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_DIRredirection 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.