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EmuCR: DuckStation DuckStation Git (2026/10/27) is compiled. DuckStation is an simulator/emulator of the Sony PlayStation(TM) console, focusing on playability, speed, and long-term maintainability. The goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues.

Features:
CPU Recompiler/JIT (x86-64, armv7/AArch32 and AArch64)
Hardware (D3D11, D3D12, OpenGL, Vulkan) and software rendering
Upscaling, texture filtering, and true colour (24-bit) in hardware renderers
PGXP for geometry precision, texture correction, and depth buffer emulation
Adaptive downsampling filter
Post processing shader chains
"Fast boot" for skipping BIOS splash/intro
Save state support
Windows, Linux, highly experimental macOS support
Supports bin/cue images, raw bin/img files, MAME CHD, single-track ECM, MDS/MDF, and unencrypted PBP formats.
Direct booting of homebrew executables
Direct loading of Portable Sound Format (psf) files
Digital and analog controllers for input (rumble is forwarded to host)
Namco GunCon lightgun support (simulated with mouse)
NeGcon support
Qt and "Big Picture" UI
Automatic updates for Windows builds
Automatic content scanning - game titles/hashes are provided by redump.org
Optional automatic switching of memory cards for each game
Supports loading cheats from existing lists
Memory card editor and save importer
Emulated CPU overclocking
Integrated and remote debugging
Multitap controllers (up to 8 devices)
RetroAchievements
Automatic loading/applying of PPF patches

DuckStation Changelog:
* Clarify Swedish automatic setting descriptions (#3816)
* Common: Fix heap overflow when shrinking DynamicHeapArray
* InputManager: Device notification fixes
* XInputSource: Poll disconnected slots periodically
* Qt: Remove 'Post Processing Chain' groupbox
* Qt: Add descriptions to post-processing page
* FullscreenUI: Fix 0 point display when achievements disabled
* VulkanSwapChain: Switch between FIFO and immediate without recreating
* System: Disable vsync while fast forwarding if it can be switched cheaply
* CocoaTools: Use native display mode for real scaling factor
* VideoThread: Ignore zero-sized render window resizes
* Qt: Recheck surface size when restoring from minimized
* Qt: Skip setting rounded corner state on Windows 10
* Improve Swedish vertex terminology (#3815)
* Qt: Pick up X11 window size changes from configure events
* Qt: Remove sync()/processEvents() hack
* Qt: Accept wayland-egl/wayland-brcm platform names
* GPUDevice: Report swap chain resizes from present calls
* OpenGLContextEGL: Don't query surface size
* Qt: Round Wayland surface size as per fractional-scale-v1
* Qt: Use X11 server size for surface size
* D3D12Device: Use frame latency waitable in exclusive fullscreen
* Settings: Fix VSync/frame pacing help text
* Spanish (Spain) translation update 2026/10/25 (#3814)
* FullscreenUI: Fix clear binding button clearing all
* SDLInputSource: Fix sensor enable early return
* System: Sync to host refresh rates that are a multiple of the console's
* ImGuiManager: Don't hover pointer for touchscreens
* FullscreenUI: Improve drag scrolling
* ImGuiManager: Ensure DeltaTime can never be negative
* Common: Add PackedOptionalArray
* CDImageCueSheet: Fix single-file pregap and LBA count
* CDImageCCD: Fix LBA count including pregaps twice
* CDImageCHD: Use generated subchannel Q for virtual pregaps
* FullscreenUI: Copy/move checkable choice dialog callback before invoking
* FullscreenUI: Keep horizontal menu/sidebar state balanced when hidden
* FullscreenUI: Pass p_open through in BeginBlurWindow()
* FullscreenUI: Pass button flags through in MenuButtonFrame() overload
* FullscreenUI: Avoid inverted std::clamp() bounds in dropdown width
* FullscreenUI: Fix indeterminate progress bar sweep range
* FullscreenUI: Clear all dialogs on shutdown
* FullscreenUI: Include directory selector in open dialog checks
* FullscreenUI: Fix ForceKeyNavEnabled() clobbering gamepad nav source
* dep/imgui: Don't smooth scroll requests made while window is appearing
* FullscreenUI: Support drag/swipe scrolling with inertia
* FullscreenUI: Activate toggle buttons on release instead of press
* GPU/HW: Add missing logging of depth clears
* GPU/HW: Track dirty depth rect to shrink depth merges/clears
* Data: Update SDL game controller database
* VideoPresenter: Probe for presentation backlog when gap baseline rises
* VideoPresenter: Split late present check out of ShouldPresentFrame()
* VulkanDevice: Wait for presents with VK_KHR_present_wait
* Android: Update translation strings
* Data: Add MC_SSAO.fx
* GPU/HW: Accumulate PGXP depth across depth buffer clears
* Regtest: Split -setting key at the last slash
* PostProcessing: Fix crash loading ReShade shaders without a swap chain
* GameDatabase: Use PackedOptional for overrides
* Common: Add PackedOptional class
* GPU/HW: Bias PGXP depth towards the camera by draw order
* CPU/PGXP: Add option to normalize depth by GTE matrix scale
* GPU/HW: Store reciprocal Z in PGXP depth buffer
* Qt: Fix stale mouse grab after recreating display widget
* Qt: Tweak bold group box headings
* Qt: Add icon next to device indicator in bindings
* Misc: Fix gitattributes typo for vcxproj filters
* Controller: Produce center for equal opposing half-axis inputs
* Controller: Initialize analog axes to AXIS_CENTER
* Controller: Restore 127 as the analog axis center
* Cheats: Add override for ForcePGXPPreserveProjectionPrecision
* Tests: Add PGXP CPU shift, bitwise and ADDI tests
* CPU/PGXP: Use double precision and only valid components in ADDI
* CPU/PGXP: Keep precision through ANDI/ORI that don't change the lower half
* CPU/PGXP: Keep precision through OR/XOR with zero, prefer precise sources
* CPU/PGXP: Extract the upper half directly in right shifts of 16 or more
* CPU/PGXP: Don't use invalid components in shifts
* CPU/PGXP: Take the upper half sign from the precise value in right shifts
* CPU/PGXP: Don't leave shifted-out bits in the upper half in right shifts
* CPU/PGXP: Mirror GTE halfword register extension in MTC2/LWC2
* CPU: Pass SLTIU source to PGXP before it is overwritten
* CPU/PGXP: Use the native result for SLT/SLTU/SLTI/SLTIU
* CPU/PGXP: Use the native result for division by zero
* CPU/PGXP: Use floor when splitting off the upper halfword
* CPU/PGXP: Carry and wrap fractional values at the real halfword boundary
* CPU/PGXP: Fix ADD/SUB losing depth when the destination is a source
* CPU/PGXP: Track precision through GTE GPF/GPL
* CPU/PGXP: Fix sign of precise values crossing the 16-bit boundary in shifts
* dep/cubeb: Fix WASAPI thread ready event leak on init failure
* dep/cubeb: Keep WASAPI render loop alive when reconfigure fails
* dep/cubeb: Apply deferred WASAPI device reconfigure on stream start
* dep/cubeb: Reopen closed WASAPI stream on start instead of aborting
* Tests: Update cheat metadata type
* CPU/PGXP: Add logging of RTPS

Download: DuckStation Git (2026/10/27) x64
Source:Here



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