Pre-release-shadPS4-2026-08-08-c5ae3c6
Full Changelog: v.0.17.0...c5ae3c6
An early PlayStation 4 emulator for Windows, Linux and macOS.
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| Tuesday | No releases on Apr 28, 2026 | No releases on May 5, 2026 | No releases on May 12, 2026 | No releases on May 19, 2026 | No releases on May 26, 2026 | No releases on Jun 2, 2026 | No releases on Jun 9, 2026 | No releases on Jun 16, 2026 | No releases on Jun 23, 2026 | No releases on Jun 30, 2026 | No releases on Jul 7, 2026 | No releases on Jul 14, 2026 | No releases on Jul 21, 2026 | No releases on Jul 28, 2026 | No releases on Aug 4, 2026 | No releases on Aug 11, 2026 |
| Wednesday | No releases on Apr 29, 2026 | No releases on May 6, 2026 | No releases on May 13, 2026 | No releases on May 20, 2026 | No releases on May 27, 2026 | No releases on Jun 3, 2026 | No releases on Jun 10, 2026 | No releases on Jun 17, 2026 | No releases on Jun 24, 2026 | No releases on Jul 1, 2026 | No releases on Jul 8, 2026 | No releases on Jul 15, 2026 | No releases on Jul 22, 2026 | No releases on Jul 29, 2026 | No releases on Aug 5, 2026 | |
| Thursday | No releases on Apr 30, 2026 | No releases on May 7, 2026 | No releases on May 14, 2026 | No releases on May 21, 2026 | No releases on May 28, 2026 | No releases on Jun 4, 2026 | No releases on Jun 11, 2026 | No releases on Jun 18, 2026 | No releases on Jun 25, 2026 | No releases on Jul 2, 2026 | No releases on Jul 9, 2026 | No releases on Jul 16, 2026 | No releases on Jul 23, 2026 | 1 release on Jul 30, 2026 | No releases on Aug 6, 2026 | |
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9 releases in the last year
Full Changelog: v.0.17.0...c5ae3c6
shadPS4 v0.17.0
Welcome to another big release of shadPS4. This release is the first to introduce shadnet support, which although still doesn't offer much it allows to post your online scores and share them with other players. Still you can't play multiplayer games but we are working towards to make it possible one day. Another big update is ZArchive support. Forget the 20.000 files per game you can now use ZArchive files for compressing games and having them in 1 file instead of hundreds. KosmicKrisp has also landed in the world of macOS giving much better compatibility and speed to macOS users. There are several other fixes let's cover the most important below
T# min_lod implemented through VK_EXT_image_view_min_lodmemcmp fixedV_ADD_I32 carry-out propagation, V_LOG_CLAMP_F32, V_PK_MUL_LO_U16 fixPthreadOnce uses pthread primitives instead of std::mutexcmp and xor instructions involving the TCBsceKernelAllocateDirectMemory now honours search_endMS_VC_EXCEPTION is now passed through to the handler on WindowsPathType::TrophyDirsceNpTrophyRegisterContextThe shadPS4 team is excited to announce the release of shadPS4 v0.16.0, our largest update to date. This release delivers major improvements across emulation accuracy, graphics, audio, input handling, user experience, platform support, and developer infrastructure.
With hundreds of changes from dozens of contributors, v0.16.0 represents another significant step toward broader game compatibility and a more complete PlayStation 4 emulation experience.
v0.16.0 introduces the foundation of a new configuration architecture. This modernized system simplifies settings management, improves game-specific configuration handling, and lays the groundwork for future features.
The migration also includes save and trophy migration support to help users transition smoothly from previous versions.
A major milestone for the project is the introduction of an OpenAL-based audio backend. This work establishes a more flexible and portable audio foundation for future improvements while continuing to expand compatibility with PS4 audio functionality.
Initial camera emulation support has landed, bringing us closer to supporting titles and applications that rely on PlayStation Camera functionality.
