heydemoura/EglantinePS5
GamesUnofficial Nintendo Switch 2 emulator frontend that runs as a PS5 homebrew app.
Overview
EglantinePS5 is an unofficial PlayStation 5 homebrew port of the Eglantine emulator, itself a Switch 2 capable fork of Eden. The emulator core comes from those upstream projects; this repository provides the PS5 frontend and launcher in headless/ plus build and packaging tooling in tools/ (README). Rendering runs on Mihawk's PS5 Mesa/Vulkan layer or ps5-opengl, and the project builds on the PS5 Native App Boilerplate (foundation notes). Video, audio, controller input and saves are reported working, but this is an early alpha and compatibility and performance vary by game.
Features include Vulkan and OpenGL renderers, 0.5x–4x internal resolution with upscaling filters, 1080p/1440p/2160p output, 120 Hz output, optional frame generation via a user-supplied Lossless Scaling DLL, per-game profile settings, button remapping, save import/export (including Ryujinx), mods and cheats, RomM download sources and per-profile save sync, and experimental multiplayer through Eden rooms.
Quick start
You need a jailbroken PS5 with ShadowMountPlus 1.7beta4 or newer (older versions fall back to the bundled Lapy helper) and a local ELF loader listening on TCP port 9021 (install).
- Download and extract the release ZIP.
- Copy the
PPSA98515folder to/data/homebrew/PPSA98515, or to another location ShadowMountPlus scans such as/mnt/usb0/homebrew/PPSA98515. - Create a game files folder anywhere the console can read. It needs
keys/prod.keys, extracted firmware NCAs infirmware/, and ROMs inroms/;title.keys,updates/andmods/are optional (layout). - Launch EglantinePS5, open Settings > Game files, and select that folder (default
/data/eglantineps5). - Pick a game from the Library. To quit a running game, hold Touchpad + L1.
To build from source, run make on Linux (Ubuntu 26.04; WSL works); dependencies are fetched at pinned revisions and release files go to dist/. See docs/BUILDING.md.
Constraints
- Requires a modified console plus specific loader and mount infrastructure; this is not a drop-in application for a stock PS5.
- No Sony SDK, firmware, encryption keys or decrypted modules are included. Firmware, keys and game dumps must be supplied by the user from their own legally obtained copies.
- Early alpha: game compatibility and performance vary, and the README's
Compile aheadswitch notes it had been run in only one game on console at the time. - Frame generation requires a separate Lossless Scaling purchase and a manually copied
Lossless.dll; without it those settings are greyed out (frame generation). - RomM integration needs a RomM server (5.0.0+ for save sync) and an FTP server on the console for downloads (download sources).
- Menu is available in many languages, but there is no screen reader.
- GPL-3.0-or-later; third-party components keep their own licenses.
HotRepo's take
EglantinePS5 appeared on HotRepo's new-project C++ list on 2026-11-02 with 105 stars, up 5 in a roughly two-hour window, and it has no recorded all-language daily rank. The narrow sampling window and short history make it too early to read the star movement as a trend; what stands out instead is the breadth of README documentation for an early alpha—install layout, per-game settings, update rollback and a RomM/save-sync workflow—which gives readers concrete material to assess whether the project's current state matches their console setup.
Written by AI from the project's README, updated . The project's own docs are the source of truth.