* Cpu/Kernel: harden VEH trampoline and keep TBB on native workers Route FastFail/CLR/stack-overflow around managed VEH, serialize managed entry with a recursive spinlock, require native workers for tbb_thead, and abandon pthread mutexes when a guest thread is torn down by worker abort so splash waiters are not left holding locks forever. * Cpu: soft-fail TBB native worker storms and cap concurrent Runs Throwing on worker/prologue faults killed the process mid tbb_thead burst (FailFast 0xC0000409). Soft-return 0x80020012, limit in-flight native Runs (default 2), and keep prewarm small so back-to-back boots do not need an artificial settle delay. * Agc/VideoOut: poison-only empty-SRT reject and clear procedural ES/PS Skip QueueSubmit only when Address-0 image slots remain; run the Astro title clear pair via CmdClearColorImage so the pass executes without descriptors that lose the device. * VideoOut: recreate swapchain with fallback extent on 0x0 surface Minimized Win32 surfaces report 0x0 / MaxImageExtent=0; deferring recreate forever left an OutOfDate swapchain with no presents. Clamp to last/default size and recreate instead of early-return. * Psml: stub MFSR init/shared/context and dispatch packet size Astro Bot asserts in GfxRenderStagePSSR when scePsmlMfsrInit is unresolved (Mfsr initialized failed). Soft HLE for the MFSR shared-resource and 800M3_2 context path plus dispatch packet size lets boot pass splash to first frame without claiming real upscaling. * Psml: stub MFSR GetDispatchMfsrPacket900 for logo PSSR Astro StartLevel ps_logo asserted GfxRenderStagePSSR.cpp:266 when GetDispatchMfsrPacket900 (RUNLFro+qok) was unresolved. Return SCE_OK from SizeInDwords so the 900 fill runs, soft-clear the guest packet buffer, and register 1000/1100 siblings for the same ABI.
SharpEmu
An experimental PlayStation 5 emulator for Windows, Linux and macOS.
Join our Discord for development updates, compatibility discussions, support, and community chat.
Note
SharpEmu supports Windows x64, Linux x64, and macOS x64. Apple Silicon Macs can run the macOS x64 build through Rosetta 2, and Windows on ARM devices (e.g. Snapdragon) can run the Windows x64 build through Windows' built-in x64 emulation.
Warning
SharpEmu is an experimental PS5 emulator developed from scratch in C#. The current focus is on accuracy and infrastructure setup rather than game-specific compatibility.
Info
SharpEmu is an emulator project currently in its early stages of development.
This project is developed purely for research and educational purposes. There are no commercial goals associated with it. We enjoy learning about system architecture and reverse engineering.
SharpEmu focuses exclusively on the PlayStation 5.
Our goal is not to emulate PS4 games, as there is already an excellent emulator dedicated to that platform: ShadPS4.
Games Tested
| Demons Souls Remake | Dreaming Sarah |
|---|---|
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| Void Terrarium | Dead Cells |
|---|---|
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Status
The emulator can currently load the eboot.bin of real games, execute native CPU instructions, and partially handle kernel-related functionality. However, several critical components are still missing.
Current capabilities include:
- Loading
eboot.binand.elffiles - Executing native CPU instructions
- Reading basic game metadata (title, version, etc.)
- Loading system modules (
prx/sys_module) - Partial support for some kernel functions
FiberandAMPRexports- PlayGo scenarios
- Initial loading game files
- Shader/resource submits and AGC initial
- Video outputs in some games
Some games have reached like sceVideoOut and AGC stages.
SharpEmu supports Windows, Linux, and macOS hosts. Video output uses Vulkan on Windows and Linux, and MoltenVK on macOS. Platform support is still experimental, so compatibility and performance vary by game, operating system, and GPU driver.
Using
Download the release archive for your operating system, extract it, and launch
SharpEmu with the path to a legally obtained game's eboot.bin.
Windows PowerShell:
.\SharpEmu.exe "C:\path\to\game\eboot.bin" 2>&1 |
Tee-Object -FilePath "SharpEmu.log"
Linux and macOS:
chmod +x ./SharpEmu
./SharpEmu "/path/to/game/eboot.bin" 2>&1 |
tee SharpEmu.log
A Vulkan-capable GPU and current graphics driver are required. The macOS release includes the MoltenVK Vulkan implementation.
Important
This project does not support or condone piracy.
All games used during development and testing are dumped from consoles that we personally own.
Users are expected to use legally obtained copies of their games.
Build
- Install the .NET SDK version specified in
global.json. - Clone the repository:
git clone https://github.com/sharpemu/sharpemu.git - Open the solution file (
SharpEmu.slnx) in VSCode. - Build the project:
dotnet buildordotnet publish - Build artifacts will be located in the
artifactsdirectory.
Disclaimer
SharpEmu is an experimental emulator intended for research and educational purposes.
This project does not contain any copyrighted system firmware, game data, or proprietary PlayStation assets.
Special Thanks
The following projects were extremely helpful during development:
-
ShadPS4
Helped with understanding the basic architecture of the PlayStation 4. -
Kyty
One of the few PS5 emulator projects available and very useful for studying native code execution. -
Ryujinx
Provided valuable references for filesystem handling and low-level C# implementation patterns.
License
Contributing
Before opening an issue or pull request, please read our contribution guidelines:
The guide covers:
- Coding style and formatting
- AI-assisted contributions
- Pull request expectations
- Testing guidelines
- Legal and reverse engineering policy




