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PPSSPP - a fast and portable PSP emulator
Created by Henrik Rydgård
Additional code by many contributors, see the Credits screen
Originally released under the GPL 2.0 (and later) in November 2012
Official website: https://www.ppsspp.org/
Discord: https://discord.gg/5NJB6dD
No BIOS file required to play, PPSSPP is an "HLE" emulator. Default settings balance good compatibility and speed.
To contribute, see the development page. Help testing, investigating, or fixing is always welcome. See the list of issues.
For the latest source code, see our GitHub page.
For build instructions and other development tutorials, see the wiki.
If you want to download regularly updated builds for Android, Windows x86 and x64, proceed to this page
For game compatibility, see community compatibility feedback.
What's new in 1.14.4
- Multiple shader compatibility fixes for older devices/drivers: (#16710, #16709, #16708)
- A few other minor fixes: (#16703, #16706)
What's new in 1.14.3
- Several crash/hang fixes (#16690, #16689, #16683, #16685, #16680, #16697, #16681, more)
- Minor UI fixes (#16698, #16684, #16674, #16677)
- Fix confirm/cancel button reversal (#16692)
What's new in 1.14.2
- Fix Toca/DTM and others (culling) on Mali again (#16645)
- Fix line rendering bugs in the homebrew Tempest clone Webfest (#16656)
- Assorted cleanup and bugfixes (#16673, #16662, #16655, #16644, #16636, #16639 etc)
What's new in 1.14.1
- Fix black screen in Vulkan on some older Android devices (Android version 7) (#16599)
- Fix error message in Medal of Honor (#16614)
- Various minor bugfixes (#16617, #16609, #16608, #16615, #16619)
- Add an option to turn off the new transparent menu background (#16595)
What's new in 1.14
- Massive number of rendering fixes
- Water in Outrun 2006 and DiRT 2 now renders correctly (logic op fixes) (#15960, #16208, #16032, #16024, #15967)
- Split/Second now renders all effects correctly
- Multiple fixes workarounds for clipping/culling, both through clip planes and geometry shaders, fixing graphical issues in many, many games and getting rid of hacks (#16142, #16504, #16442, #16383, #16165, #16162, #16049, others)
- Killzone color effect now renders efficiently and correctly (in-game only, not title screen) (#15934)
- Ridge Racer speedometers and lens flares fixed (#16084, #16188, #16115)
- Lens flare effect fixed in Burnout Dominator, Ridge Racer, Colin McRae, several others (#16014, #16081, #16076, #16073)
- Shadows in Colin McRae are no longer flickering (side effect of other fixes)
- Spongebob: Yellow Avenger renders correctly (previously very broken) (#15907, #15903)
- Cars: Race-o-Rama, and MX vs ATV Reflex render correctly (at 1x resolution only) (#15898, #15907)
- Asphalt 2 depth occlusion problems fixed (#15854, #15853)
- Fix performance regression in Juiced 2 while also fixing the graphics (#15888)
- Silent Hill games are less broken (#16127)
- Depth occlusion and other problems fixed in Kurohyou (both games) and Ratchet & Clank (#16454, #15772, #15728, #15859)
- Misshitsu no Sacrifice intro animation and Macross water rendering fixed (3D texture) (#15727)
- Tekken 6 Nancy laser beam fixed, plus line rendering fixes in rRootage and other games (#16067)
- Tiger & Bunny, Yu-Gi-Oh, GEB, and PlayView games - JPEG image display issues (#16179, #16184, #15924)
- Many, many others like Hunter x Hunter, Crash: Mind over Mutant, Boundless Trails, etc. (#16265, #16043, #16379, #15822, #16358)
- Software renderer performance and accuracy improvements
- New features
- Initial VR support added (Quest and PICO only for now, PC in the future) (#15659, #15901, #16246, #16262, #16273)
- MSAA antialiasing added to the Vulkan backend (desktop only) (#16458)
- New API for plugins to access aspect ratio, scaling and fast-forward (#16441), other new APIs & improvements (#15748, #16121, #16187, #16198, #16389)
- Read texture replacement packs directly from ZIP files (#16304)
- UI improvements
