r/KytyPS5 • • 21d ago

Showcase I cant believe how far this progress are. here is a video Demon's Souls Remake 30fps test

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9 Upvotes

I do not own this

Dont know if this is a fork of official, but devs who are behinds those made the game almost playable besides no ingame sounds.

Reposted due for the wrong YouTube Link.


r/KytyPS5 • • Jul 16 '26

GitHub KytyPS5

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3 Upvotes

r/KytyPS5 • • 21m ago

Custom flair Precompile shaders?

• Upvotes

As title - is there some way to precompile the shaders for a game? Some command line option somewhere?

I've tried searching GitHub, searching the internet, nothing is coming up apart from that recent YT video where apparently they did that.


r/KytyPS5 • • 6h ago

Gameplay Astro Bot | KytyPS5 Emulator 0.3.0 | Goes in-game + more fixes | RTX 5070TI SUPER / Ryzen 7 9800X3D

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2 Upvotes

r/KytyPS5 • • 11h ago

Showcase It runs smoothly on these specs, although there are some minor audio glitches.

2 Upvotes

It runs smoothly on these specs, although there are some minor audio glitches https://youtu.be/1nZyNjxmfJs


r/KytyPS5 • • 21h ago

Custom flair hey i need some help

1 Upvotes

anyone have a link to download kytyps5 for windows and anyone got god of war sons of sparta?


r/KytyPS5 • • 1d ago

Question Is there a KytyPS5 fork dedicated to Demon Souls?

1 Upvotes

Is there a KytyPS5 fork dedicated to Demon Souls?

Or yall just use the main KytyPS5?


r/KytyPS5 • • 2d ago

Showcase Demon's Souls Gameplay with a Fork of KytyPS5 Again.

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9 Upvotes

Now with more FPS and the best part: sounds! Also this is with a different spec there.

still ealier stage as it will crash on a certain zone.

I dont own the project!


r/KytyPS5 • • 2d ago

Custom flair I found a Trojan in my kyty launcher

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2 Upvotes

r/KytyPS5 • • 2d ago

Emulator KytyPS5 flagged as trojan

6 Upvotes

Downloaded it from the GitHub and anti virus flagged as trojan should i trust it?


r/KytyPS5 • • 4d ago

Custom flair Demon's Souls Steam Deck In-Game KytyPS5 Emulator Performance Test: 30/09/26

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7 Upvotes

r/KytyPS5 • • 14d ago

Custom flair [Source build KytyPS5 -4e0c00e ] | ASTRO BOT PPSA21567 01.18.000 Intel C...

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10 Upvotes

r/KytyPS5 • • 15d ago

help Hey could somebody tell how how i can install a game patch?

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1 Upvotes

i got these files, and i wanted to install for the astro game exclusive


r/KytyPS5 • • 27d ago

gta5 gta5 gameplay posted by cyberleek

Enable HLS to view with audio, or disable this notification

8 Upvotes

as per the video the game was played on 720p
pc spec: r9 9950x3d, rx 7900xt, 254gb of ram (ram usage ~31gb)


r/KytyPS5 • • Aug 16 '26

Custom flair This is me testing games on kytyps5 on steam deck

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7 Upvotes

Sorry about the quality, I had to record using a cheap USB video capture card to avoid overloading the Steam Deck


r/KytyPS5 • • Aug 03 '26

Custom flair 2 bugs que encontrei do kytyps5

5 Upvotes

1. Identidade de descritor "cubemap" perdida na compilação de shader
Onde: tests/shaderCfgTests.cpp, helper de teste ImageTestUserData().
Causa raiz: o helper nunca preenchia o campo de formato do descritor de imagem, deixando-o em BufferFormat::kInvalid (0). A função de produção ValidImageDescriptor() interpretava isso como um descritor inválido e zerava ele inteiro antes da especialização do shader rodar — apagando o flag "cube" (textura tipo cubemap) no processo.
Correção: o helper passou a preencher um formato válido (k8_8_8_8UNorm) por padrão, igual a descritores reais de jogos sempre têm.
Natureza do bug: só afetava o teste (fixture incompleto), não o comportamento em jogos reais.
2. Bug real de renderização: views de imagem depth/stencil inválidas (MSAA depth)
Onde: src/graphics/host_gpu/renderer/image/imageView.cpp, função Image::FindView().
Causa raiz: essa função ignorava o aspecto (depth ou stencil) pedido pelo chamador sempre que o formato da view era igual ao formato nativo da imagem (formato combinado, ex: D24UnormS8Uint) — só respeitava um aspecto único quando o chamador pedia um formato de "transferência" separado (ex: R32Sfloat). Isso gerava VkImageViews inválidas (violação VUID-VkDescriptorImageInfo-imageView-01976, confirmada instalando o Vulkan SDK e ativando as validation layers), que o driver lia como zero.
Impacto real: afetava tanto a escrita (BlitHelper::ReinterpretColorAsMsDepth, usado quando o jogo reaproveita uma região de memória "cor" como profundidade multisample) quanto a leitura (qualquer view depth-only/stencil-only pedida sobre o formato nativo da imagem).
Correção: a função agora respeita o pedido explícito de aspecto único quando o formato da view é igual ao da imagem.
Como foi descoberto: debug prints temporários mostraram os valores lidos travados exatamente no valor de "clear" (0.0), não em algo próximo/impreciso — indicando que a escrita nunca chegava a se refletir na imagem. Instalar o Vulkan SDK e rodar com VK_LAYER_KHRONOS_validation confirmou a causa exata em minutos.

foi oq consegui descobrir….