DuckStation Git (2026/08/09) is an emulator for the Sony PlayStation, prioritizing playability and performance on low-end devices. It avoids hack options, with a default configuration supporting most games. Key features include a JIT CPU recompiler, multiple rendering options (D3D11, D3D12, OpenGL, Vulkan), upscaling, PGXP for enhanced graphics, and save state support. It supports various game formats and has features like automatic updates, memory card management, and controller support. The latest changelog includes numerous fixes for the GDBServer and updates to GPU handling, aiming for improved performance and reliability.
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DuckStation Git (2026/08/09) has been compiled. DuckStation serves as a simulator/emulator for the Sony PlayStation(TM) console, prioritizing playability, speed, and longevity. The aim is to achieve meticulous accuracy while ensuring performance is suitable for low-end devices. We discourage “hack” options; the default configuration is intended to support all playable games, with only a few enhancements facing compatibility issues.
Features:
CPU Recompiler/JIT (x86-64, armv7/AArch32, and AArch64)
Support for hardware (D3D11, D3D12, OpenGL, Vulkan) and software rendering
Upscaling, texture filtering, and true color (24-bit) in hardware renderers
PGXP for geometry precision, texture correction, and depth buffer emulation
Adaptive downsampling filter
Post-processing shader chains
“Fast boot” feature to skip BIOS splash/intro
Save state support
Compatibility with Windows, Linux, and highly experimental macOS
Supports various formats including 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
Supports both digital and analog controllers (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 sourced from redump.org
Optional automatic switching of memory cards for each game
Support for 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: Employ multiplexer for idle sleep during GDB server
* Qt: Rename background controller poll to idle update
* GDBServer: Use indexing over range-based for
* GDBServer: Report watchpoint stop details
* CPU: Enumerate actions for callback breakpoints
* GDBServer: Expand watchpoint ranges
* GDBServer: Monitor breakpoint ownership
* GDBServer: Disable Nagle buffering upon connection
* GDBServer: Send invalid instead of zero values for extra registers
* GDBServer: Notify host when first/last client connects/disconnects
* GDBServer: Restore run state post 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 post memory writes
* GDBServer: Apply register writes atomically
* GDBServer: Validate complete packet fields
* GDBServer: Respond to invalid command arguments
* GDBServer: Track the last stop signal
* GDBServer: Retain unchanged resume state
* GDBServer: Support single-step addresses
* GDBServer: Support continue addresses
* GDBServer: Resolve stop reply acknowledgements
* Data: Move all PromptFont glyphs to a non-allocated range
* Controller: Make mandatory functions pure virtual
* Controller: Introduce ‘Disable Simultaneous Opposing Cardinal Directions’ option
* GPU/HW: Ensure read texture is updated for recursive draws
* FullscreenUI: Fix shared card name not disabling when unused
* FullscreenUI: Expose multitap memory cards
* FullscreenUI: Correct shared memory card selection
* Qt: Prevent loading HTTP URLs as animated images in the game list
* D3D12Device: Track readback source usage
* D3D12Device: Correct 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 incorporating 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: Choose advertised surface format pairs
* VulkanDevice: Address texture array subresources
* VulkanDevice: Wait for presentation prior to 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: Correctly bind initial compute pipelines
* VideoPresenter: Use transfer pitch for screenshots
* Settings: Fix invalid memory card values post installation
* Bus: Pack state in struct
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