Yunus Shaikh 5b49ab30b2 fix(agc): show the last frame's numbers in the performance overlay below 1 fps
Below 1 fps no one-second window holds two presents, so the overlay
showed FPS: 0.0, GPU: 0.0 MS and DRIVER: 0.0 MS, which is the common
case for titles that run slowly today. When the last second holds fewer
than two presents, FPS is now the last frame's rate, 1000 divided by its
time in ms, and GPU and DRIVER are that frame's growth of each total.
With two or more presents in the last second the numbers are the last
second's as before, so the two modes meet at 1 fps.

FPS below 1 is shown with two decimals: a frame every 2 s reads 0.50 and
one every 12 s reads 0.08. Times keep their format and their 9999 cap,
which USAGE.md now states for frames of 10 s or more. Nothing changes
while the overlay is hidden.
2026-10-14 19:00:29 +00:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

Web converter - files stay on your device.

anyps5_collage1

Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.

Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing

Status

libraries shaders

progress map

Progress history

* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.

Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.

The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).

Compatibility

Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.

Input mapping

SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.

Disclaimer

This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.

License

This project is licensed under the GNU General Public License version 2 only.

Languages
C++ 91.9%
Python 5.6%
CMake 2.2%
JavaScript 0.2%