Reports have been coming in that the PS5 emulator SharpEmu has run the PS5 versions of ASTRO BOT and Demon’s Souls all the way to actual gameplay screens.

In its early development, SharpEmu could not play any commercial games. It has now progressed to the point where some 3D games are controllable.

Elsewhere, "KytyPS5" has published compatibility information for titles that have reached gameplay, while "AnyPS5" takes a different approach, converting PS5 executables into a format that can run on Windows and Linux.

However, the "number of supported titles" and "implementation rate" that each project publishes do not measure the same thing.

To judge how close PS5 games are to running stably on PC, it is not enough to look at screenshots or demo videos. You also need to look at which environment was used and how far the game was confirmed to work.

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Even if ASTRO BOT runs, that doesn't mean it can be played to the end

SharpEmu's compatibility information lists ASTRO BOT and Demon’s Souls as test results dated October 1, 2026.

ASTRO BOT was tested with game version 1.018 and SharpEmu build a424a67; Demon’s Souls was tested with game version 1.004 and build 36acf4a. Both reports were made on Windows.

Report for ASTRO BOT Report for Demon’s Souls

Both titles have the compatibility status "Ingame." This means that processing has advanced beyond the boot screen and menus to a point where the game can actually be played.

However, "Ingame" does not mean "playable to the end without problems."

The Demon’s Souls report notes minor rendering issues and says performance is still heavy.

The body of the ASTRO BOT post states, "Playable on AMD GPUs, but there are problems with NVIDIA GPUs." However, the test environment listed in the same post is a Ryzen 7 5800X3D paired with a GeForce RTX 4070 Super. From that post alone, it is not clear which AMD GPU was confirmed to be playable.

Therefore, this single report cannot be generalized to "it works fine on AMD" or "it doesn't work on NVIDIA."

SharpEmu's compatibility list distinguishes between "Playable," where a game can be played through to the end apart from minor issues, and "Ingame," where gameplay is reached but major problems remain.

As of October 2, 2026, out of 61 tested titles, 10 are listed as Playable and 10 as Ingame.

SharpEmu compatibility list

Meanwhile, KytyPS5's "In game" means "reached controllable gameplay," and it includes cases where bugs that prevent completing the game remain.

KytyPS5 also shows, as a title's representative status, the best result among multiple reports submitted for different operating systems.

The progress rates published by AnyPS5 are different again. They count the status of support for PS5 functions and GPU instructions, not the number of games.

Project and metric Published figure What it counts What to check when using it
SharpEmu compatibility 61 tested, 10 Playable, 10 Ingame Playable means completable apart from minor issues; Ingame means gameplay is reached even if major problems remain Results by game version, SharpEmu build, and PC configuration
KytyPS5 compatibility 264 tested, 133 In game Reaching controllable gameplay, including cases where the game cannot be completed Whether you get the same result on your own OS and GPU, and whether you can keep progressing afterward
AnyPS5 function implementation 2,323 / 3,017 functions, 77.0% Functions defined in the project that are no longer treated as unimplemented Whether the game actually behaves as it requires
AnyPS5 GPU instruction support 614 / 1,166 instructions, 52.66% Instructions in the RDNA 1 and RDNA 2 instruction lists that the decoder can recognize Whether rendering after conversion is correct and stable

All figures in the table are based on each project's public information as of October 2, 2026.

However, because the test targets, emulator builds, PC configurations, and classification criteria differ, these numbers cannot be used to directly compare compatibility or the maturity of development.

Comparing SharpEmu's 10 titles with KytyPS5's 133 as they stand, or reading AnyPS5's "77%" as "77% of PS5 games run," would be far from the actual progress.

Even with the same x86-64 CPU, PS5 games don't simply run on a PC

The PS5 uses an AMD Zen 2-based CPU, whose instruction set is x86-64, also widely used in ordinary Windows PCs. Its GPU is based on RDNA 2.

Sony's PS5 specifications

Because of this, there is room to run the game's instructions directly on a PC's x86-64 CPU, without translating every CPU instruction into another format as is required when emulating a console with a different CPU architecture.

SharpEmu also takes the approach of executing PS5 games' CPU instructions directly on the host PC.

But CPU instructions running is not enough for PS5 games to run.

PS5-specific system functions used by games must be reproduced on Windows or Linux, connecting file operations, memory management, input, audio, and more to PC-side features.

The same goes for the GPU.

KytyPS5's development documentation explains a mechanism that analyzes PS5 GPU programs, converts them into an intermediate representation, ultimately generates SPIR-V, and passes the work to the PC's GPU via Vulkan.

KytyPS5 development documentation

Even if CPU-side processing runs correctly, if this GPU conversion is insufficient, the screen may not display properly or the game may stall partway.

