github mihawk-99/PS5_RetroArch v0.3.0-alpha.3
PS5 RetroArch - Alpha 3

latest releases: v4.0.0-beta-4, v3.0.0-beta-3, v2.0.0-beta-2...
pre-releaseone month ago

PS5 RetroArch — Alpha 3 🎮

This release adds Dolphin (GameCube) to PS5 RetroArch, with support for up to 6× internal resolution through PS5_Vulkan. It also fixes save-state loading, frame pacing and several driver issues found while bringing Dolphin to the PS5.

✨ What's new

  • Dolphin at up to 6× internal resolution. Lower the resolution in Quick Menu → Core Options if a game or setting is too demanding.
  • Large GameCube save states now load without crashing. RetroArch's large buffers use a separate memory pool, leaving room for Dolphin's compiled code.
  • More even frame pacing in Dolphin. Dolphin supplies one frame for each frame step, including repeated frames.
  • Fixed slowdown at 120 Hz. RetroArch can request five swapchain images when displaying each game frame twice. This removed a measured 4–12% speed loss in heavier settings.
  • Fixed a texture leak when reloading a core or changing video settings. Each reload had left behind two textures and 13 driver memory mappings.
  • FTP access to saves, states and configuration files. At launch, RetroArch sets directories under PPSA99169 to 0777 and files to 0666, including existing files. Files that previously returned 550 Permission denied are now accessible.

🔧 Vulkan driver changes since R69

Round Change
R70 Render-to-texture uses GPU barriers instead of splitting the submission.
R71 Added dual-source blending for blend modes that use a second output colour.
R72 Corrected texel-buffer handling for 32-bit element counts.
R73 Reduced CPU overhead by reading default render-target registers once.
R74 Swapchains can provide the requested number of images, up to five.
R75–R77 Added multisampled image sampling, GPU resolves and linear render targets for Dolphin's MSAA. Previously, enabling MSAA stopped games at their first resolve.
R78 Added 2× and 8× MSAA and corrected sample positions across each 2×2 pixel block, fixing incorrect antialiasing on odd lines with 4× MSAA.

Graphics-pipeline destruction no longer incorrectly frees address zero or corrupts the driver's live-memory count. The driver also records CPU-side copies by kind and memory held in its profile file.

📥 Installation / updating

You need a PS5 configured to run homebrew, with FTP access and a launcher that supports folder-based titles.

  1. Back up config/, savefiles/ and savestates/ from /data/homebrew/PPSA99169/.
  2. Download and extract the release ZIP.
  3. Copy the entire PPSA99169 folder to /data/homebrew/PPSA99169/, replacing the old files.
  4. Confirm that /data/homebrew/PPSA99169/eboot.bin exists, then launch RetroArch through your homebrew launcher.

Important

Do not nest a second PPSA99169 folder inside the first one. Inside RetroArch, the title folder appears as /app0/.

🐛 Reporting issues

Include the core, game, steps to reproduce the issue, internal resolution, MSAA setting and display refresh rate. Save retroarch.log and trace.txt from the application folder before reopening RetroArch. Screenshots or video are especially useful for rendering and frame-pacing issues.

❤️ Credits

Developed by Mihawk, building on RetroArch, Dolphin, PS5_Vulkan, ProsperoLight and the ps5-payload-dev SDK.

Full credits and documentation are in the project README.

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