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Release shadps4 v0.17.0 - codename Garbage Collector's Edition

Release shadps4 v0.17.0 - codename Garbage Collector's Edition · shadps4-emu/shadPS4

shadPS4 v0.17.0 Welcome to another big release of shadPS4. This release is the first to introduce shadnet support, which although still doesn't offer much it allows to post your online scores and s......

PlayStation 4 emulator for Windows, Linux, macOS and FreeBSD written in C++ - Release shadps4 v0.17.0 - codename Garbage Collector's Edition · shadps4-emu/shadPS4

shadPS4 v0.17.0

Welcome to another big release of shadPS4. This release is the first to introduce shadnet support, which although still doesn't offer much it allows to post your online scores and share them with other players. Still you can't play multiplayer games but we are working towards to make it possible one day. Another big update is ZArchive support. Forget the 20.000 files per game you can now use ZArchive files for compressing games and having them in 1 file instead of hundreds. KosmicKrisp has also landed in the world of macOS giving much better compatibility and speed to macOS users. There are several other fixes let's cover the most important belowHighlightsOnline stuff

 
        ShadNet, our own networking backend, is now integrated for the first time  
    Most of the matchmaking library is implemented — lobbies, rooms, joining, signaling  
    Friends support. Make your online friends in shadnet  
    Invitation dialog  
    Your name now switches to your Online ID once you're connected  
    NP Manager got new settings and general cleanup  
    Web API layer grew a lot: new library implemented, multipart uploads, push events  
    NP Commerce  
    Trophy handling tidied up  


  

Mouse support

 
        sceMouse is emulated now, so the handful of games that supported a USB mouse are playable with one  
    Plus a bunch of follow-up fixes for opening, closing, and games that check whether a mouse is even plugged in  


  

AvPlayer, video & audio

 
        AvPlayer got a serious cleanup: audio/video sync, startup races, stack usage, frame sizes, buffer handling  
    Video decoder flush behaviour fixed  
    Audio3D mix queue reworked  
    AT9 no longer crashes from reading past the end of its data  
    AT9 encoder now runs natively  
    OpenAL fixes and NGS2 fixes  


  

Graphics

 
        NVIDIA clip distance emulation  
    T# min_lod implemented through VK_EXT_image_view_min_lod  
    Depth write state is now respected for register clears  
    Robustness2 is now required, allowing the null buffer/image workarounds to be removed  
    Sampler garbage collection added to the texture cache  
    Texture cache: image download handling refactored  
    sRGB handling for BC formats refactored  
    Buffer barriers for compute-written vertex/index buffers and indirect dispatch/draw buffers  
    Assorted validation errors fixed and miscellaneous renderer fixes  
    Shader cache invalidation caused by struct padding in memcmp fixed  


  

Shader recompiler

 
        GCN thread mask accuracy fix  
    Vertex attributes are always specialised on number class  
    Geometry shader vertex offsets initialised from the input primitive type  
    V_ADD_I32 carry-out propagation, V_LOG_CLAMP_F32, V_PK_MUL_LO_U16 fix  
    IREmitter atomic operation corrected from And to Or  


  

Kernel, memory & core

 
        Filesystem abstraction layer  
    File reads now go through an intermediate buffer before being copied to guest memory  
    PthreadOnce uses pthread primitives instead of std::mutex  
    TLS leak on non-primary threads fixed  
    Code patches for cmp and xor instructions involving the TCB  
    sceKernelAllocateDirectMemory now honours search_end  
    Fixed mappings with a zero address on older games is now handled properly  
    HLE libraries are no longer loaded when force-LLE is set  
    Unresolved objects are no longer auto-stubbed  
    Null dereference fixes in save data mount checks  
    Memory patch fixes, with hex exception handling  
    LLE malloc init, fixing issues with LLE fonts and allowing more LLE libs to run  


  

Input & peripherals

 
        Pad state latency reduced for single-sample reads  
    Users are no longer logged out when a pad disconnects  
    Controller colours reset on shutdown  
    Fixes to Camera support  


  

Interface & quality of life

 
        Fullscreen startup behaviour polished  
    The window icon is now set to the game's icon  
    Big Picture UI settings improved  
    Shader list, memory map and module list widget states are saved, duplicate shader dump windows prevented  
    New shadPS4 log with a logging refactor, an option to flush the log  
    MS_VC_EXCEPTION is now passed through to the handler on Windows  
    Trophy fixes and an auto-generated PathType::TrophyDir  
    NP checks moved into sceNpTrophyRegisterContext  
    Improvements to the in-app bug report flow  

  

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