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PS5PCEM

Test results

Title compatibility

How far each observed title gets, and what stops it going further. These results follow the status document in the emulator repository.

Playthrough reports carry the date the maintainer confirmed them. Every timing refers to the NVIDIA GeForce RTX 3070 Ti development machine and will differ on other hardware. Game content is supplied locally and is never distributed here.

34

Titles on record

Tested on 0.3.2

11

Playable · Completable

11

Reaches in-game scenes

12

Boot, intro or menus

How results are graded

Playable
Playable · Completable
The maintainer finished the title. Picture, sound and input behave correctly in the runs that were recorded, although frame rate still depends on the scene and the hardware.
In-game
Reaches in-game scenes
Loaded gameplay or in-engine scenes appear on screen, but no playthrough is claimed — frame rate, loading times or untested input stand in the way.
Intro / menus
Intro and menus render
The title draws its intro, logos, artwork or menus through the guest render graph. Gameplay has either not been reached or not been verified.
Boots
Boots and loads assets
Modules link and the engine bootstrap makes progress, but nothing is claimed about a frame reaching the screen.

Titles on record

Showing 34 of 34 titles.

  • Asterix & Obelix: Slap Them All! gameplay in a forest with the HUD and a GO sign, rendered by PS5PCEM

    Playable · Completable

    Finished end to end, with the intro and UI both correct.

    October 9 development retest: stationary opening-forest median 46.45 → 162.20 FPS, from 30-second UI-counter samples at 1080p output on RTX 3070 Ti. Later levels are not measured.

    Test history and captures(3)
  • Cat Quest III island gameplay with the HUD, mountains and blue sea, rendered by PS5PCEM

    Playable · Completable

    Finished, with menus, dialogue and island terrain all drawing correctly.

    Opening-island samples have a median of 124 ms, roughly 8 FPS, improved from about 148 ms before the optimisation work.

    Test history and captures(2)
  • Dreaming Sarah opening forest after bounded vertex uploads

    Playable · Completable

    Opening forest exceeds 100 FPS after vertex upload optimization.

    60-second opening sample: 198.25 FPS median, 187.8–203.2 FPS. After waking: 197.25 FPS; next platform screen: 144.35 FPS (30 seconds each).

    Test history and captures(2)
  • Pirate Base combat during the October 9 audio retest

    Playable · Completable

    Finished, with levels, HUD, score and parallax scene all correct.

    October 9 combat UI samples read 35.7–45.8 FPS. The historical 70–92 ms frames (11–14 FPS) used an earlier build and scene; this is not a matched speedup benchmark.

    Test history and captures(4)
  • Jurassic Park first level at the park gates after the font-atlas startup fix, rendered by PS5PCEM

    Playable · Completable

    Startup restored; the first level is verified again.

    Historical title and selection frames sampled at roughly 27 and 33 ms. The October 8 retest checked startup and the first level; it did not establish a new FPS benchmark.

    Test history and captures(2)
  • KeyWe post-office tutorial with two kiwis and movement, jump and dash prompts

    KeyWe

    Playable

    Playable · Completable

    Save-slot creation fixed; the opening tutorial is reachable.

    RTX 3070 Ti, 1920×1080, Vulkan. The diagnostic 30 FPS cap is not a measured frame rate or a sustained gameplay benchmark.

    Test history and captures(2)
  • Mighty Morphin Power Rangers: Rita's Rewind gameplay with the Red Ranger in the Command Center, rendered by PS5PCEM

    Playable · Completable

    Finished, from the publisher sequence through to Command Center gameplay.

    The intro holds roughly 13–20 ms per frame. Dense post-menu frames of about 255 draws cost around 470 ms, dominated by repeated guest-buffer staging.

    Test history and captures(2)
  • Quake II gameplay with a lit level, visible enemies and the player's weapon, rendered by PS5PCEM

    Playable · Completable

    Finished, with lighting, models and weapons all restored.

    The maintainer reports peaks of 60–70 FPS in lighter scenes, with busy combat noticeably slower. Buffer reuse and GPU clears cut transfer overhead.

