ShadPS4 v0.18.0 is released. An early PS4 emulator for Windows and Linux written in C++.
ShadPS4 Changelog:
shadPS4 v0.18.0 "UltraPersona"
Hello there, it hasn't been a while, has it? While not much time has passed since our last stable release, we are here again with a brand new one. The main reason for this release is broken shadNet authorization in certain cases on the 0.17.0 release, but we have some more interesting new features as well.
Firstly, after some fixes, AvPlayer can now be loaded as LLE, meaning that you need the libSceAvPlayer.sprx (and libSceAvPlayerStreaming.sprx) module(s), which makes broken videos in a few games now work properly.
The above change was enabled by calling sceLibcInternalMemoryMutexEnable in LLE LibcInternal at boot, found by @liuk7071, the developer of ChonkyStation4, another PS4 emulator.
A kernel event flag rewrite has also fixed Shadow of the Colossus often hanging on boot, and the game now consistently gets to menus.
Another big feature is the experimental red zone protection, which fixes an issue specific to 12th generation and onwards Intel CPUs exclusively on Windows, that was causing crashes and other undefined behaviour in lots of games that were not expecting to have their stacks' red zone clobbered by Windows exception handling.
NpTus is also included in this new release, bringing more functionality to shadNet.
A few more fixes on GPU are included, such as fixing shadows in Persona games, or some effects in inFAMOUS and Gravity Rush 2. There's probably fixes in some other games too, but that's you, the testers' and users' job to figure out.
Below you can find a full list of changes for 0.18.0. Happy testing :)
Core
Rewrote kernel event flags
Added experimental workaround for Windows red-zone protection
Fixed ordering of loading libs (libScePad before sceNpManager), fixed issues in shadNet authorization
Added /dev/zero device
Added some exports needed for VSH
Call sceLibcInternalMemoryMutexEnable LLE on startup
Added --mount flag, updated the no-flags popup text with Big Picture Mode info, and fixed a few edge cases with command line parsing
Load guest modules below 4 GiB
Libraries
Videodec: Flush codec buffers on packet EOF
NpWebApi2: Fixed sceNpWebApi2GetHttpResponseHeader functions
Libc_Internal: Added back HLE sceLibcHeapGetTraceInfo for when LLE libSceLibcInternal is not present
Kernel: Implemented sceKernelIsDevkit and sceKernelIsCex
Kernel: Do not double destroy threads when free threads exceeds MaxCachedThreads
AvPlayer: You can now use LLE
Sysmodule: Enabled some more safe library LLEs
Kernel: Only clear oact if oact is provided
NpTus: Added NpTus support
AudioOut: Fixed deadlocks on stop
NpTrophy: Fixed issues related to platinum trophies
Video Core
Added more FMask formats
Honor STENCILOPVAL for GCN ReplaceOp stencil writes
Shader Recompiler
Fixed cubed array layer in FixCubeCoords
Lower user clip planes to clip distances
Use a*b+c instead of fma for v_mad* ops
Big Picture Mode
Launch game in clean process
Added zar support
Fixed update checker crash with certain zar/folder combinations
Misc
Fixed external FPS counters
Added draw call and dispatch counts to frame info overlay
Append last time played for each game in play_time.txt
Download: ShadPS4 v0.18.0
Source: Here
2026-08-18

NewsLetter
Bookmark
Submit News
Email Us

Random Related Topic
0 Comments
Post a Comment
Can't post a comment? Try This!