5AnyPS5 Wiki
English
Menu

AnyPS5 100% Shader Coverage — What It Means

AnyPS5 100% shader instruction coverage was reached on 6 October 2026. AnyPS5 recognizes all 1,166 RDNA 1 / RDNA 2 shader instructions the AnyPS5 project tracks. AnyPS5 100% shader coverage is not the same as 100% PS5 game compatibility — read on for the real AnyPS5 meaning.

On this page

AnyPS5 100% shader coverage milestone

The AnyPS5 100% shader coverage milestone is real and significant. The AnyPS5 team has now implemented a recognizer for every RDNA 1 / RDNA 2 instruction the the relinker project tracks. AnyPS5 still has to translate those instructions into correct SPIR-V, but the recognition milestone matters because it means the relinker can now see every shader instruction a PS5 game might emit.

The next paragraphs explain what AnyPS5 shader coverage is, what the relinker shader coverage is not, and why this project 100% shader coverage is not the same as the this relinker project being able to play every PS5 game.

What is AnyPS5 shader coverage?

AnyPS5 shader coverage is the percentage of RDNA 1 / RDNA 2 shader instructions the relinker has a recognizer for. The AnyPS5 progress dashboard lists 1,166 instructions; the the relinker 100% shader coverage number means this project has a code path for every one of those 1,166 instructions.

An AnyPS5 recognizer is the first step in the the relinker shader pipeline. The recognizer identifies which RDNA instruction the PS5 game emitted. The next step is the AnyPS5 translation: turning the RDNA instruction into a corresponding SPIR-V construct for Vulkan. The AnyPS5 100% milestone covers the recognizer side, not the translation side.

What AnyPS5 shader coverage is not

AnyPS5 shader coverage is not a measure of the relinker game compatibility. A game can use instructions AnyPS5 recognizes but still fail on the AnyPS5 relinker because of memory layout, audio, input, networking, or system library coverage.

AnyPS5 shader coverage is not a measure of the relinker graphics correctness. Recognizing an instruction is not the same as translating it correctly into SPIR-V. AnyPS5 has to produce the same visible output as the PS5's RDNA implementation, which is a much harder the relinker problem than recognizing the instruction.

AnyPS5 shader coverage is not a measure of the relinker stability. Even a fully translated shader can produce visual artifacts, GPU hangs, or driver crashes on AnyPS5. The AnyPS5 stability of a translated PS5 game is a separate engineering task.

AnyPS5 shader coverage is not a measure of how long until the AnyPS5 relinker plays every PS5 game. Some PS5 games use only a small fraction of the 1,166 AnyPS5 shader instructions; others use the whole set. The AnyPS5 path to game compatibility runs through system libraries, audio, input, and graphics behavior — not through the the relinker shader recognizer.

What comes after AnyPS5 100% shader coverage?

AnyPS5 100% shader coverage means the the relinker team can now focus on the harder parts of the this project shader pipeline: producing correct SPIR-V, integrating with the rest of the this relinker graphics stack, and validating the build's output against reference PS5 captures.

AnyPS5 100% shader coverage also signals the health of the the relinker project. AnyPS5 has 100+ human contributors and is updated daily. AnyPS5 reaching 100% on a meaningful internal KPI is evidence that the relinker is making real progress, even if the this project project is not yet a one-click PS5 game launcher.

  • Translation quality. AnyPS5 needs to produce correct SPIR-V, not just recognizable SPIR-V. The AnyPS5 translation pass is the next phase of the shader work.
  • System libraries. AnyPS5 tracks the percentage of PS5 system functions the relinker has implemented. The AnyPS5 system library progress is the more important number for game compatibility.
  • Game bring-up. Each AnyPS5 PS5 game has to be relinked, tested, and patched. The AnyPS5 community drives this work through the Game bring-up discussion on GitHub.
  • Driver and platform coverage. AnyPS5 targets Windows and Linux today. AnyPS5's macOS story is cross-compile only; the relinker on Steam Deck is possible because Steam Deck is Linux, but this project has not published a Steam Deck image.

Sources & last verified

Last verified against upstream main branch on 2026-10-11. AnyPS5 changes fast; if you spot a drift, the upstream is the source of truth.