PlayStation 4 Emulator shadPS4 V0.4.0 available for download

by · DSOGaming

The team behind the best PlayStation 4 emulator, shadPS4, has released a brand new version of it. Version 0.4.0 comes with a lot of new tweaks, changes and bug fixes. So, let’s take a look at all of them.

Version 0.4.0 fixes some shader recompiler issues that plagued the emulator. Moreover, it adds support for CPUs that don’t have SSE4.2a. As such, shadPS4 will now run on a wider range of CPUs. The team has also added frame graph and precise 60FPS timing.

shadPS4 V0.4.0 improves keyboard navigation in game list. Plus, it implements IME and Videodec2. Furthermore, it packs some network libs fixes, and it brings initial support for Geometry shaders. Another interesting feature is the implementation of cooled memory. This should help in some PS4 games.

From what we can see, shadPS4 can now boot a respectable number of triple-A PS4 games. For instance, it can boot God of War 3 Remastered and The Evil Within 2. V0.4.0 can now also boot SpongeBob SquarePants: Battle for Bikini Bottom Rehydrated. Bloodborne also now runs better than ever. Emulation is still not 100% perfect, but we’re getting there.

What’s also crazy here is the fact that Metaphor: Refantazio can run smoothly on shadPS4. Yes, we already have a native PC version of it. However, I’m impressed with the fact that shadPS4 can run it. I mean, we’re talking about a game that came out in 2024. This is crazy.

It will be interesting to see how many other PS4 games can now launch with Version 0.4.0. And I can’t wait to see Driveclub and The Order 1886 running smoothly on it. At this point, that’s what I’m really looking forward to.

If you want to try it, you can do so by downloading the emulator from this link.

Enjoy and stay tuned for more!

shadPS4 Version 0.4.0 Release Notes

   •  shader recompiler fixes
   •  Emulated support for cpus that doesn’t have SSE4.2a (intel cpus)
   •  Frame graph + Precise 60 fps timing
   •  Save data: fix nullptr & concurrent file write
   •  Auto Update
   •  Error dialog implementation
   •  Swapchain recreation and window resizing
   •  Add playback of background/title music in game list
   •  kernel: Quiet sceKernelWaitEventFlag error log on timeout
   •  Improve keyboard navigation in game list
   •  core/memory: Pooled memory implementation
   •  Fix PKG loading
   •  replace trophy xml assert with error
   •  Refactor audio handling with range checks, buffer threshold, and lock
   •  audio_core: Fix return value types and shift some error handling to library
   •  Devtools: PM4 Explorer
   •  Initial support of Geometry shaders
   •  Working touchpad support
   •  net: Stub sceNetErrnoLoc
   •  Add support to click touchpad using back button on non PS4/5 controllers
   •  Multiple Install Folders
   •  Using a more standard data directory for linux
   •  video_core: Implement sceGnmInsertPushColorMarker
   •  ime_dialog: Initial implementation
   •  Network libs fixes
   •  Use GetSystemTimePreciseAsFileTime to fix fps timing issues
   •  Added adaptive mutex initializer
   •  Small Np + trophy fixes
   •  Separate Updates from Game Folder
   •  Minor Fixes for Separate Update Folder
   •  AvPlayer: Do not align w/h to 16 with vdec2
   •  Improve sceSystemServiceReceiveEvent stub
   •  renderer_vulkan: Commize and adjust buffer bindings
   •  Add poll interval to libScePad
   •  Add more surface format mappings.
   •  vulkan: Report only missing format feature flags.
   •  IME implementation
   •  Videodec2 implementation
   •  path_util: Make sure macOS has current directory set and clean up path code.
   •  Load LLE modules from sys_modules/GAMEID folder

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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