AnyPS5 Guides
How AnyPS5 works
The relinker converts a PS5 executable and its bundled modules to the target system’s native format; AnyPS5 replacement libraries supply the system functions used at runtime.
From game files to a running program
Conversion and execution are separate steps. The diagram shows the Windows/Linux setup covered by our release guides: bundled modules are converted alongside the executable, while resources are placed in app0/ separately. The original PS5 modules are inputs to the relinker, not replacements for the host-native libraries in libs/.
01 / Convert
- Your game dump
Clean ELF executable + bundled ELF modules
- Relinker
Convert format and linking information
- Native output
Windows PE / Linux ELF + converted game modules
02 / Prepare and run
Keep the native output together with these two dependencies.
Replacement libraries built for the target OS
Copy your resources; use the converted game modules
Imports resolve to matching libraries; the game reads its resources.
What the relinker changes
It reads imported system functions, adjusts linking information and emits a native executable and converted game modules. On Windows the output is PE; on Linux it is ELF. The operating system loads the result and resolves its imports against the matching libraries; AnyPS5 does not run a separate emulation process.
What happens to graphics
Native executable output does not mean that the graphics work is already done. AnyPS5’s graphics library handles game GPU commands, recompiles supported RDNA shaders to SPIR-V and submits work through Vulkan. Missing system functions, unsupported shaders or incorrect memory behavior can still stop a converted game.
Conversion is not a compatibility guarantee
A successful conversion confirms that the tool produced output, not that the whole game was tested. Check a report for the same title ID, operating system, build and patch set before choosing files. For Mac conversion support and the difference between official and community evidence, read the FAQ.