2026-08-09

DuckStation Git (2026/08/09)

EmuCR: DuckStation DuckStation Git (2026/08/09) 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:
* GDBServer: Fix unused capture warning
* ELFFile: Skip embedded PS-X EXE header segments
* Core: Use multiplexer to idle sleep for GDB server
* Qt: Rename background controller poll to idle update
* GDBServer: Use indexing instead of range-based for
* GDBServer: Report watchpoint stop details
* CPU: Enumerate actions for callback breakpoints
* GDBServer: Expand watchpoint ranges
* GDBServer: Track breakpoint ownership
* GDBServer: Disable nagle buffering on connect
* GDBServer: Send invalid instead of zero values for extra registers
* GDBServer: Notify host when first/last client connects/disconnects
* GDBServer: Restore run state after disconnect
* GDBServer: Support signal resume packets
* GDBServer: Reject oversized incoming packets
* GDBServer: Retransmit rejected replies
* GDBServer: Queue complete protocol packets
* GDBServer: Bound remote packet sizes
* GDBServer: Invalidate code after memory writes
* GDBServer: Apply register writes atomically
* GDBServer: Validate complete packet fields
* GDBServer: Reply to invalid command arguments
* GDBServer: Track the last stop signal
* GDBServer: Preserve unchanged resume state
* GDBServer: Support single-step addresses
* GDBServer: Support continue addresses
* GDBServer: Fix stop reply acknowledgements
* Data: Move all PromptFont glyphs to unallocated range
* Controller: Make mandatory functions pure virtual
* Controller: Add 'Disable Simultaneous Opposing Cardinal Directions' option
* GPU/HW: Don't miss updating read texture for recursive draws
* FullscreenUI: Fix shared card name not disabling if unused
* FullscreenUI: Expose multitap memory cards
* FullscreenUI: Fix shared memory card selection
* Qt: Don't try to load HTTP URLs as animated images in game list
* D3D12Device: Track readback source usage
* D3D12Device: Fix incorrect push constant root parameter index
* D3D12Device: Order dependent compute UAV accesses
* D3D12Device: Assert alignment of download texture footprints
* D3D12Device: Set render-pass clear formats
* D3D12Device: Transition all uploaded subresources
* D3D12Device: Create texture arrays with all layers
* D3D12Device: Bound persistent descriptor allocation
* D3D12Device: Transition cleared compute targets to UAV
* D3D12Device: Restore state after mipmap rendering
* VulkanDevice: Reset descriptor builder storage
* VulkanDevice: Store compute specialization values
* VulkanDevice: Respect fixed surface extents
* VulkanDevice: Fix legacy render pass attachments
* VulkanDevice: Select advertised surface format pairs
* VulkanDevice: Address texture array subresources
* VulkanDevice: Wait for presentation before swapchain teardown
* VulkanDevice: Validate imported host buffer memory
* VulkanDevice: Fix download buffer barrier ranges
* VulkanDevice: Preserve mapped texture upload pitch
* VulkanDevice: Synchronize compute image accesses
* VulkanDevice: Expose shared UBO binding to compute shaders
* VulkanDevice: Bind initial compute pipelines correctly
* VideoPresenter: Use transfer pitch for screenshots
* Settings: Fix invalid memory card values after install
* Bus: Pack state in struct

Download: DuckStation Git (2026/08/09) x64
Source:Here

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