ShadPS4 0.12.0 Released - Happy Halloween

Felipe

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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.


Core​


  • mmap executable memory
  • Zero top bits in INSERTQ/EXTRQ
  • Fix read-only file unmaps on Windows
  • Standardize RegisterLib names for HLE libraries
  • Filesystem: Fix create flag handling in open
  • If CONTENT_ID is empty in param.sfo, try using TITLE_ID as fallback
  • Add an unreachable on hitting ud2 instead of getting stuck in an infinite loop
  • Microphone support
  • Only update configs when using a different build
  • Core: Return error if DirectMemoryQuery address is too high
  • Simple IPC for external control
  • Filesystem: Fix error behavior for close calls on std handles
  • Sockets fixes
  • Add entries for . and .. in MntPoints::IterateDirectory
  • Log user CPU, total RAM, and OS
  • Filesystem: Directory-related fixes
  • Memory: Align size and address in posix_munmap
  • Filesystem: Abstract handling of directory files
  • Replace direct usage of wrgsbase and rdgsbase with a more portable solution
  • config: Add present mode option.
  • Game specific configs
  • Improve memory address validation logic
  • Remove checks for symbol version_major and version_minor
  • Fix MXCSR and FPUCW registers on created threads
  • Log error on MapMemory out of flexible memory case
  • Open a dummy audio input device if none is present in the system
  • Ds4 Speaker Audio

Libs​


  • libkernel: Add missing mprotect export
  • IME fixes
  • video_out: Internal Resolution Support
  • Implement sceKernelGetSystemSwVersion
  • Implement sceAudio3dTerminate
  • Implement sceAudioOutGetLastOutputTime
  • Register posix_rename
  • Implement sceKernelError
  • Using custom usb lib
  • inet_ntop and inet_pton
  • Extract netmask and default gateway from host system
  • Implement simple DNS name resolution
  • Return the number of samples enqueued in AudioOut
  • Return an error before a pad is opened
  • scePadResetOrientation
  • Fix sceAudioOutOutputs
  • Fixed RetrieveNetmask for windows
  • Net: Fix various socket-related issues
  • sys_getpeername
  • Implement ORBIS_NET_CTL_INFO_HTTP_PROXY_CONFIG
  • Fix get/setsockopt levels
  • libkernel: more network functions for OpenOrbis compatibility
  • libSceAppContent: Use last 16 characters of DLC folder to determine entitlement label
  • Make libSceRtc fully HLE
  • Fixed green artifacts in movies/animations (ffmpeg)
  • Select support
  • libSceAppContent: Determine entitlement labels from additional content param.sfo
  • Fix sceVoiceGetPortInfo
  • Fix handling of RFC 3339 formatted dates
  • libSceNpParty: Stub out functions with not-in-party behavior
  • Add stubbed libSceNpProfileDialog library
  • Better libSceMove stubs
  • Better libSceCamera stubs
  • Implement ORBIS_NET_SO_ERROR_EX in GetSocketOptions
  • Improved libSceHmd stubs
  • libSceHmdSetupDialog stubs
  • libSceVrTracker stubs
  • semaphore: Invert priority order
  • semaphore: Fix determining wait status when canceled/deleted
  • Implement send/recvmsg
  • libkernel: Return EINVAL if mmap is called with length = 0
  • SaveData fixes
  • Handle null event flags in cancel and clear
  • AF_UNIX preliminary support
  • Np libraries cleanup
  • Implement sceKernelIsInSandbox, update OrbisSysModule Enum
  • equeue: Few fixes for sceKernelWaitEqueue
  • Implement getargc and getargv
  • Simple implementation of sceGnmUnmapComputeQueue
  • kernel: Improvements to condvars.
  • kernel: More thread code clean-up.

Shader recompiler​


  • Fix V_ADDC_U32 carry-out edge cases
  • Reorganize data share operations and implement GDS
  • ir_passes: Fold readlane with ff1 pattern
  • Implement ff1 with subgroup ops
  • Replace buffer pulling with attribute divisor for instance step rate
  • Implement guest barycentrics
  • Fix ff1_i32_b64 not accepting vcc as its argument
  • attribute: Correct bary coord function
  • Avoid clearing HTILE when shader contains address calculation
  • Implement MUBUF instructions for shorts/bytes
  • control_flow_graph: Treat empty conditional branch as noop
  • Fix incorrect bary coord loads when unsupported
  • Use VM bit for conditional discard
  • translate: Correct instance id fetch in local shader
  • V_ALIGNBYTE_B32 and V_ALIGNBIT_B32
  • Rework sharp tracking for robustness
  • Improve heuristic for attributes passed via ring buffers
  • ir: Perform degamma in shader when sampler sets force_degamma
  • Implement V_CMP_GT_U6
  • Improve shader exports accuracy (part 1)
  • Do not emit Layer when emulating primitive type with tessellation.
  • vector_interpolation: Address some assertions
  • Support multiple attributes using the same load in vertex fetch shaders
  • Handle S_LSHL_B32 in ParseCopyShader
  • Initialize all ClipDistance and CullDistance values
  • Handle ExecLo source in S_FF1_I32_B64
  • Apply float type for float buffer atomics
  • constant_propagation_pass: Handle a few more bitwise instructions.
  • Implement V_ADD_F64 and loading 64-bit float from SGPR.
  • Handle offsets and format overrides in fetch shaders
  • Relax dual source blending assert to allow up to two targets.
  • Allow vector and scalar offset in buffer address arg to LoadBuffer/StoreBuffer
  • Support PointSize and ViewportIndex attributes.
  • image: Do not set storage usage for block-encoded formats