- New interactive Display Layout & Effects screen, replacing the old Display Layout Editor (#16409, #16415, #16417, #16445)
- Add default shader for LCD persistence simulation (#16531)
- Game being played can now be seen as a background in most menus (#16404, more)
- Reorganize speed hack settings (#16346, #16347, #16348, #16432)
- Stability fixes
- IR interpreter (iOS, etc.) bug fixes
- Performance improvements
- Vulkan bandwidth and synchronization optimizations (#16434, #16099, #16090, #16072, #16061, #16060, #16035, #15917)
- Lighting "ubershader" optimization to prevent hitches (#16104, #16111)
- Assorted minor other improvements (#15589, #15843, #16190)
- Improve texture replacement memory usage (#15884, #16304, #16314)
- Texture upscaling speedup and fixes (#15803, #16125)
- Other
- HLE/CPU accuracy improvements helping Brooktown High, Frontier Gate, Madoka Magicka, some language patches (#16413, #16070, #16052, #15952, #15957, more)
- Many GE debugger improvements (#15839, #15851, #15894, #15925, #15974, #16007, #16047, #16096, #16201)
- Optional memory alignment validation in IR mode (#15879, #15880)
- Fix netplay assertion in Cars (#16089)
What's new in 1.13.2
- Crashfix on Android 12 when playing certain background music (#15990)
- Fix Star Ocean battles in D3D backends (#15889)
- Minor fixes that might fix some other crashes
What's new in 1.13.1
- Confirmation dialog added before change of MAC address (#15738)
- IR interpreter regression fixed (#15739)
- Fix clearing of replacement texture cache (#15740)
- Improved Portuguese-pt translation (#15734)
- Fix graphical regression in Split/Second (#15733)
- Couple of minor crash fixes
What's new in 1.13
General
- Fix assorted Android "scoped storage"-related bugs and performance issues (#15237, #15487), etc.
- Analog mapping for fast-forward (#15645)
- Major softgpu accuracy fixes and speedups, including a JIT (#15163, #15345, #15389, #15529, #15440, #15410, #15405, #15400) and many, many more
- Fixed some NEON code paths (#15481)
- Fix performance of texture uploads with Vulkan (#15474)
- Don't include the large font atlas when we don't need it
- Improved upscaling shaders (#15566)
- Vulkan texture upscaling performance improvements (#15238), etc.
- Vulkan correctness fixes (#15217, #15211), use the VMA allocator (#15162), etc.
- Fixes to depth culling (#15106), many more
- Background loading of texture replacement (#15025)
- Threading manager improvements and fixes (#15470), etc.
- Added search in settings (#14414)
- Added fast button repeats on custom touch buttons (#15613)
- Two new bicubic upscaling shader: Catmull-Rom and Mitchell-Netravali (#15569)
- Allow to change screen rotation per game and to bind a key to change it (#15494, #15510)
- Re-enabled software rendering option on Android (#12958)
Game fixes
- Add more workarounds for Mali driver bugs (#15016)
- Vortex in God of War: Ghost of Sparta can now be passed (#15640)
- Various proAdhoc fixes (#15213, #15215), and many more
- Correct flickering text in Sol Trigger and Last Ranker. (#15549)
- Fix and improve line drawing in Echochrome (#15583), after line refactoring (#15073, #15075)
- Fix HUD graphics in Split/Second (#15500, #15501)
- Fix bad screen overlay issues in Clone Wars and Force Unleashed (#15691, #15696, #12949, #9572)
- Zettai Zetsumei Toshi 3 no longer hangs on character select screen (#15687)
- Juiced 2: Bloom effect no longer covering the screen (#7295, #15717)
- Fix keyboard shift issue in a few games (#15698)
UI
- Windows/Xbox UWP directory navigation improvements (#15652)
- Color change and basic theme support (#15396, #15394)
- Fix input focus bug (#15560)
- New GE debugger features and other UI fixes (#15393, #15324, #15377, #15424, #15402, #15378, #15338), etc.
Looking for older news?
Adhoc support
Not fully functional, but some games work. Check the Ad-Hoc section of the forum for help.
Credit goes to:
- ANR2ME
- Igor Calabria
- coldbird's code
- Kyhel
- And more, of course.