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Sharpemu

SharpEmu is an experimental PlayStation 5 emulator written in C#. It loads a game's boot executable and runs the game's native CPU instructions directly on a Windows or Linux desktop host, while console operating system and library calls are reimplemented in managed code so unmodified games find the services they expect. GPU support is partial, covering some 3D titles. An experimental backward-compatibility mode also runs selected games from the previous console generation on the same emulator core.

Graphics are produced through a Vulkan translation layer that converts console GPU shaders and draw commands into pipelines a Vulkan-capable GPU can run. Compiled pipelines and shader analysis are cached on disk between launches to speed up repeated runs. Compatibility and performance vary by game, operating system, and driver.

Around the emulator core is a per-game patch and mod system. Patches are downloaded from a community repository matched to title ID and game version, validated so an invalid patch is rejected in full, and applied to memory at launch without altering the original game files. Settings are layered from shared defaults, per-title overrides, environment variables, and command-line arguments, and can be edited from a graphical interface or the command line. Games can be started from either a terminal or a desktop window.

The project also includes a debugging toolkit: a debugger server and frontend, tracing of native function calls and graphics draw calls, guest memory write inspection, shader dumping, and a GPU conformance tool. Tuning options cover threading, memory, audio latency, movie playback, and a performance overlay. Automated test projects cover library behavior, shader compilation, and source generators, and the suite can be run in Docker on Linux. Packaged release archives are available for Windows and Linux.

Features

  • PlayStation 5 Emulators - Loads a game's boot executable and runs its native CPU instructions on Windows or Linux, with partial GPU support for some 3D titles.
  • Per-Game Patch Managers - Downloads community patches matched to title ID and version, validates them in full, and applies them to memory at launch without altering game files.
  • Console GPU to Vulkan Translation Layers - Converts console GPU shaders and draw commands into Vulkan pipelines, with caching and tuning options for speed and compatibility.
  • Console GPU Shader Translators - Translates console GPU shader programs into Vulkan-ready shader modules so game visuals render on desktop graphics hardware.
6,545 stars·597 forks·C#·GPL-2.0·1 view
  • Console GPU Translation Layers - Converts console GPU shaders and draw commands into Vulkan pipelines so game visuals render on desktop graphics hardware.
  • Console System Call Hosts - Reimplements console operating system and library calls in managed code so unmodified games find the services they expect without original firmware.
  • Managed System Library Reimplementations - Reimplements console operating system and library calls in managed code so unmodified games find the services they expect.
  • Native Guest Code Execution - Runs the game's own machine code directly on the host processor for near-native speed while the surrounding system is emulated.
  • High-Level Emulation - Reimplements console operating system and library calls in managed code so unmodified games run without real firmware.
  • Shader Translation - Converts console GPU shader programs into Vulkan-compatible shader modules, with validation before loading.
  • Game Binary Patching - Applies patch definitions to game memory at launch, matched by title, version, and executable, leaving original game files untouched.
  • PlayStation 4 Emulation - Runs selected previous-generation console games through an experimental backward-compatibility mode on the same emulator core.
  • Console Emulation Debugging Toolkits - Bundles a debugger server and frontend, call and draw tracing, memory write inspection, shader dumping and a GPU conformance tool.
  • Per-Game Launch Parameters - Merges shared defaults, per-title overrides, environment variables and command-line arguments in a fixed order to produce each game's launch settings.
  • Emulator Debugging Tools - Includes a debugger server and frontend, native call and draw tracing, guest memory write inspection and shader dumping for emulated games.
  • Backward-Compatible Console Game Runners - Offers an experimental backward-compatibility mode that runs selected previous-generation console games on the same emulator core.
  • Emulation Performance Tuning - Offers environment variables and per-game settings for memory, threading, audio latency, movie playback and graphics behavior to improve speed and stability.
  • Game Client Mod Managers - Lets users download, enable and apply community patches and mods per game at launch, leaving the original game files untouched.
  • Shader Caching - Keeps compiled pipelines and shader analysis on disk between launches, with options to enable, disable, open or clear the cache folder.
  • Shader Caches - Stores compiled pipelines and shader analysis on disk between launches so repeated runs skip expensive compilation and load faster.
  • Vulkan Video Output - Outputs game graphics through a Vulkan-capable GPU, with compatibility and performance depending on game, operating system and driver.
  • Game Engine Memory Patching - Applies patch definitions that overwrite game memory after load, matched by title, version and executable, leaving original files untouched.
  • Per-Game Patch Managers - Offers a per-game window to search, filter, and enable patches with author and version details, saving choices per title.
  • Community Patch Downloads - Downloads patches from a community repository matched to title ID and game version, skipping unrelated ones.
  • Patch Validation Rules - Rejects an entire patch if any line is invalid, a pattern is not found, or a write is out of range.
  • Star history

    Star history chart for sharpemu/sharpemuStar history chart for sharpemu/sharpemu

    How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

    Frequently asked questions

    What does sharpemu/sharpemu do?