SharpEmu's public release v0.0.4-release.2 also adds GPU instructions that can be converted to SPIR-V.

SharpEmu release information

The number of working games grows through an accumulation of such support, but adding one more supported instruction does not mean performance or compatibility improves for every title.

The projects also differ in origin.

SharpEmu is being developed from scratch in C#. KytyPS5, on the other hand, is built with substantial modifications on top of "Kyty," a PS4/PS5 emulator written in C++.

SharpEmu's README lists the PS4 emulator "shadPS4," Kyty, and others as projects it referred to for understanding architecture and native code execution.

Although some of the knowledge accumulated in developing previous-generation emulators can be used, PS5-specific features must be implemented individually and checked game by game.

SharpEmu's early README explained that it was at a stage where commercial games could not be played. That ASTRO BOT and Demon’s Souls have since reached gameplay is itself a sign of development progress.

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AnyPS5's "native execution" still requires converting GPU processing

AnyPS5 takes a somewhat different approach from SharpEmu and KytyPS5.

It is being developed as a tool that analyzes PS5 game executables and relinks them into a format that can run on Windows or Linux.

It attempts to run the game by connecting the PS5-specific system libraries the game depends on to substitute libraries prepared on the PC side.

AnyPS5 project

This differs from methods such as recovering a game's source code and recompiling it for PC to create an official PC version. It analyzes the existing executable and adapts its dependencies to the PC environment.

The developer describes this approach as "native execution" that does not go through a separate emulator process.

However, being able to run CPU instructions directly on a PC is a different matter from being able to run PS5 GPU processing as is on a PC GPU.

According to the remaining technical issues, shader recompilation is still performed while the game is running, just before it is handed to Vulkan.

Moving this processing to the time of executable conversion is under consideration for the future. For now, therefore, not all conversion is completed before the game launches.

As an example of actual game operation, the compatibility table records Dreaming Sarah as "In game, playable" on Windows.

AnyPS5 compatibility table

There is also a record of 60fps on a GeForce GTX 1050 Ti and Core i5-7500 setup.

However, the resolution, the scene measured, and whether the game could be played to the end are not stated. From this one title's result, one cannot assume the same performance for large-scale 3D titles.

Caution is also needed with AnyPS5's 77.0% function implementation rate.

The denominator of 3,017 functions is the set defined in the project so far, and is not a complete enumeration of every system function the PS5 has.

The remaining technical issues also note that some features are implemented only in a simplified form that does not perform the actual processing.

The same applies to the 52.66% for GPU instructions: it indicates that the decoder can recognize 614 instructions, not the proportion for which correct rendering has been confirmed in every game that uses them.

Detailed compatibility problems also remain on the CPU side.

AnyPS5 includes a feature to translate some AMD-specific instructions so they can run on Intel CPUs as well, but some instructions are still unsupported, and some processing has been verified only with artificial tests.

The fact that the PS5 and ordinary gaming PCs use x86-64-family CPUs is a development advantage, but it does not by itself reproduce the PS5's entire execution environment.

More important than "number of supported titles" is whether the same result can be reproduced

KytyPS5's weekly update for September 21–27 lists improvements not only to video but also to audio and input.

For ASTRO’s PLAYROOM, processing was added to send audio-driven vibration to a DualSense connected via USB. On the other hand, ray tracing is not yet supported, and HDR-to-SDR conversion also remains an open issue.

Weekly update

Even after gameplay screens can be reached, a great deal of work remains to reproduce an experience close to a real PS5.

This post was also the first "weekly update" KytyPS5 published; it does not mean the emulator itself was first made public at that time.

Some of the improvements introduced are works in progress on a development branch. As a result, a title shown working in a video or screenshot will not necessarily work the same way in the latest public build available to users.

AI-assisted development should likewise be considered separately as a project policy versus actual results.

SharpEmu permits the use of AI for research and code writing, but requires that developers themselves understand every line of code they submit and be able to fix and maintain it.

KytyPS5 likewise requires human understanding, review, and testing of AI-generated code, and states that ultimate responsibility rests with humans.

SharpEmu contribution guide KytyPS5 AI usage policy

These describe quality-control policies for AI-assisted development; they do not demonstrate effects such as AI having made development several times faster.

To judge whether PS5 games have reached the point where they can be played continuously on PC, we need more tests that use the same game version and emulator build and specify the OS, CPU, and GPU.

More important still is verification of whether a game can reach the same scene on a different PC, remain stable over long play sessions, and resume correctly after saving and quitting—not just whether it launches and runs for a few minutes.

If such results accumulate in public builds, the situation will move from the technical-demo stage of "a PS5 game ran on a PC" toward a stage where users can verify practicality for themselves.