    Test history and captures(6)
  • Raiden IV gameplay with the player ship, enemy formation, bullets and HUD; score 14000

    Playable · Completable

    First-level gameplay, working effects and reduced rendering costs.

    39.75 FPS: 1,193 frames in 30.013 seconds, one-second intervals 24.99–63.97 FPS. Later heavy combat was observed around 18–22 FPS. Moving scenes, not a controlled before/after comparison. RTX 3070 Ti, 1920×1080 output and observed internal target. The final snapshot optimization is not included in this timed candidate.

    Test history and captures(2)
  • Subnautica: Below Zero snowy crash site and survival HUD during the October 3 performance repeat

    Playable · Completable

    New Game reaches the opening world, with camera movement and walking verified.

    Second fresh launch, same executable and Survival save: menu 15.50 FPS; two unpaused 30-second stationary world samples 12.70 and 8.50 FPS, 10.60 FPS combined. Output 1080p, Speed preset, warm caches. No ten-second stop in these intervals, but shorter delays remain. The previous launch averaged 9.52 FPS. This is run-to-run variation, not a new optimization; 30 FPS remains unmet.

    Test history and captures(21)
  • Terminator 2D: No Fate gameplay with the player character, HUD and a desert scene, rendered by PS5PCEM

    Playable · Completable

    Played to the end with nothing reported wrong.

    Once warmed up, startup frames land between 22 and 65 ms on the reference host.

    Test history and captures(1)
  • ASTRO BOT ship interior after the streamed texture fix, with clean panels and robot surfaces

    ASTRO BOT

    In-game

    In-game · graphics improved · low FPS

    Streamed texture fix corrects the opening cinematic

    Opening cinematic: 327 frames / 30.0001754 s = 10.90 FPS. Earlier gameplay: 6.97 FPS in another scene/build; no paired speedup claim. RTX 3070 Ti, Vulkan, 1080p output, game-controlled 4K scanout. Development build.

    Test history and captures(24)
  • Charon's Staircase opening forest road with dark trees, bright road lighting and lens flare

    Opening 3D scene · controls unverified

    The illustrated introduction leads into the forest-road scene.

    Forest view: 9.1 FPS median (8.0–9.3), 30 counter readings over 29.852 s. Automatic Cross remains active; largest internal target 3456×1944. Not a game-wide benchmark. October 11 development build; RTX 3070 Ti, 1920×1080 output, Speed preset. Existing caches retained; automatic Cross input enabled. Internal rendering remains game-controlled.

    Test history and captures(1)
  • Dead Cells in the Prisoners’ Quarters with the lit room, character, tutorial prompt and HUD

    Dead Cells

    In-game

    Main menu · first level renders · playability unverified

    The first room, character and HUD render; menu music now produces a nonzero mix.

    Seven starting-room window-counter readings: 59.2–68.1 FPS, including 62.5 FPS at capture; not a timed median. Earlier main-menu readings: 71–72 FPS. RTX 3070 Ti, Speed preset, 1080p output request.

    Test history and captures(2)
  • Ghost of Yōtei Digital Deluxe Bonus notice, rendered by PS5PCEM

    Intro playback · bonus notices · brightness calibration · reaches in-game scenes · not playable

    Menus and the tree render, with visible defects and very low frame rates.

    October 13: 38 presented frames in 30.001 seconds (1.27 FPS), tree/settings sequence on RTX 3070 Ti at 1080p output. One first-use frame takes 461.2 seconds, including 433.5 seconds creating graphics and compute pipelines. These are different intervals, not a controlled before/after comparison. No FPS gain is established for the final memory change.

    Test history and captures(25)
  • Goat Simulator 3 controllable farm scene with goat, compass and objective rendered upside down

    In-game · inverted image · low FPS

    Controllable farm scene reached

    1.8 FPS median (1.7–1.8), 30 stationary window-counter samples over 30.011 seconds. RTX 3070 Ti, 1080p output, internal targets up to 3200×1800, Speed preset; caches retained.

