AnyPS5 ports PS5 executables to Linux and Windows without emulation

AnyPS5, a GitHub project (boykopovar/AnyPS5), describes itself as a tool for automatic porting of executables to Linux and Windows. It takes PS5 executables and converts them rather than emulating the console. The README says the tool includes a relinker that converts an executable to the target system's native format, together with implementations of system prx libraries suitable for dynamic linking. It states plainly: no emulation or separate runtime process.
The README separates the project's coverage from the whole PS5 system API. Its system-libraries percentage counts only the functions the project knows about so far, those declared in core/libs/prx, not every PS5 system function. The total grows as more functions are declared. The 87% in the Hacker News title is the submitter's wording; the README text available here gives the definition of the metric but no percentage.
On results, the README gives one performance data point: Dreaming Sarah, a 2D platformer, runs at a stable 60 fps on a GTX 1050 Ti with an i5-7500 at 3.4GHz. A game compatibility list with tested games and known issues is referenced, but its contents are not part of the text.
Other technical notes from the README: unsupported or unexpected states strictly throw std::runtime_error, with what() printed to stderr and the process terminating. The shader recompiler successfully produces SPIR-V, validated via Spirv-Tools when the project is built with ANYPS5_ENABLE_SPIRV_TOOLS. Input is covered too: SDL-mapped game controllers are supported, including analog sticks and triggers, and keyboard and mouse controls can be configured through an anyps5-input.ini file.
The README frames the project as intended for interoperability, research, preservation and compatibility. It says the project does not include, distribute or require copyrighted software, firmware, cryptographic keys or proprietary libraries, and that users are responsible for obtaining and using any binaries in line with applicable laws and their license terms. The project is licensed under the GNU General Public License version 2 only. The README also lists sections on usage, build instructions, technical debt, code style conventions and contributing.
Key facts
- AnyPS5 converts PS5 executables to the native format of Linux and Windows with a relinker, and says it uses no emulation or separate runtime process.
- It ships its own implementations of system prx libraries for dynamic linking; its coverage percentage counts only functions declared so far in core/libs/prx, not all PS5 system functions.
- Dreaming Sarah, a 2D platformer, is reported at a stable 60 fps on a GTX 1050 Ti with an i5-7500 at 3.4GHz.
- The shader recompiler produces SPIR-V; SDL-mapped controllers work, and keyboard and mouse can be set up via anyps5-input.ini.
- Licensed under GPL version 2 only; the README says it includes no copyrighted software, firmware, keys or proprietary libraries.
Why it matters
Most attempts to run console software on a PC emulate the hardware. AnyPS5 takes a different route, by its own description: it relinks the executable into the target system's native format and provides system libraries that the program links against dynamically. If that holds up on more titles, it would be a distinct approach for interoperability and preservation work. For now the README offers one concrete result, a 2D platformer at a stable 60 fps.
Who it affects
The README frames the project around interoperability, research, preservation and compatibility, so the natural audience is reverse engineers and people working on game preservation. It targets Linux and Windows users with the hardware named in the performance note, a GTX 1050 Ti and an i5-7500 at 3.4GHz. Contributors are pointed to sections on build instructions, code style conventions and technical debt.
How to use it
The README lists usage and build instructions as separate sections, though their contents are not in the text. Input can be handled with SDL-mapped game controllers, including analog sticks and triggers, or with keyboard and mouse configured in an anyps5-input.ini file. A SPIR-V validation step through Spirv-Tools is available when building with ANYPS5_ENABLE_SPIRV_TOOLS. The code is under GPL version 2 only. The README says users must source any binaries lawfully and within their license terms, since the project supplies none.
How solid is it
The evidence is the project's own README, and it is thin on numbers. The one performance figure is a stable 60 fps for Dreaming Sarah, a 2D platformer, on a GTX 1050 Ti. The 87% mapped-libraries figure in the submission title is not in the README text available here, which only defines the metric as a share of functions known to the project so far. The list of tested games and known issues is referenced but not reproduced. No performance figures are given for 3D or commercial AAA games.
Risks and caveats
Coverage is measured against what the project already knows, so the denominator grows as more functions are declared, and a high percentage does not mean most PS5 system functions are covered. The tool is strict about gaps: unsupported or unexpected states throw std::runtime_error, print what() to stderr and end the process. The README's legal framing is its own disclaimer: no copyrighted software, firmware, keys or proprietary libraries are included, and users carry responsibility for lawful use. The source does not state the legal status of the approach beyond that disclaimer.
“No emulation or separate runtime process.”
— AnyPS5 project README