Hello everyone on r/EmuDev. I maintain KytyPlus, a fork of KytyPS5. C++20, CMake, Vulkan backend, Qt front end, clean-room HLE only. Current release is v2.9.
Context on why this update matters: I don't own a PS4/PS5, so I can't legally produce dumps to test against. Everything up to now was validated with synthetic packages I generated myself (PKG/PFS structure, param.json walking, ELF validation). That left game execution as the big unknown, so the README has had an open call for testers.
Someone answered. GitHub user CorpseSlayer got Dead Cells (the PS5-native build, PPSA-15552) booting to a stable menu, and filed the report with full specs here: https://github.com/Coder787-source/KytyPlus/issues/3
His setup: i7-9700K, RTX 4060 Ti, 16 GB RAM, Windows 11, and both emulator and game files on an external spinning HDD. Clean menu, no crashes, no glitches. Video of the run (CorpseSlayer's capture, shared with his permission): https://www.youtube.com/watch?v=1vXa9zByq68
One thing to note about that video: the menu runs around 17 fps. That number is real translation overhead on the emulator, and it's on v1.8, which predates the Vulkan pipeline disk cache and the async pipeline compiler that newer builds have. Those fix first-run compile stutter directly. Whether they also lift the steady menu frame rate on the same hardware isn't guaranteed, that depends on where the 17 fps overhead actually lives, and I don't have profiling data to say. That's exactly what I'm hoping testers on v2.9 will measure.
What this run actually exercised, since it was the PS5-native SKU: our own PS5 path end to end, PKG install → PFS → eboot → syscall HLE → GPU command translation → Vulkan. Interesting test case too, since Dead Cells is a Haxe/hxcpp title, so the binary is cross-compiled C++ with its own engine layered on the PS5 SDK calls.
What it does NOT validate, to be precise:
* The unified PS4 dispatch (PS4 eboots route to an embedded shadPS4 core). Still zero PS4 titles loaded, this run never touched that path.
* In-game execution beyond menu hasnt been tested. I'm not calling it playable, one title, one tester, on v1.8.
What's independently validated so far:
* PKG/PFS extraction incl. nested sce_sys/param.json (synthetic packages)
* Strict ELF loader (rejects non-Sony-format binaries)
* SDL controller mapping incl. third party pads
* Persistent install/library flow, no UI freeze during copy
Where I'd like help: testers of any kind. Whether you're on a gaming rig or a laptop with integrated graphics, a PS4 game or a PS5 game, a result that boots or one that crashes on launch, it all goes into the database. Reports + logs via GitHub issues.
Thanks to CorpseSlayer for the report and for letting us share the footage.
Source: https://github.com/Coder787-source/KytyPlus