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Stick inversion, please
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Set alternate keybind
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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:
Core
====
- devtools: Add Module Viewer
- equeue: fix WaitEqueue assert on nullptr and move small timer check to WaitForEvents
- Memory Cleanup & Fixes (like, a lot of them)
- Pthread affinity fixups
- Emulate libSceGnmDriver's init behavior
- equeue: Fix passing user data in user-triggered equeue events
- memory: Reduce clamp threshold to 2MB
- Improved sceKernelMapNamedFlexibleMemory logging and add misc function exports
- cpu_patches: Patch movntss and movntsd
- equeue: HrTimer fixes
- filesystem: Fixes for posix_rename and write
- input: Silence unmapped keybind mappings and add XBox paddles
- input: Replace Back Button Behaviour with a rebindable solution for touchpad left, right and center
- input: Emulate motion controls with a mouse
- input: Code and documentation cleanup
- kernel: Check returned module in sceKernelGetModuleInfoFromAddr
- bit_array: Remove non const operator~
- settings: Update outdated config files on startup
Libs
====
- Added libSceCompanionUtil, libSceVoice stubs
- net: Implemented sceNetInetNtop
- pad: Fix touchpad handling and change gyro calculation
- np_manager: Add option to fake user being signed in to PSN
- zlib: Fix request queues
- video_out: fix sceVideoOutGetResolutionStatus error behavior
- videodec2: Update structs to match newer firmwares
- np_trophy: Change initial context and handle values
- np_trophy: Fix potential out of bound crash
- kernel: Stub out SetGPO and GetGPI
- ngs2: Initialize system handle in HLE Ngs2 library
- video_out: Add alternate code paths for handling legacy struct behavior in sceVideodec2GetPictureInfo
Shader recompiler
=================
- Fix incorrect float type on FPRecip64
- Implemented opcodes: V_CVT_F64_U32, V_RCP_LEGACY_F32, S_FLBIT_I32_B64, BUFFER_ATOMIC_CMPSWAP, DS_READ_U16, DS_WRITE_B16, DS_ADD_U64, BUFFER_ATOMIC_SMAX_X2, BUFFER_ATOMIC_<U|S><MAX|MIN>_X2 and V_CMP_EQ_U64
- Misc opcode fixes
- Handle R128 bit in MIMG instructions
- Provide custom border color to samplers
- Implement dual source blending
- Implement linear interpolation support
- Better handling of geometry shader scenario G
- Patch SRT walker on segfault
- Cleanup fragment attribute handling
- Various fixes to shared memory and atomics
- Reduce cases where shared memory to buffer pass is needed
- Fix shared memory definition when only one type is used
- Handle immediate inline samplers
- Fix some shared memory accesses when workgroup struct is omitted
- Implement buffer atomic fmin/fmax instructions
- Fix handling unbound depth image
- Optimize general case of buffer addressing
- Mark image as written when its used with atomics
GPU
===
- video_core: Implement Direct Memory Access
- Fix image extent in buffer copy to image
- texture_cache: Handle overlap with equal address and different tiling mode
- liverpool: Stub PM4 opcodes 0x8E (GetLodStats) and 0x20 (SetPredication)
- liverpool: Implement PM4 opcode 0x22 (CondExec)
- texture_cache: Fix ExpandImage behaviour
- buffer_cache: Better image search for buffer validation
- texture_cache: Handle compressed views of uncompressed images
- buffer_cache: Inline data to cpu unless gpu modified
- tile_manager: Downgrade assert to error
- texture_cache: Basic handling of partially resident images
- liverpool: Handle PM4 type 2 in acb
- vulkan: Fix two validation errors introduced by shared memory changes
- texture_cache: Implement color<->depth copies
- buffer_cache: Bump device local staging buffer size
- texture_cache: Implement color to multisampled depth blit pass
- vulkan: Enable sampleRateShading
- vulkan: Log improper image format uses
- video_core: Page manager/region manager optimization
- video_core: Page manager and memory tracker improvements
- vk_rasterizer: Use shared_first_mutex
- vector_alu: Improve handling of mbcnt append/consume patterns
- buffer_cache: Fix various thread races on data upload and invalidation
GUI
===
- translations: A yes amount of Crowdin updates
- auto_update: Fix Changelog Error
- game_list: Set Minimum Icon Size List to 48
- qt: Update to 6.9.1
- qt: save gui settings to separate file
- remapping_gui: If duplicate unique inputs found, show which buttons have duplicates
- remapping_gui: Update gui with new touchpad inputs
- game_list: Favorites in the game list
- remapping_gui: Rewrite the Controller menu and add minor fixes to the Keyboard & Mouse one
Misc:
=====
- fork_detection: Fix SSH remote links
- building: Add missing dependency for Fedora
- launch: Launch games by providing their folder instead of the eboot path
- launch: Add option to ignore game patch
- building: Changed package name to openal-soft-devel reflecting the fedora name package change
- ci: Work around Qt issue on new Xcode
- building: add CMakePresets.json and expand the number of configurations
- building: Update note on recursive cloning
- building: Autodetect Qt install path on Windows
As always, you can check out the full changelog [here](https://github.com/shadps4-emu/shadPS4/c.....v.0.10.0).
---
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.

Hi,
How can I keep 2 versions alive. I want to keep 0.7.0 for pkg extract and play with 0.10.0 version.
Thx

You don't need to do anything to play the game, just install and play.
https://www.youtube.com/watch?v=6hpKuMKWjzY

all versions of shadps4 crash either at launch or when launching a game, at first I thought it was my VCredist but as the github suggests, I downloaded and installed every single vcredist possible so it's probably not that. Below there will be examples of versions and their exit codes.
a1509c06551d9026d40407a6c6d307ee827dd Pre-release:
crashes on launch
Exited with code -1073741795
0.9.0:
crashed on launch
Exited with code -1073741795
0.8.0:
crashed on launch
Exited with code -1073741795
my PC specs are:
AMD FX-6300
NVIDIA 970
16gb of ram
2 ssd
windows 10
If these aren't enough, you can ask me for more specific stuff.
With Driveclub becoming playable, how realistic would wheel support be? It would be amazing for that kind of SDL support much like what PCSX2 does.
Upon launching Bloodborne, there is a constant (almost epileptic) blue flash in the colors. That persists throughout the game. Also There is no text available in menus. That includes start menu, character creator and in game menu. Everything else works fine.
PC Specs:
OS: Windows 11 Home
CPU: Intel i7-1165G7
GPU: Intel Iris Xe Max
RAM: 16GB
Storage: SSD 512

https://www.youtube.com/watch?v=JuhZ9Iyx3O0
please help me ı will this game gaming
shad4ps no tab to install pkg