    Test history and captures(1)
  • GTA III player and car at Callahan Bridge after cold launcher startup and the reflection publication fixes

    In-game · movement verified

    Cold launcher startup verified; green reflection publication fixed.

    October 10–11 opening-position checks: 7.37 FPS on the installed runner after a cold launch and 8.27 FPS after indexing uniform scalar analysis. Each interval is 30 unpaused seconds. A later 7.10 FPS sample with user movement is excluded from the stationary comparison. Performance mode, Bloom/Motion Blur off, Classic Lighting on; output 1080p, internal resolution game-controlled. Traffic and time of day vary. Further buffer-index and compact variant-key changes await a clean gameplay measurement; 10 FPS is not yet established.

    Test history and captures(5)
  • Six beside the suitcase in the opening room; dark lighting and reflective material defects remain

    In-game · rendering incomplete

    Save/reload works; opening gameplay measures 3.73–4.46 FPS.

    Updated default build: 4.46 FPS beside the suitcase, 3.73 FPS after moving right, each over 30 unpaused seconds. RTX 3070 Ti, 1080p output request, Speed preset, in-game Performance; internal resolution is game-controlled. The earlier 2.16 FPS check is not an identical-position comparison. 5 FPS is not achieved.

    Test history and captures(3)
  • Minecraft Legends tutorial with a mounted hero, health hearts, corrupted colors and black regions

    In-game · severe rendering defects

    Opening tutorial reached; movement verified

    No sustained FPS measurement in this capture run. RTX 3070 Ti, 1920×1080 output, Speed preset; existing caches retained.

    Test history and captures(1)
  • Monster Boy first level with HUD, character, hut and black polygon defects

    In-game · rendering defects

    First controllable level reached

    First level: 3.8–5.7 FPS, median 4.2; 30 one-second counter samples. RTX 3070 Ti, 1920×1080, Speed. Concurrent compilation affected the run; this is not an isolated benchmark.

    Test history and captures(1)
  • Severed Steel Trash Compactor after the exposure visibility fix, with objective and movement prompt

    In-game · rendering defects · low FPS

    Black-frame flicker fixed in the first level

    Latest stationary check: 261 flips / 30.0004 s = 8.70 FPS. RTX 3070 Ti, Vulkan, Speed, retained caches, 1920×1080 output; internal targets up to 3264×1836. This does not establish a speedup. Development build; testing paused after this check.

    Test history and captures(3)
  • The Precinct title menu with the NEW GAME confirmation, rendered by PS5PCEM

    Title menu, intro movies, and a first in-engine gameplay frame

    Plays both intro movies, draws the title menu, and enters the cold world load.

    The world-load frame now measures 2.1 s, down from 5.1 s, once descriptor recovery stopped replaying each kernel's prolog for every resource it names.

    Test history and captures(1)
  • Arcade Spirits main menu with START, LOAD, PREFS, PRIZES and ABOUT over the title artwork

    Main menu · opening video · gameplay unverified

    Startup fixed; the main menu measures a 252.9 FPS median.

    Menu: 252.9 FPS median, 221.1–272.3 FPS range from 30 one-second window-counter readings spanning 29.939 seconds, with automatic input disabled. RTX 3070 Ti, requested output 1920×1080, internal target 3840×2160. The intro capture shows 200.3 FPS, a single observation. These are not gameplay benchmarks or a before/after comparison.

    Test history and captures(1)
  • Arkanoid main mode-selection menu with Retro, Eternal Battle and Versus cards; window counter 45.2 FPS

    Title screen · main menu · gameplay unverified

    Startup and menu artwork restored; the mode-selection menu measures 45.6 FPS.

    Menu: 45.6 FPS median, 43.5–46.6 FPS range over 30 one-second window-counter samples spanning 29.962 seconds. Automatic Cross remained enabled. Title-screen observations: 138–149 FPS, not a timed benchmark. RTX 3070 Ti, 1920×1080 output request, 3840×2160 internal target. These are menu readings, not gameplay performance or a before/after comparison.

    Test history and captures(1)
  • Big Helmet Heroes main menu with character models, readable labels and dense orange grass

    Big Helmet Heroes

    Intro / menus

    Main menu and tutorial render · playability unverified

    Reaches a correct main menu and a tutorial scene, at single-digit frame rates.

