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PS5PCEM

Test results

Game compatibility

The furthest repeatable point reached in each observed title, together with the limits that stop it going further. Results mirror project-status.md in the repository.

Playability and completion reports were confirmed by the project maintainer on September 8, 2026. Every timing refers to the current NVIDIA GeForce RTX 3070 Ti test host and will differ on other hardware. Title content is supplied locally and is not distributed with the emulator.

13

Titles tested

5

Playable · Completable

3

Reach in-game scenes

5

Boot, intro or menus

How the results are graded

Playable
Playable · Completable
The maintainer played the title through to the end. Rendering, input and audio are correct in the observed runs, though frame rate still varies.
In-game
Reaches in-game scenes
The title renders loaded gameplay or in-engine scenes, but a full playthrough is not claimed — usually because of frame rate, load times, or unverified input.
Intro / menus
Intro and menus render
Intro video, publisher sequences, title art or menus are produced by the guest render graph. Gameplay has not been reached or verified.
Boots
Boots and loads assets
The title's modules link and its engine bootstrap progresses, but no presented frame is claimed yet.

Tested titles

Showing 13 of 13 tested titles.

  • Asterix & Obelix: Slap Them All! gameplay frame rendered by PS5PCEM

    Asterix & Obelix: Slap Them All!

    Playable

    Playable · Completable

    Playthrough confirmed. Gameplay and UI render upright.

    Observed gameplay typically measures 28–31 ms per frame.

  • Cat Quest III island gameplay with HUD, mountains and blue sea rendered by PS5PCEM

    Cat Quest III

    Playable

    Playable · Completable

    Playthrough confirmed. Menus, dialogue and island terrain render correctly.

    Opening-island samples have a median of 124 ms (about 8 FPS), against roughly 148 ms before optimization.

  • Dreaming Sarah forest scene with an NPC rendered by PS5PCEM

    Dreaming Sarah

    Playable

    Playable · Completable

    Playthrough confirmed. Title menu and first scene hit the 60 FPS cap.

    The title menu and first scene run at the 60 FPS cap, measured as 5,280 flips over 90 seconds.

  • Jurassic Park Classic Games Collection game selection rendered by PS5PCEM

    Jurassic Park Classic Games Collection

    Playable

    Playable · Completable

    Playthrough confirmed. Intro, animated title and selection work.

    Earlier sampled title and selection frames measured about 27 and 33 ms.

  • Terminator 2D gameplay with the player character, HUD and a desert scene rendered by PS5PCEM

    Terminator 2D: No Fate

    Playable

    Playable · Completable

    Completed without reported problems.

    Warmed-up startup frames measure 22–65 ms on the current test host.

  • Ghost of Yotei difficulty selection rendered over a 3D scene by PS5PCEM

    Ghost of Yōtei

    In-game

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

    Renders its menus and 3D scenes correctly, at 0.6 FPS. Not playable.

    Reaching difficulty selection takes several minutes of intro and scene loading, and the frame rate there is 0.6 FPS: sampled frames measure 1504–1554 ms for 321 draws and about 1330 compute dispatches.

  • Jets 'n' Guns 2 tutorial gameplay rendered by PS5PCEM

    Jets 'n' Guns 2

    In-game

    Reaches 3840×2160 tutorial gameplay

    START GAME passes the loading screen and reaches recognizable tutorial gameplay.

    The cold transition into the first dense gameplay scene takes roughly 30–40 seconds. Once loaded, observed 227–256-draw frames take about 0.6–1.6 seconds, dominated by synchronous Vulkan submission, resource staging and first-use work.

  • The Precinct title menu and NEW GAME confirmation rendered by PS5PCEM

    The Precinct

    In-game

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

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

    The world-load frame measures 2.1 s where it previously measured 5.1 s, after descriptor recovery stopped replaying each kernel's prolog once per resource it names. The first world transition still takes several minutes, because first-use shader translation, NVIDIA pipeline compilation, synchronous submission and resource staging remain expensive.

  • Mighty Morphin Power Rangers: Rita's Rewind post-menu scene rendered by PS5PCEM

    Mighty Morphin Power Rangers: Rita's Rewind

    Intro / menus

    Publisher sequence, title menu and post-menu scene render

    Enters a stable 1920×1080 graphics and audio loop through the title menu.

    The observed intro stays smooth at roughly 13–20 ms per frame. Dense post-menu frames can contain roughly 255 draws and currently take about 470 ms, dominated by repeated guest-buffer staging.

  • REANIMAL animated title menu rendered by PS5PCEM, with incomplete option labels

    REANIMAL

    Intro / menus

    Animated 3840×2160 title menu, with incomplete option labels

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

  • The first recognizable Tetris Effect particle frame rendered by PS5PCEM

    Tetris Effect: Connected

    Intro / menus

    Unreal bootstrap completes and the first particle frame renders

    595 guest draws and 63 compute dispatches complete without a rejected draw.

    Most post-bootstrap cycles measured about 3.3–3.8 seconds.

  • Pistol Whip

    Boots

    Maps the PS VR2 plugin and Burst module, then loads Unity archives

    Starts loading Unity asset archives after mapping its VR modules.

  • Propagation: Paradise Hotel

    Boots

    Mounts its PAK, opens the shader archive, and submits the first DCB

    Completes the Unreal bootstrap up to the first command buffer submission.

Results change between builds

A milestone recorded on one build is not a guarantee on the next. Several entries explicitly need a fresh end-to-end run after renderer changes, and those caveats are listed with each title. Report what you observe through GitHub issues.