AnyPS5’s tracker lists all 1,166 instructions in its tracked AMD RDNA 1 and RDNA 2 shader set as implemented. In this tally, “implemented” means the decoder recognizes an instruction. That’s a concrete graphics milestone—and a much narrower measure than whether a whole game runs well on a PC.
What 100% shader coverage counts
A shader instruction is one command in the code that directs a GPU’s graphics work. The AnyPS5 tracker counts an instruction once its decoder can recognize it. Its 100% figure therefore describes recognition across that tracked instruction list.
Recognition and correct execution are separate parts of the graphics path: the instructions still have to be translated and behave as intended when a game runs. A full count in the tracker is a step in that work, not a count of compatible games.
The tracker also lists a separate count for system-library functions declared in the project’s core/libs/prx codebase: 2,710 of 3,208, or 84.48%. That inventory measures a different part of the project from the shader instruction list.
How AnyPS5 adapts PS5 games for PC
AnyPS5 uses binary relinking: an existing PS5 ELF executable is adapted into a native x86-64 Linux ELF or Windows PE executable, with host-side replacements for the PS5 system libraries the game expects. The workflow starts with an already extracted game executable, its modules and resources, and built compatibility libraries.
For graphics, RDNA shader programs are translated into SPIR-V, an intermediate representation for shaders, for execution through Vulkan. The approach combines executable relinking with system-library and graphics-API reimplementation rather than recreating a complete virtual PS5.
This follow-up builds on our earlier coverage of AnyPS5 by explaining what the later tracked shader count measures—and how it relates to individual game results.
What the compatibility list and gameplay show
The project’s compatibility list marks Dreaming Sarah as playable in-game on Windows. It lists the Linux status as unknown. For the Windows entry, the list gives 60 FPS with a GTX 1050 Ti and an i5-7500 at 3.4 GHz, and 36 FPS with Intel HD Graphics 620 and an i5-7200 at 2.5 GHz. Those figures belong to the listed game and configurations.
A separate Windows demonstration shows God of War: Sons of Sparta reaching its title screen and gameplay through AnyPS5. The footage includes stutter and visual artifacts, offering a look at early-stage rendering in that particular game.
What the shader figure means for compatibility
A decoder that recognizes every instruction in the tracked list does not, by itself, make every game compatible. A title also depends on its shaders working through the translation path and on the system functions it uses being supported. The compatibility list’s Windows entry for Dreaming Sarah and the separate God of War: Sons of Sparta demonstration show progress on specific titles, not a universal result for PS5 games.
On Windows, a game may request up to 13,824 MB (13.5 GB) of direct memory, charged immediately against the system commit limit. That is a possible title-specific request, not a minimum amount of free RAM for every PC running AnyPS5.