    SharpEmu is an experimental PlayStation 5 emulator written in C#. It loads a game's boot executable and runs the game's native CPU instructions directly on a Windows or Linux desktop host, while console operating system and library calls are reimplemented in managed code so unmodified games find the services they expect. GPU support is partial, covering some 3D titles. An experimental backward-compatibility mode also runs selected games from the previous console generation…

    What are the main features of sharpemu/sharpemu?

    The main features of sharpemu/sharpemu are: PlayStation 5 Emulators, Per-Game Patch Managers, Console GPU to Vulkan Translation Layers, Console GPU Shader Translators, Console GPU Translation Layers, Console System Call Hosts, Managed System Library Reimplementations, Native Guest Code Execution.

    Which projects share features with sharpemu/sharpemu?

    Projects with overlapping indexed features include: boykopovar/anyps5 — AnyPS5 is a tool that converts decrypted PS5 console executables into native Linux or Windows programs, so they run… ly05010419/macnativegames — MacNativeGames is a toolchain and runtime for running console and PC games natively on Apple silicon Macs, iPhones and… deadinside28/bloodborne_pc — Bloodborne PC is a native desktop port of a PlayStation 4 game that runs on Linux and Windows. It executes the game's… r3nzthecodegod/r3nzskin — R3nzSkin is a skin changer and game asset modifier for League of Legends. It functions as a utility to modify the… blueheisenberg/scskiller — SCSKiller is a desktop tool that prevents shader-compilation stutter in games by compiling a game's shaders into the… sonic2kk/steamtinkerlaunch — Steamtinkerlaunch is a game launch wrapper and Wine prefix orchestrator designed to manage the execution environment…

    Projects sharing features with Sharpemu

    These projects share indexed features with Sharpemu. Shared tags can include platform or build tooling; verify the primary use case before treating a result as a replacement.
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      boykopovar/AnyPS5

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      AnyPS5 is a tool that converts decrypted PS5 console executables into native Linux or Windows programs, so they run directly on desktop hardware without emulation or a separate runtime process. The conversion runs in a web page on the user's own device, so input files are never uploaded and never leave the local machine. A static relinker rewrites the executables ahead of time and links them against replacement implementations of the console's system libraries. The conversion rests on three translation layers. Reimplemented system libraries cover areas such as the C runtime, kernel, graphics

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    • ly05010419/macnativegamesly05010419 avatar

      ly05010419/MacNativeGames

      7,262View on GitHub↗

      MacNativeGames is a toolchain and runtime for running console and PC games natively on Apple silicon Macs, iPhones and iPads. It takes a game dump and console keys that you supply and, through a single build script, produces a Mac app or an unsigned iPhone and iPad package. Switch titles run by executing the game's own ARM64 code directly rather than through an emulator, with only the instructions the operating system requires being rewritten. A small built-in host answers the game's system calls, so original console firmware is not needed. Graphics are handled by a layer that reimplements th

      Capple-siliconarm64breath-of-the-wild
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    • deadinside28/bloodborne_pcdeadinside28 avatar

      deadinside28/bloodborne_pc

      3,955View on GitHub↗

      Bloodborne PC is a native desktop port of a PlayStation 4 game that runs on Linux and Windows. It executes the game's original x86-64 machine code directly on the PC processor, replacing the console's system libraries with a purpose-built runtime instead of emulating instructions one by one. The port ships no game assets and runs only from a game dump supplied by the user. Graphics are handled by a translation layer that converts the console GPU's command stream and shaders into Vulkan commands and SPIR-V, so the game renders on ordinary desktop graphics cards. On top of that sits a set of te

      C++
      View on GitHub↗3,955
    • r3nzthecodegod/r3nzskinR3nzTheCodeGOD avatar

      R3nzTheCodeGOD/R3nzSkin

      4,891View on GitHub↗

      R3nzSkin is a skin changer and game asset modifier for League of Legends. It functions as a utility to modify the visual appearance of characters and game objects in real time. The tool replaces in-game textures and models by updating local asset databases and modifying visual elements of a running game client without requiring a restart. It includes systems for automated game asset updates to ensure access to current cosmetic assets. Application preferences and custom appearance settings are managed through a graphical interface and persisted using JSON configuration files.

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