# shadPS4 v.0.18.0 — shadps4 v0.18.0 - codename UltraPersona - Product: shadPS4 (https://whatsnew.fyi/product/shadps4) - Vendor: shadPS4 - Date: 2026-08-18 - Version: v.0.18.0 - Original notes: https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.18.0 - Permalink: https://whatsnew.fyi/product/shadps4/releases/v.0.18.0 - Labels: Platforms: Desktop What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **fixed** — Fixed broken shadNet authorization in certain cases - **added** — AvPlayer can now be loaded as LLE using libSceAvPlayer.sprx and libSceAvPlayerStreaming.sprx modules - **fixed** — Fixed Shadow of the Colossus often hanging on boot through kernel event flag rewrite - **added** — Added experimental red zone protection workaround for 12th generation and onwards Intel CPUs on Windows - **added** — Added NpTus support to bring more functionality to shadNet - **fixed** — Fixed shadows in Persona games - **fixed** — Fixed some effects in inFAMOUS and Gravity Rush 2 - **changed** — Rewrote kernel event flags - **fixed** — Fixed ordering of loading libs with libScePad before sceNpManager - **added** — Added /dev/zero device - **added** — Added some exports needed for VSH - **changed** — Call sceLibcInternalMemoryMutexEnable LLE on startup - **added** — Added --mount flag and updated no-flags popup text with Big Picture Mode info - **changed** — Load guest modules below 4 GiB - **fixed** — Flush codec buffers on packet EOF in Videodec - **fixed** — Fixed sceNpWebApi2GetHttpResponseHeader functions - **added** — Added back HLE sceLibcHeapGetTraceInfo for when LLE libSceLibcInternal is not present - **added** — Implemented sceKernelIsDevkit and sceKernelIsCex - **fixed** — Fixed deadlocks on stop in AudioOut - **fixed** — Fixed issues related to platinum trophies in NpTrophy shadPS4 v0.18.0 "UltraPersona" Hello there, it hasn't been a while, has it? While not much time has passed since our last stable release, we are here again with a brand new one. The main reason for this release is broken shadNet authorization in certain cases on the 0.17.0 release, but we have some more interesting new features as well. Firstly, after some fixes, AvPlayer can now be loaded as LLE, meaning that you need the `libSceAvPlayer.sprx` (and `libSceAvPlayerStreaming.sprx`) module(s), which makes broken videos in a few games now work properly. The above change was enabled by calling `sceLibcInternalMemoryMutexEnable` in LLE LibcInternal at boot, found by [@liuk7071](https://github.com/liuk7071), the developer of ChonkyStation4, another PS4 emulator. A kernel event flag rewrite has also fixed Shadow of the Colossus often hanging on boot, and the game now consistently gets to menus. Another big feature is the experimental [red zone](https://en.wikipedia.org/wiki/Red_zone_%28computing%29) protection, which fixes an issue specific to 12th generation and onwards Intel CPUs exclusively on Windows, that was causing crashes and other undefined behaviour in lots of games that were not expecting to have their stacks' red zone clobbered by Windows exception handling. NpTus is also included in this new release, bringing more functionality to shadNet. A few more fixes on GPU are included, such as fixing shadows in Persona games, or some effects in inFAMOUS and Gravity Rush 2. There's probably fixes in some other games too, but that's you, the testers' and users' job to figure out. Below you can find a full list of changes for 0.18.0. Happy testing :) ##### Core - Rewrote kernel event flags - Added experimental workaround for Windows red-zone protection - Fixed ordering of loading libs (`libScePad` before `sceNpManager`), fixed issues in shadNet authorization - Added `/dev/zero` device - Added some exports needed for VSH - Call `sceLibcInternalMemoryMutexEnable` LLE on startup - Added `--mount` flag, updated the no-flags popup text with Big Picture Mode info, and fixed a few edge cases with command line parsing - Load guest modules below 4 GiB ##### Libraries - **Videodec**: Flush codec buffers on packet EOF - **NpWebApi2**: Fixed `sceNpWebApi2GetHttpResponseHeader` functions - **Libc_Internal**: Added back HLE `sceLibcHeapGetTraceInfo` for when LLE `libSceLibcInternal` is not present - **Kernel**: Implemented `sceKernelIsDevkit` and `sceKernelIsCex` - **Kernel**: Do not double destroy threads when free threads exceeds `MaxCachedThreads` - **AvPlayer**: You can now use LLE - **Sysmodule**: Enabled some more safe library LLEs - **Kernel**: Only clear `oact` if `oact` is provided - **NpTus**: Added NpTus support - **AudioOut**: Fixed deadlocks on stop - **NpTrophy**: Fixed issues related to platinum trophies ##### Video Core - Added more FMask formats - Honor `STENCILOPVAL` for GCN ReplaceOp stencil writes ##### Shader Recompiler - Fixed cubed array layer in `FixCubeCoords` - Lower user clip planes to clip distances - Use `a*b+c` instead of `fma` for `v_mad*` ops ##### Big Picture Mode - Launch game in clean process - Added zar support - Fixed update checker crash with certain zar/folder combinations ##### Misc - Fixed external FPS counters - Added draw call and dispatch counts to frame info overlay - Append last time played for each game in `play_time.txt`