One of the most requested features is finally here. Multiple users can now enjoy supported games together through the new local multiplayer infrastructure, further expanding gameplay possibilities within the emulator.
A brand-new Big Picture Mode provides a console-like experience designed for controllers and living-room setups. The interface includes dedicated settings integration, game folder management, and several quality-of-life improvements.
Users can now capture screenshots directly from the emulator, including support for overlays or game-only captures.
A substantial amount of work has been completed on the PS4 networking stack, with the first large implementation stages of the HTTP subsystem landing in this release. These additions improve compatibility with games and applications that depend on online communication APIs.
Graphics emulation received extensive work throughout the release cycle.
Numerous Vulkan fixes address validation errors, synchronization issues, resource destruction order problems, swapchain handling, and presentation stability. These changes significantly reduce crashes and improve reliability across a wide range of hardware.
Several fixes target GPU synchronization hazards, stale GPU memory handling, write-after-write scenarios, image layout transitions, and memory protection updates. Together these changes improve rendering correctness and reduce graphical corruption.
A large collection of mipmapping fixes resolves texture quality issues and rendering artifacts in various titles.
The shader recompiler and GCN decoder received major upgrades including support for:
These additions improve compatibility with titles that heavily utilize PlayStation 4 Pro ("Neo") GPU features.
Support has been expanded for more advanced pipeline configurations, including additional tessellation and geometry shader combinations required by modern PS4 titles.
In addition to the new OpenAL backend:
Controller support continues to mature with:
Several Unity-engine titles and games such as Driveclub also benefit from input regression fixes included in this release.
The trophy system received substantial attention:
The emulator now includes a notification system with support for positioning and icons, providing a more polished user experience.
Localization support continues to expand through updated translations and improved UTF-8 path handling.
A new mods directory structure makes it easier to organize and deploy game modifications.
This release improves portability across multiple operating systems:
A significant amount of engineering effort focused on stability and correctness:
These changes improve overall emulator reliability and make future development easier.
Hundreds of library updates, stubs, kernel fixes, and subsystem enhancements contribute to improved game compatibility.
Notable areas include:
Many games that previously crashed, hung, or exhibited incorrect behavior now progress further or operate correctly.
v0.16.0 is another major milestone in shadPS4's development. With foundational work completed for configuration management, audio, networking, multiplayer, camera support, testing infrastructure, and graphics emulation, the project is now positioned for even faster progress in future releases.
Thank you to everyone who contributes code, testing, bug reports, translations, documentation, and community support.
Enjoy shadPS4 v0.16.0!
Full Changelog: https://github.com/shadps4-emu/shadPS4/compare/v.0.15.0...v.0.16.0
Greetings, fellow users, testers, devs.
Missed us already? Here is a brand new shadPS4 release for you out there. A lot of new features is here to improve compatibility and general user experience as well. It is recommended to use 0.15.0 for some time since there are a lot of breaking changes coming to 0.15.1 WIP (that will correct and improve a lot of things), but we hope it will be production ready quite soon.
Enough talking, here is the latest shadPS4 version and it’s changes:
Greeting fellow users , testers , devs.