    Main-menu median: 9.4 FPS (9.0–9.5), versus 4.9 FPS before; 45 one-second window-counter samples after warmup. RTX 3070 Ti, 1080p output, game-controlled internal resolution. All samples remain below 15 FPS. Tutorial performance was not retested.

    Test history and captures(5)
  • Medieval Dynasty main menu with vertically inverted snowy village artwork, logo and option text

    Medieval Dynasty

    Intro / menus

    Main menu · vertically inverted image

    The main menu renders, but its artwork and text are upside down.

    Menu: 32.3 FPS median (28.8–33.2), 30 readings over 29.763 s. Largest internal target 1920×1080. Not a gameplay benchmark. October 11 development build; RTX 3070 Ti, 1920×1080 output, Speed preset. Existing caches retained; automatic Cross input enabled. Internal rendering remains game-controlled.

    Test history and captures(1)
  • OXIDE Room 104 logo with GET UP and Options prompts; exported final scanout, not proof of character control

    Oxide Room 104

    Intro / menus

    Intro · GET UP prompt · controls unverified

    Past the post-Cross black screen with raster rendering

    Heavy-scene diagnostic samples: about 0.6–0.7 s per frame, not a controlled gameplay benchmark. RTX 3070 Ti, Vulkan, 1920×1080 output; internal targets reach 3840×2160. Captures and compilation affected parts of the run.

    Test history and captures(2)
  • PAC-MAN WORLD Re-PAC title logo and Cross prompt over a dark island background

    Intro · title and terms screens

    Opening movie and title screen reached; movie colors are incorrect.

    Startup transitions: 9.55 FPS median, 5.9–14.1 over 30 counter samples spanning 29.927 s. Concurrent desktop launcher activity; not a stationary or gameplay benchmark. October 11 development build; RTX 3070 Ti, 1920×1080 output, Speed preset. Existing caches retained; automatic Cross input enabled. Internal rendering remains game-controlled.

    Test history and captures(1)
  • Police Simulator main menu with a severely corrupted green background

    Intro/menu · rendering defects

    Career creation and district selection reached

    Main-menu capture: 16.3 FPS, one reading. Corrupted district selection: 8.2–9.9 FPS, median 9.2, 30 one-second samples. RTX 3070 Ti, Speed, 1920×1080 output; internal targets reach 2560×1440. These are not gameplay FPS.

    Test history and captures(1)
  • REANIMAL animated title menu with incomplete option labels, rendered by PS5PCEM

    REANIMAL

    Intro / menus

    Animated 4K title menu, with incomplete option labels

    Plays the logo sequence and sustains the animated title-menu render graph.

    Test history and captures(1)
  • Super Woden GP DirectX 12 map with readable French labels, credits and bottom INFO text

    Super Woden GP

    Intro / menus

    Main menu · rendering improved · gameplay unverified

    DirectX 12 map text restored

    DirectX 12, RTX 3070 Ti, 1920×1080. The 30 FPS diagnostic cap is not a measured result or race benchmark. Earlier Vulkan runs are listed separately below.

    Test history and captures(5)
  • An early Tetris Effect particle frame rendered by PS5PCEM

    Developer logos · readable license screen · Journey Mode selection · gameplay unverified

    Logos, the license screen and Journey Mode selection render, much faster than before.

    Median license frames fell from 235 ms to 159 ms, about 4.3 to 6.3 FPS. Sampled Journey frames fell from 1127–1276 ms to 318–396 ms.

    Test history and captures(2)
  • Maps its VR modules, then loads Unity archives

    Gets as far as loading Unity asset archives.

    Test history and captures(1)
  • Mounts its package, opens the shader archive, submits the first command buffer

    Completes the Unreal bootstrap up to its first submission.

    Test history and captures(1)

Results belong to the build that produced them

A milestone recorded on one build is not a promise about the next, and several entries say outright that they need a fresh run after renderer changes. If what you see differs, report it through GitHub issues.