1AnyPS5 verified playable game

84.69% = 2578 of 3044 system functions the project has declared so far. The total grows over time; it is not a game compatibility rate.

AnyPS5 Troubleshooting

By AnyPS5 Progress Tracker · Data updated

Fixes for the errors documented in the official AnyPS5 usage and build guides. New to AnyPS5? Start with the install guide.

The game exits with a std::runtime_error message

Cause: AnyPS5 deliberately throws on unsupported or unexpected states (often a system function that is still a stub). The message is printed to stderr.

Fix: Read the message — it is usually the missing piece. Run tools/import_audit.py to list imports that are stub or absent. A crash after some frames (press has reported crashes around frame 71 or 168 on early tests) usually means a feature is not implemented yet; check the compatibility list.

Windows error 193: not a valid Win32 application

Cause: An original PS5 .prx module was placed in libs/, so Windows tries to load it as a DLL.

Fix: Keep only AnyPS5's system libraries in libs/. Converted game modules belong under app0/.

create direct memory backing of 0x… bytes

Cause: On Windows, direct memory (up to 13,824 MiB per title) is committed in full, and the system commit limit is too low.

Fix: Enlarge the page file or close other applications.

No usable Vulkan device / wrong GPU used

Cause: AnyPS5 picks the first Vulkan 1.1 device with graphics, compute and presentation, preferring a discrete GPU.

Fix: Update GPU drivers. Set ANYPS5_GPU to part of the device name shown in the Physical device candidate lines at startup.

The game shows no text

Cause: The game opens console system font sets and no font files were found.

Fix: Put font files in anyps5-fonts/ beside the executable (or set ANYPS5_SYSTEM_FONTS). Openly licensed Noto Sans substitutes are supported.

Controller or keyboard does not work

Cause: Controllers go through SDL; keyboard and mouse need a mapping file.

Fix: Create anyps5-input.ini as described in the input mapping docs.

relinker exits with code 1 or 2

Cause: 1 = invalid arguments; 2 = conversion failed (error printed to stderr). Running relinker with no arguments prints usage and exits with an error; there is no --help.

Fix: Check option spelling; use --windows for a Windows build (an .exe filename alone is not enough). On Intel CPUs add --to-intel. Make sure only one of sce_module/ or sce_modules/ exists.

Build: FFmpeg download fails with status 60

Cause: WinLibs CMake has no CA bundle for HTTPS.

Fix: Set SSL_CERT_FILE to a CA bundle (e.g. Git for Windows' ca-bundle.crt) or set FFMPEG_PREBUILT_DIR.

Build: library changes have no effect

Cause: The libs target is excluded from the default build.

Fix: Run cmake --build build --target libs --parallel after every library change.

Source: docs/user/USAGE.md + docs/dev/BUILD.md + README · read Oct 9, 2026

AnyPS5 troubleshooting FAQ

Why does AnyPS5 crash at frame 168?

Early press coverage reported a test game crashing around frame 168 (another report says frame 71) after reaching its menu. Crashes like this mean a system function or GPU feature the game needs is not implemented yet; AnyPS5 stops with a runtime_error instead of continuing silently.

How do I report a bug?

Through the official GitHub repository (boykopovar/AnyPS5). Include the stderr output and your hardware. Do not attach game files.

Does AnyPS5 have a GUI?

No. The relinker is a command-line tool; --windows-gui only changes the subsystem of the converted program.