Here is a brand new release from shadPS4 , It took as some time but some nice features are here so we wanted to share them with all of you out there . This new release brings some more compatiblity with games and several bug fixes. You can check the list below
Added thread name to log lines Fixed float parsing in memory patcher Read compiled sdk version from eboot Added global emulator state class Corrected physical based handling for memory pools Add libSceRtc, libSceJpegDec, libSceJpegEnc, and libScePngEnc LLEs Changing the mouse speed does not affect the mouse speed offset Added libSceAudiodec to lle modules list Introducing key_manager for storing encryption keys Miscellaneous memory fixes and slight optimizations Added new cli parser using CLI11 filesystem: fill in timespec values for fstat Kernel.Vmm: Fix bug with VMA physical area tracking
M4AAC support in ajm Fixed dialog text input in IME dialog Fixed issues with winsock in sockets (sceNet) Stubbed libSceRudp Reimplemented dirents Stubbed libsceNpWebApi2 Lib.Videodec2: Stub sceVideodec2AllocateComputeQueue to return a valid computeQueue pointer Lib.Audio3d: sceAudio3dGetDefaultOpenParameters fix Ajm: fix init params initialization Improved path detection in Avplayer NetFixes : workaround for Epolls on P2P sockets implemented sceImeDialogGetPanelSizeExtended in Ime Dialog Np: libSceNpPartner001 stubs Added NpTus stub Delete unused fds in sceNetEpollDestroy and sys_socketclose Added pngenc HLE Fake Matching2 Skip stdin fd for want_read in select Fix default pthread attributes Prevent posix_pthread_mutexattr_settype from setting invalid mutex types ajm mp3: check frame size on every frame
Some fixes for tess shaders VS clip distance emulation for NVIDIA GPUs Implemented V_LSHR_B64 Implemented V_CMP_OP_F64 Implemented V_FFBH_I32 fix for incorrectly outputted attribute if cdist emulation is not needed
Small readback optimization Small fixes regarding GDS Prevent Rasterizer::IsMapped from returning true for memory ranges that wrap the address space
Here we are again with an early Christmas present. Santa might not have reached your home yet, but shadPS4 will.
This release brings the long-awaited Bloodborne speedup fix, along with a lot of AJM fixes from our great Roamic dev, who was kind enough to resolve some weird sound issues (God of War 3 and other games now almost have perfect sound).
There are also many additional fixes; I’ll try to summarize as much as I can below.
This release is dedicated to Matthew, who did a lot of work setting up our new shadps4.net site, so greetings to him as well.
So, Merry Christmas to all of you out there. Let’s hope the new year comes with world peace and a bit more logic out there.
Thank you all for your support!
-Windows: Limit address space maximum when higher addresses are not needed -FS: Prevent writing to directories -Kernel.Vmm: Protect Fixes -cpu_patches: Patch stack canary accesses -libkernel: Implement sceKernelEnableDmemAliasing, proper mapping type checks in posix_mmap -ENAMETOOLONG, posix_rename fix
-Stubbed libSceNpCommerce -Add basic mouse-to-touchpad emulation -np: Add dialog state tracking for NpCommerce -Implement http uri escape unescape,sceHttpUriSweepPath -Network: Fixed null string crash on sceNetResolverCreate -A lot of AJM fixes
-Avoid initializing Shader::PsColorBuffer in RefreshGraphicsKey -vk_rasterizer: Attempt to optimize compute clears -buffer_cache: Split DMA fault handling code from buffer cache -video_core: Reimplement inline data as buffer fill -renderer_vulkan: Remove primitive restart disable support check. -video_core: Initial implementation of pipeline cache -video_core: Scheduler priority pending operation queue
-Fix V_CMP_U64 -Implement V_FLOOR_F64 -Handle -1 as src1 in v_cmp_u64
-Re-implement custom trophy sounds using sdl3 mixer -Make FSR off by default
Some would say, "why a new release this early"? While releases came every 2-3 months before, the previous 0.12.0 release had an input change, which made multiple games unplayable, so we needed to patch it quite early. With that, some other interesting features and bugfixes came from development continuing as before, so enjoy. ;)
-Fix divide by zero in kernel time -Reverted controller change from 0.12.0 since it appears it breaks a lot of games -Fix patches being applied multiple times redundantly -Fix game arguments not being passed under a certain condition -Simulate write-only file access with read-write access -filesystem: return st_mtim in posix_stat (fixes RB4 / CUSA02901 DLC crash) -ImGui: keep drawing when there's a pending change_layer