GPU​


  • texture_cache: Change depth resolve new image back to max of resources
  • texture_cache: Async download of GPU modified linear images
  • buffer_cache: Bring back upload batching and temporary buffer
  • vk_rasterizer: Set render area to window scissor when no framebuffers are bound
  • renderer_vulkan: Handle more miscellaneous GPU setting
  • vk_instance: Remove usage of depth clamp control
  • liverpool_to_vk: Don't use remapped format for clear value
  • vk_pipeline_cache: Add fallbacks for R8Srgb and B5G6R5
  • texture_cache: Clamp buffer image height to microtile height
  • vk_rasterizer: Improve stencil clears
  • texture_cache: Do not modify mip height for copy in volume texture.
  • video_core: garbage collector (part 1)
  • video_core: Rework tile manager
  • texture_cache: Only queue image downloads if the image address is greater than zero.
  • video_core: Fix some struct comparisons.
  • vk_pipeline_cache: Cleanup graphics key refresh
  • renderer_vulkan: Restore color write dynamic state
  • vk_graphics_pipeline: Prioritize depth clip when separate clip/clamp control is not supported.
  • vk_pipeline_cache: Add storage images to descriptor heaps
  • vk_scheduler: Properly initialize vulkan structures in RenderState.
  • renderer_vulkan: Ignore blend parameters when disabled.
  • vk_rasterizer: Set image flag bits in resolve
  • liverpool: Write valid queries on PixelPipeStatDump
  • amdgpu: Report GPU perf counter in GPU cycles.
  • vk_rasterizer: Only assert on primitive restart if performing indexed draw
  • video_core: Upload buffer memory around unmapped pages
  • video_core: Address various UE bugs
  • video_core: Check DB_SHADER_CONTROL register before performing depth exports
  • texture_cache: Make sure that readback images are downloaded in time

QT interface​


  • Extend Qt detection to support multiple drives
  • Fix gui emulatorLanguage
  • Volume slider that adjusts how loud games are on a global level
  • Disable autoupdate on branches that aren't the official main
  • Add default trophy sound
  • Add toggle in the settings window for readbacks
  • Apply cheat/patch only if AppVer matches game version
  • Multiple controllers: Select active controller and set default controller
  • Added customizable controller hotkeys
  • Remapping Guis - more minor fixes
  • Fix Play Time - Wasn't saving every minute
  • Keybard/pad config common preset name is translated to target language
  • Qt: update to 6.9.2 and remove Mac workaround
  • Qt: enforce set order for kbm string mapping to prevent duplicate combo mappings
  • Move QT plugins to the qtplugins folder on Windows QT builds
  • Toggle to enable/disable logging
  • Qt: prevent saving/canceling for remapping/hotkeys dialogs while waiting for inputs
  • Add an option to change DLC path from the settings
  • Use icons, music and background images of updates if available
  • Qt: Add FSR options to settings GUI
  • Increase the size of the description text box
  • Log presets feature
  • QT: TrophyViewer size adjustment and 'Log' tab translated
  • QΤ: Add GUI for game-specific settings
  • QT: Add the Log tab to 'Default tab when opening settings'
  • Qt: Add descriptions for new experimental settings in GUI
  • QT: Fix Patches 'Incompatibility Notice'
  • Qt: Group game-specific and non-game-specific items in the same tabs
  • QT: Note Vulkan SDK requirement for validation tooltips
  • Fix loading fullscreen setting
 
Nice more ways for my friends to play gravity rush 2
 
With all these new features, bug fixes and optimizations it's an excellent upgrade to a great PS4 emulator for more powerful PCs.
I have a 10 year old CPU and 9 year old GPU and it can run Bloodborne fine.
RPCS3, Xenia, Xemu and Ryujinx are far more demanding
 
i will try it someday, there's not many ps4 games i want to play and most of them have PC versions or switch (which emulator runs most games with very good performance for me).

but i'd like to check the (certainly horrible) ps4 sakura wars and the (horrible too) valkyria revolution which doesn't run good in vita3k. oh, and gran turismo 7.

well, i don't think my computer will be able to run the emulator
 
Last edited:
Shadps4 0.12.0 released:

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.

Don’t forget to visit our newest forum at : https://shadps4.net/forums/

Enough talking here is the latest shadPS4 version and it’s changes

Core​

*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

Libraries​

*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

Video Core​

*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

Shader recompiler​

*Implement fallback path for missing shaderFloat16support*Fix: V_MUL_I32_I24 | V_MUL_U32_U24

GUI​

*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

Just visit our download page and don’t forget to send your reports to the our compatibility list (https://github.com/shadps4-compatibility/shadps4-game-compatibility )
 

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