0, Release build of main | Stops in the loader on unresolved imports; no game code runs. Report |