github shadps4-emu/shadPS4 v.0.20.0
shadps4 v0.20.0 - codename Dead Or Stephen 5 - The Comeback

latest releases: Pre-release-shadPS4-2026-10-14-c20cc3371b7ab0c978b23b1d9fb6f1c355672c1a, Pre-release-shadPS4-2026-10-14-124328bcd37cebd4ae2be7d755bd44f1d7b49469
4 hours ago

That was close wasn't it? I know you are not used to so close releases but we have a lot of new things to demonstrate so why not? This release is following the first official stable release of shadNet 0.1.0, so we have some online playability available (yes Bloodborne fans, online Bloodborne is now officially available). There are also a tons of fixes to different areas of emu , you can check the list below. The release is dedicated to our friend Stephen, who is taking a break from shadPS4 due of his studies. Stephen if you are reading this we already miss you ;/

Core

  • cpu_patches: Apply comprehensive SSE4a CPU patches on macOS
  • Shutdown NpHandler before restarting
  • cpu_patches: Enable static patching on Linux
  • cpu_patches: Patch (V)RCPPS and (V)RSQRTPS on Intel
  • Speed up game ID resolution
  • Anchor the FPS counter at startup and refactor counter movement check
  • address_space: Restore protections after splitting a mapped region on Windows
  • kernel: Implement POSIX file attribute and sync APIs
  • file_sys: Normalize guest paths and fix mount matching
  • Do not expand host mmap range during POSIX AddressSpace::Unmap
  • Advance the source pointer for each backing run in TryWriteBacking
  • Removed the signaling_info setting as it is no longer in use.
  • log SIGABRT signals on POSIX

Libraries

  • kernel/time: Implement monotonic real-time network clock
  • Camera code cleanup and fixes
  • ajm: Fix MP3 parser OOB and support Xing/VBRI headers
  • sysmodule : Fixed incorrect validateModuleId return.
  • Major Net rework. sceNet library has been rewritten with P2P support
  • gnmdriver: Implement sceGnmSetGsRingSizes and sceGnmSetupMipStatsReport
  • http: Redact credential headers in logs
  • http: Honor disable_https in HTTPS transport and private options
  • Implement private pthread barriers
  • Implement POSIX thread context, naming, file and process APIs
  • Fixes 33ms analog smoothing being accidentally applied to controller analog stick and triggers input
  • signaling-fix: always answer the offer
  • Implement sceGnmRequestFlipAndSubmitDone and sceGnmDrawIndirectCountMulti
  • Implement sceGnmComputeWaitSemaphore
  • signindialog: basic error returns
  • Added matching delay

Video Core

  • Renderer optimizations pt2 (texture cache edition)
  • Cover presentation waits and fragment texture reads
  • texture_cache: scan only the first page in FindImageFromRange
  • buffer_cache: allocate sparse backing with device address support
  • buffer_cache: Remove duplicate SynchronizeMemoryFromImage
  • vk_runtime: Use buffer copies to copy between D32 and D32S
  • vk_rasterizer: Track vertex, index and indirect buffers properly
  • vk_rasterizer: Restore image copy fast path
  • region_manager: Add lock free bypass check when no state update is required
  • liverpool: free the frames of nested indirect buffer tasks
  • texture_cache: initialize added depth-overlap subresources
  • video_core: Emulate zero/one MIN/MAX blend factors
  • vk_rasterizer: Apply pending fast clears on FMASK decompress
  • Link the stencil plane of DepthStencilCopy destinations
  • allow buffer copies between different layer counts
  • tile: Expand table to 2048x2048 images
  • renderer_vulkan: Bind a null index buffer instead of requiring maintenance6
  • Read CMask metadata
  • Handle null index base address in BindIndexBuffer

Shader Recompiler

  • shader_recompiler: Improve NaN handling
  • translate: Apply unbiasing to all instance id uses
  • Enable early fragment testing when configured
  • Allow step rates with base instance
  • Preserve EXEC scope after empty branch
  • Add subgroup barriers for shared memory dependencies
  • Implement proper clamping and handling for V_RCP_CLAMP_F32, V_RSQ_CLAMP_F32, V_RSQ_LEGACY_F32, V_LOG_CLAMP_F32
  • Detect fp64 usage from instruction types
  • Implement IMAGE_GATHER4_C_L
  • Unbias vertex and instance ids in every indirect draw
  • Handle another sharp patching pattern

UI

  • Big picture: recursive folder scanning
  • don't depend on console language always load cjk font
  • Added new shadnet notifications

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