boykopovar/AnyPS5

Tool for automatic PS5 executables porting to Linux and Windows

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Summary Information

Updated 39 minutes ago
Added to GitGenius on October 2nd, 2026
Created on August 3rd, 2026
Open Issues & Pull Requests: 269 (-75)
GitHub issues: Enabled
Number of forks: 2,358
Total Stargazers: 27,852 (+269)
Total Subscribers: 322 (+3)

Repository Insights (GitGenius)

Median issue/PR response: 1.3 hours
Mean response time: 7.7 hours
90th percentile: 19.2 hours
Tracked items: 99

How this project is maintained

Roughly one issue in five opened in the past year never receives a reply. 97% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. Almost all tracked open issues have seen activity in the last three months. Only 41% of issues opened in the past year have been closed. Three people close 69% of everything that gets resolved.

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Issue Activity (beta)

Open issues: 110
New in 7 days: 165
Closed in 7 days: 63
Avg open age: 1 days
Stale 30+ days: 0
Stale 90+ days: 0

Recent activity

Opened in 7 days: 162
Closed in 7 days: 63
Comments in 7 days: 245
Events in 7 days: 524

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Detailed Description

anyps5 is a tool for automatic porting of PS5 executables to Linux and Windows.

The tool solves the problem of running PS5 games on other platforms by performing direct binary translation rather than emulation. It works by using a relinker that converts PS5 executables to the target system's native format, paired with implementations of PS5 system libraries suitable for dynamic linking. The shader recompiler translates GPU shaders to SPIR-V format for use with Vulkan. No separate emulation layer or runtime process is required; the ported executable runs natively on the target platform.

Developers considering adoption should know that the tool targets games where a compatibility entry exists in its verified games list. It works best with titles that do not rely on unimplemented system functions, as unsupported or unexpected states cause the process to terminate with an error message. The project includes input mapping support for SDL-compatible game controllers as well as keyboard and mouse configuration. Building requires a C++20-compliant compiler; Linux builds use GCC, while Windows builds currently require MinGW-w64 GCC. On Intel hosts, an additional flag can lower AMD-specific instructions in the executable, though unsupported instructions or out-of-range jumps produce build errors.

The project maintains detailed technical debt documentation and code style conventions for contributors. Development activity shows active maintenance of the compatibility list and shader recompilation pipeline, with validation of SPIR-V output against the Spirv-Tools reference implementation when enabled. The codebase emphasizes strict error handling and compiler portability, though the latter is noted as not yet fully implemented. Documentation covers input mapping configuration, build requirements, and known issues for tested games.