AnyPS5 is an open-source project that converts PS5 executables into native Linux and Windows programs, with no emulator and no separate runtime process. A…
// the short version
AnyPS5 is an open-source project that converts PS5 executables into native Linux and Windows programs, with no emulator and no separate runtime process. A PS5 is an x86-64 machine, so a game's compiled code already runs on a PC processor; what is foreign is the file it ships in and everything that code calls.
// what to take away
- A PS5 is an x86-64 machine, so AnyPS5 keeps a game's machine code as it is and rebuilds only the executable's container as a native Linux ELF or Windows PE.
- PS5 games import system functions by NID, an 11-character hash of the function's name; AnyPS5 renames its reimplemented libraries' exports to the same hashes so the operating system's own loader binds them.
- Most of the code is graphics: PM4 command packets are replayed as Vulkan calls and RDNA2 shader machine code is recompiled to SPIR-V. On 8 October 2026 one game was verified.
// transcript
You might just be able to run GTA 6 on PC before Rockstar gets around to doing it themselves. Here's a technical breakdown of AnyPS5, a project that converts PS5 games into native PC programs with no emulator. It can skip the emulator because the console is an x86 machine, so a game's compiled code already runs on your processor, and what's foreign is everything around that code, starting with the file it ships in. That file is an ELF, the format Linux executables use, but it's stamped for Sony's operating system, and it never names the functions it imports. Each import is an 11-character hash of the function's name. So the first tool is a relinker, and it doesn't translate anything. It leaves the code alone and rebuilds the container around it as a native Linux or Windows executable, keeping every import named by its hash. Something has to answer to those hashes, so the project reimplements Sony's system libraries as ordinary shared libraries. After each one compiles, a patcher hashes every exported function name the way Sony does and renames the export to match. So when the game starts, your operating system's own loader matches hash to hash, and the game is calling native code with nothing in between. The GPU is where the real translation happens, and it's more than half the code. A PS5 game writes raw command packets for an AMD GPU, and its shaders are already compiled to that GPU's machine code. So one library replays the packets as Vulkan calls, while a recompiler decodes each shader, rebuilds its control flow and emits SPIR-V, the bytecode Vulkan accepts. That's the whole design, built by nearly a hundred people in 2,700 commits. The verified list has exactly one game on it, a 2D platformer at 60 frames a second, and one bug report has Hollow Knight: Silksong reaching its title menu with some letters drawn as boxes. The project counts 85% of the system functions it knows about as done, but each new game turns up ones it hasn't met, it always runs signed out of PlayStation Network, and you have to supply a decrypted copy of the game yourself. Rockstar took nineteen months to bring the last GTA to PC, and this project has existed for two.
// source
This explainer is based on AnyPS5: tool for automatic PS5 executables porting to Linux and Windows by AnyPS5 ↗. The original reporting and technical work belong to its publisher.