-usbd: Implement usb backend system -usbd: Emulated Skylander Portal Backend -usbd: Add Infinity Base Backend -usbd: Added Dimension Toypad -Added get_authinfo -HttpLib: Implemented a few more functions -Initial font lib implementation -Better return stub for sceNetPoolCreate -Libkernel: Implement/stub some functions
-buffer_cache: smaller regions -add null gpu notice -Implement sceGnmDrawInitToDefaultContextStateInternal functions
-Remove Qt from emulator - Using lauchers from now on
Happy halloween ppl! It is a special day today and what more special than having a brand new shadps4 release . Although it was announced that it Qt builds were gonna removed from 0.12.0 , we decided to release it for one last time . Starting from 0.12.1 , shadPS4 will be cli only , but we already have launchers for you ready , check the download section of the site. Enough talking here is the latest shadPS4 version and it's changes
physical backing for flexible and pooled memory allocation Refactor direct memory handling Memory: Implement sceKernelMemoryPoolGetBlockStats Allow overlapping direct memory mappings Memory code cleanup and further direct memory fixes Handle various edge cases related to executable permissions. Kernel.Fs: Device file cleanup and /dev/rng implementation Lock linker mutex in RelocateAnyImports Increase address space limits and rework Windows address space initialization Fix alignment for mmap Fix return for running out of flexible memory Fix NoOverwrite flag behavior in MapMemory Read-only file mmap fix
Net: Epoll support avplayer: implemented AddSourceEx, SetAvSyncMode, Pause and Resume avplayer: do not start the video multiple times ajm: handle ParseRiffHeader flag avplayer: fix play request state handling Implemented sceSystemServiceLoadExec Fixing missing png extraction from trophy files Implemented sceNpTrophyGetGameIcon audioout: Do not wait for data within timer. avplayer: remove maximum audio delay Use correct trophy folder for games with multiple trophy lists NpManager: Implement more request-related behavior NpAuth: Improved stubs Ime fixes Fixes scePlayGoDialog status stub
Handle mixed samples attachments Better handling of image copies with DmaData Fix some image copy and buffer offset validation errors. image: Improve enforcement of image copy layer rules Move HDR swapchain configuration to present thread. buffer_cache: Bring back CPU path image_info: Fix guest size calculation for linear render targets amdgpu: Split liverpool registers and cleanup
Implement fallback path for missing shaderFloat16support Fix: V_MUL_I32_I24 | V_MUL_U32_U24
Make UpdatePlayTime not depend on Qt Make sys_modules folder configurable Add configurable extra memory Update Qt to 6.9.3 Add CLI argument to launch the emulator with global config or with default settings IPC: commands for volume adjustment, input parsing, fsr, gamepad select Add informative update message for Qt build deprecation
A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release with the most important that games that uses Unreal Engine are now start to booting and some of them are even playable.
Full Changelog: https://github.com/shadps4-emu/shadPS4/compare/v.0.10.0...v.0.11.0
Surprise! Bet you didn't expect a release from me, did you? :) Well you all asked for a miracle, and here I am, providing one. Anyways, this release is dedicated to one of our not-so-new dev, LNDF, who is responsible for a significant amount of the new GPU code, such as implementing Direct Memory Access for video memory. This isn't a solo endeavour though, there were far more updates to the emulator from the rest of the team as well, improving compatibility across well-known titles such as P.T, Driveclub, inFAMOUS, Bloodborne, The Last Guardian, Shadow of the Colossus (although this one still can't boot without hacks) and more:
As always, you can check out the full changelog here.
The big new feature this release brings with it is readbacks, which emulates shared memory on the PS4 by reading back memory that was modified on the GPU back to the CPU side, enabling a lot more games to function properly, fixing vertex explosions in Bloodborne and similar games, almost fully fixing climbing on Trico in The Last Guardian, and much, much more. It isn't enabled by default though, you'll have to turn it on manually in the config file yourself, as this is still a very experimental feature, and will break some games, plus it comes with a not insignificant hit to performance as well.
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