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EmuCR: DuckStation DuckStation Git (2026/11/08) 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:
* Bus: Reset RAM size when releasing memory map
* GPU: Match v2 GPUSTAT.13 timing and hold it with interlace off
* Common: Remove TaskQueue
* Host: Move QueueAsyncTask to host/remove WaitForAllAsyncTasks
* Update duckstation-qt_es.ts (#3821)
* GameDB: Remove more hacks
* Settings: Rename DMA slice and GPU run-ahead keys
* Settings: Don't save DMA and GPU timing tweaks
* GPU: Drop unused bool return from GP0 command handlers
* GPU: Use measured v2 fill and VRAM copy costs
* GPU: Use measured v2 rectangle and line costs
* GPU: Use measured v2 polygon costs
* GPU: Release held DMA requests at the release point
* GPU: Count command ticks in system clock cycles
* GameDB: Remove DMA slice overrides matching the new default
* Settings: Reduce default DMA max slice ticks to 200
* Hotkeys: Fix frame number not toggling with OSD toggle
* GPU: Don't postpone command completion when rescheduling
* GPU: Use measured FIFO slots held by quads in FIFO mode
* GPU: Look up GP0 command word counts in the command table
* GPU: Remove FIFO size hack, use the hardware 16-word FIFO
* GPU: Report FIFO mode request from FIFO occupancy
* GPU: Hold DMA request until a poly-line's last segment starts
* GameDB: Remove DMA timing overrides from Chrono Cross
* GPU: Request next GP0 DMA block while at most one word is queued
* GPU: Hold DMA request through polygon setup and quad first triangle
* CDROM: Don't cancel a speed change when switching back
* CDROM: Overlap a speed change with a seek in progress
* CDROM: Overlap seeks with a pending speed change
* CDROM: Don't delay for double speed change with the motor stopped
* CDROM: Retune speed change times to hardware measurements
* CDROM: Reject ReadTOC on vC0 mechacons
* CDROM: Scale Stop time with the disc's angular velocity
* CDROM: Init spins up a stopped motor, after braking finishes
* CDROM: Keep the motor braking in the background after Stop
* CDROM: Any command replaces a second response not yet sent
* CDROM: Queue GetID response immediately
* CDROM: Clear active status bits before Stop acknowledge
* Host: Move core thread handle to host
* GPU: Decode GP1 command bits 29-31, only GP1(10h) ignores bits 30-31

Download: DuckStation Git (2026/11/08) x64
Source:Here



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