AnyPS5 FAQ

Short answers, each checked against the upstream repository and its documentation. Where the project has not verified something, the answer says so.

Checked against the upstream repository on Oct 11, 2026.

The basics

What is AnyPS5?

AnyPS5 is an open-source tool (GPL-2.0) published on GitHub at boykopovar/AnyPS5. It ports PS5 executables to Linux and Windows in two parts: a relinker that converts the executable into the host system's native format, and re-implementations of the PS5 system libraries (.prx) that the converted program links against. The project describes itself as having no emulation and no separate runtime process.

Is AnyPS5 a PS5 emulator?

No. The upstream architecture notes put it plainly: nothing is emulated, and the converted executable runs as a normal process that calls native implementations of the system libraries. A PS5 already uses an x86-64 CPU, so the game's machine code can run directly on a PC once the file format and imports are rewritten. The GPU side is handled by a shader recompiler that turns PS5 shader code into SPIR-V for Vulkan. If you were searching for a “PS5 emulator on GitHub”, see how AnyPS5 compares with the emulator projects.

Is AnyPS5 legal? Does it come with games or firmware?

The project states that it is intended for interoperability, research, preservation and compatibility, and that it does not include, distribute or require copyrighted software, firmware, cryptographic keys or proprietary libraries. You are responsible for making sure any binaries you use with it were obtained and are used in line with the law and their licence terms where you live. This guide is not legal advice, hosts no game files and does not cover dumping or decrypting games.

Downloading

Where is the official AnyPS5 download?

Only on the project's GitHub releases page. The current release is v0.1.1, published Sep 28, 2026. It contains the relinker for Windows and Linux plus archives of the system libraries; there is no installer, launcher or “games pack”. Any site offering one is not the project. The download guide explains each file.

Do I have to build AnyPS5 from source?

No. Release v0.1.1 ships a prebuilt relinker for Windows (.exe) and Linux, plus prebuilt system libraries for both. Building from source is only needed if you want changes that landed after the release, and the project moves quickly: 1,904 pull requests have been merged so far. The build section lists the toolchain upstream supports.

Games and compatibility

Which games work with AnyPS5 right now?

The official compatibility table lists 2 verified titles: Dreaming Sarah (PPSA02929) and DOOM Shareware (homebrew) (PPSA99666). Dreaming Sarah is recorded as in game and playable on Windows. Beyond that, contributors track work-in-progress on 28 more titles in the “Game bring-up” discussions, usually on patched branches. Those threads are progress logs, not playable claims. The full picture is on the games page.

Does 100% shader coverage mean every game works?

No. The progress badges count things the project already knows about: 1,166 of 1,166 shader instructions handled by the recompiler, and 2,903 of 3,383 declared system-library functions implemented (85.81%). Upstream notes that the library figure is a share of functions declared so far, not of every PS5 system function, and that the total grows as more are declared. Whether a specific game runs is only established by testing that game. See how to read the progress numbers.

How is AnyPS5 different from KytyPS5 or shadPS4?

They take different routes. shadPS4 is a PlayStation 4 emulator. KytyPS5 (7.5K stars) describes itself as a PlayStation 5 translation layer based on a heavily modified Kyty, and you load games into it as a host program. AnyPS5 instead converts the game's executable into a native Windows or Linux program that links against re-implemented system libraries. The comparison page puts the projects side by side with current GitHub numbers.

Platforms, hardware and input

What do I need to run AnyPS5?

An x86-64 PC running Windows or Linux, a GPU with a Vulkan 1.1 driver that offers graphics and compute queues, the relinker and the matching system library archive from the same release, and a clean ELF executable of the title together with its bundled modules. On Intel processors add --to-intel when relinking. On Windows, make sure the page file is large enough: a title's direct memory (up to 13,824 MiB) is committed in full. The setup guide walks through it.

Does AnyPS5 work on Intel CPUs?

Yes, with a flag. The PS5 uses an AMD processor, and some titles contain AMD-only instructions. Passing --to-intel to the relinker converts the supported ones in the executable and its bundled modules. If it meets an instruction it cannot convert, the relinker stops with an error instead of producing a broken program. Both hardware columns in the official compatibility table are Intel systems (an i5-7500 and an i5-7200).

Does AnyPS5 run on macOS or Apple silicon?

Experimentally. The relinker has a --macos mode that produces an x86-64 Mach-O executable, and --to-rosetta lowers instructions that Rosetta lacks so the result can run on Apple silicon. However, the official compatibility table only has Windows and Linux columns, so no title is listed as verified on macOS. Treat it as a developer feature for now.

Can I use AnyPS5 on a Steam Deck?

Nothing official says so yet. A Steam Deck is an x86-64 Linux machine, which is the kind of host AnyPS5 targets, but the upstream compatibility notes still list “Linux with a hardware GPU” under not verified, and there is no Steam Deck entry in the table. If you try it, expect to need access to /dev/udmabuf (see the udmabuf fix) and report results upstream.

How do I use a controller, or keyboard and mouse?

Controllers that SDL recognises work automatically, including analog sticks and triggers, and can be plugged in while the game runs. Keyboard and mouse have built-in bindings that you can override with an anyps5-input.ini file placed next to the generated executable. The controls page has the full action list and a generator for the file.

Windows shows error 193 or error 126. What went wrong?

Error 193 usually means an original PS5 .prx module was placed in libs/, which is reserved for AnyPS5's own system libraries. Error 126 means one of the three MinGW runtime DLLs is missing from libs/, which only happens with self-built libraries because the release archives include them. Both are covered step by step in errors and fixes.

The project

How active is AnyPS5 development?

Very. The repository was created in August 2026 and, as of Oct 11, 2026, has 29,410 stars, 2,528 forks, 253 contributors and 1,904 merged pull requests. The last push to the main branch was on Oct 11, 2026.

How can I contribute or report a game result?

Read CONTRIBUTING.md first. The project has strict rules: one topic per branch, a limit of one open pull request until your first one is merged, and every function must either do what it should or throw. Game progress is tracked in the Game bring-up discussions; include your OS, GPU, the commit you built and any extra patches when you post a result.

Is this the official AnyPS5 website?

No. This is an independent guide. The official home of the project is its GitHub repository, and the official progress dashboard lives at boykopovar.github.io/AnyPS5. Every download link on this site goes to GitHub.

Something missing?

For questions about the software itself, the project's GitHub Discussions have a Q&A category. For practical steps, see the setup guide and errors and fixes.