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EmuCR: DuckStation DuckStation Git (2026/10/19) 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:
* Swedish translation corrections (#3812)
* Achievements: Save avatar URL in settings
* GPU/HW: Defer cover lookup until needed
* Common: Fix gsvector_nosimd.h issues
* CMake: Add DISABLE_SIMD option
* CPU/Recompiler: Cancel incoming load delay on a load to the same register
* CPU/Recompiler: Check events when linking truncated blocks
* ImGuiManager: Invalidate blur background on resize
* FullscreenUI: Fix loading screen blur with prerotation
* FullscreenUI: Fix shader backgrounds with prerotation
* FullscreenUI: Fix transitions with prerotation
* GPU/HW: Fix VRAM writes/copies with check_mask and fbfetch/ROV
* GPUDevice: Add DrawWithBarrier()
* Tests: Add register write and coprocessor tests
* CPU: Implement coprocessor branches
* CPU: Check coprocessor enable for lwcN/swcN, store the next opcode
* SPU: Store the unused registers at 1F801DBCh and 1F801E60h
* Bus: Return both halves for 32-bit pad/SIO mode and baud reads
* Pad/SIO: Mask unused mode bits and write-only control bits on read
* Bus: Fix memory control register write masks
* Timers: Mode register bits 13-15 always read as zero
* Bus: Honour byte enables for 8/16-bit DMA block control writes
* DMA: Make DICR bit 6 read-only
* DMA: Mirror channel control at offset 0xC
* GPU/HW: Deactivate ROV before blitting VRAM replacements
* D3D11Device: Unbind UAVs when switching back from ROV binding
* D3D12Device: Require typed UAV loads for ROV support
* D3D12Device: Increase persistent descriptor heap sizes
* D3D12Device: Don't key pipeline cache on adapter LUID
* D3D12Device: Fix swap chain ResizeBuffers() error handling and flags
* D3D12Device: Fix texture Map() bounds check and upload space reservation
* D3D12Device: Free RTV/DSV to the right heap on texture creation failure
* D3D12Device: Fix download texture destination row offset applied twice
* D3D12Device: Fix topology tracking and RTV handling in mipmap generation
* D3D12Device: Fix sampler group cache going stale and never resetting
* D3D12Device: Unbind texture buffers on destruction
* D3D12Device: Batch image RT UAV barriers before dispatch
* D3D12Device: Prepare textures on every SetTextureSampler() call
* D3D12Device: Fix image RT bindings lost after command list submit
* D3D12Device: Allow UAV writes in render passes with image RTs
* D3D12Device: Don't end a closed render pass in EndPresent()
* D3D12Device: Unbind all render targets when one is destroyed
* D3D12Device: Only restart render pass after submit if one was active
* D3D12Device: Begin render pass before applying dirty state
* D3D12Device: End render pass when submitting command list
* Qt: Colour memory editor search box instead of dialog
* Qt: Allow value editing in memory editor inspector
* SPU: Remove per-voice last_volume
* SPU: Clear ENDX on the first sample of the key on delay
* SPU: Time the repeat address latch from key on
* SPU: Model key-on timing and startup delay
* SPU: Eliminate padding in Voice structure
* SPU: Decay below the sustain threshold
* SPU: Prime the interpolation window on key on
* SPU: Fix interpolation product precision
* SPU: Write per-voice dumps from the caller
* Android: Update translation strings
* FullscreenUI: Simplify LoadTextureImage() path handling
* PostProcessing: Load built-in shaders by absolute path
* Host: Remove resource file functions
* dep/imgui: Add minimal bidirectional text support
* dep/imgui: Update to 4be0b47ec
* GameList: Reduce padding in entry struct

Download: DuckStation Git (2026/10/19) x64
Source:Here



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