AnyPS5 hits full shader instruction coverage, but native PS5 games on PC remain far off

The open-source AnyPS5 project has reached 100% coverage of its tracked AMD RDNA 1 and RDNA 2 shader instructions, with all 1,166 instructions recognized. That milestone only means the decoder can identify the instructions; it does not guarantee correct translation to SPIR-V, full GPU support, or working game rendering. AnyPS5 aims to run PS5 executables natively on Windows and Linux through binary transformation and API reimplementation rather than conventional emulation.
AnyPS5 is open source and targets Windows and Linux. It relinks standard PS5 ELF executables into native x86-64 Linux ELF or Windows PE files, replacing expected PS5 system libraries without source code. Its GPU work translates AMD RDNA shader programs into SPIR-V for Vulkan. A "--to-intel" option converts some AMD-only CPU instructions for Intel hosts.
The tracker lists 1,166 RDNA 1 and RDNA 2 shader instructions as recognized. Separately, 2,578 of 3,044 declared system-library functions are reported implemented, or 84.69%. Recognition does not ensure correct SPIR-V translation, full GPU feature support, or proper rendering. For example, libSceHttp is listed at 95%, yet project notes say no HTTP request currently reaches the network.
If AnyPS5 matures, PC users could gain another way to play console titles without buying PS5 hardware, potentially affecting console sales and game preservation. Developers and publishers may face new questions about platform control, compatibility, and support. Enthusiasts could benefit from open-source experimentation, while technical and compatibility barriers may limit practical adoption. The milestone itself may mainly signal progress to hobbyists, not immediate change for mainstream players.