github Coder787-source/KytyPlus v3.5

latest release: v3.6
one day ago

KytyPlus v3.5 Release Notes

Tag: v3.5 · License: GPL-2.0 · Platforms: Windows, macOS, Linux


Overview

v3.5 is the project's biggest compatibility milestone to date: the first confirmed real-game runs on an integrated GPU, and the farthest documented Silent Hill 2 result in the PS5 emulation scene — on hardware a fraction of the size of the rigs in the existing reports. It also fixes two crashes that blocked AAA titles at first present, and resolves the macOS/Linux CI breakage.

Headline results (verified)

🏔️ First real-game runs on an iGPU

  • Silent Hill 2 Remake (PPSA08709, UE5, PS5-native) renders its interactive content-warning screen on an AMD Radeon 840M (512 MB, shared memory) — glitch-free UI, working FSR 1.0 presentation of native 3840×2160 buffers, ~4-minute session with zero GPU hangs and a clean exit, at ~3.9 FPS. The session was ended manually, so the title could boot further — untested.
  • Upstream's documented ceiling for SH2 is a crash at boot/splash on 7900-class discrete GPUs (KytyPS5 #210, #77); see the compatibility table for the linked comparison.

🐛 Crash fixes

  • FSR present-thread race (SH2): the present thread could race device teardown between its readiness check and the FSR dispatch; the driver then dereferenced null inside the first present, killing the emulator via the exception handler. The dispatch now validates every handle under a mutex before recording anything, and the swapchain falls back to the plain blit path when FSR is unavailable. Verified on CB4: ~96 s of presents at 60 fps, zero faults after the previously-fatal window.
  • Unicode install paths: a non-ASCII character in the game folder path (e.g. the ’ in "It's About Time") crashed boot on the window-icon load. Missing icons are no longer fatal.
  • Double-fault in host exception register dump (landed just after v3.4): a fault while dumping guest registers no longer cascades.

🎛️ GPU-hang containment for UE5 volumetrics

  • One UE5 volumetric (fog) compute pass wedged the AMD APU on SH2's first real frame. It is currently skipped (volumetrics/fog will look wrong until the pass is implemented properly), and a guard validates storage-image atomics against host format support. Both are emulator-side; no game files are touched. Logging instrumentation that produced ~220 MB per run is now gated behind the debug dump setting.

🛠️ CI / platform

  • macOS & Linux builds fixed: the non-Windows OpenSSL wiring linked an arm64-only Homebrew library into the x86_64 macOS job, and a missing <atomic> include broke the Linux clang build. TLS stays Windows-only (WinHTTP) until a CI-viable OpenSSL exists; https:// on other platforms reports an unsupported scheme instead of failing.

Known limitations

  • SH2's volumetric/fog pass is skipped (see above); deeper gameplay is untested on both titles.
  • The bundled shadPS4 on Linux/Windows is the stock build (the source-build step falls back; see CI warnings) — normal PS4 delegation works, but SHADPS4_USER_DIR redirection is not active.
  • Performance on AAA titles is single-digit FPS on entry-level iGPUs; this release is a correctness milestone, not a playability claim.

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