Home › Build AnyPS5 from source

Build AnyPS5 from source

Updated 2026-10-13

Building from source gets you the newest fixes between releases. This page summarises the project's BUILD.md as of October 13, 2026. Use the official document for the exact commands.

Open BUILD.md on GitHub

Quick answer
  • Needs x86-64, Git, CMake 3.22.1+, Ninja and a C++20 compiler
  • Linux: GCC and G++. Windows: only MinGW-w64 GCC 15.2.0 (WinLibs) is supported
  • Two modes: relinker-only, or the full build with system libraries
  • Build the libs target explicitly, and rebuild it after library changes

Requirements

PlatformWhat to install
Allx86-64 machine, Git, CMake 3.22.1 or newer, Ninja, a C++20 compiler
LinuxGCC and G++; XRandR, X11 and Xext development headers; at least one audio backend (PipeWire, PulseAudio or ALSA). Configuration fails without an audio backend
FedoraIf CMake cannot find Threads, install the static glibc and libstdc++ packages
WindowsMinGW-w64 GCC 15.2.0 (WinLibs build), with its bin directory on PATH
OptionalPython 3 for the Python regression tests

Full build, in outline

  1. Clone the official repository
    Clone github.com/boykopovar/AnyPS5 and initialise its Git submodules before configuring.
  2. Configure with CMake and Ninja
    Use a Release configuration. On Linux, select GCC and G++ as the compilers. FFmpeg is downloaded during configuration unless FFMPEG_PREBUILT_DIR is set.
  3. Build the default targets
    This produces the relinker and tools.
  4. Build the libs target
    The system libraries are in a separate libs target that is excluded from the default build unless BUILD_TESTING is on. Without it there are no .prx libraries for converted games to load.
  5. Rebuild libs after changes
    If you modify or pull changes to a library and do not rebuild libs, games will load stale .prx files.

Relinker-only build

If you only need to convert executables, there is a lighter mode. Turning on ANYPS5_RELINKER_ONLY builds just the relinker and its tests, with no submodules and no third-party libraries. It needs only CMake, a C++20 compiler and a build tool, and it works on Linux, Windows and macOS, including Apple silicon.

The relinker produces x86-64 Linux ELF or Windows PE files. Running the converted games still needs the system libraries built for the target OS, and this mode does not provide macOS game execution. Keep it in a separate build directory from the full build.

Useful CMake options

OptionEffect
ANYPS5_RELINKER_ONLYBuild only the relinker and its tests
BUILD_TESTINGBuild tests; also pulls libs into the default build
ANYPS5_USE_SYSTEM_DEPSUse system packages instead of submodules. Requires Vulkan-Headers 1.4.310 or newer and an SDL2 build with HIDAPI; it never falls back to the submodules
ANYPS5_ENABLE_SPIRV_TOOLSValidate recompiled shaders with Spirv-Tools
FFMPEG_PREBUILT_DIRPoint at a prebuilt FFmpeg instead of downloading one

BUILD.md also documents AddressSanitizer, timing logs, Tracy profiling, AGC shader logging and ccache launchers.

Windows pitfalls

FAQ

Can I build AnyPS5 with Visual Studio (MSVC)?

BUILD.md lists MinGW-w64 GCC 15.2.0 from WinLibs as the only supported Windows toolchain.

Can I build it on a Mac?

The relinker-only build works on macOS, including Apple silicon, but it does not provide macOS game execution.

Do I need to build it to use it?

No. Prebuilt Linux and Windows builds are attached to the official releases.

Unofficial information site. Not affiliated with the AnyPS5 project, its maintainer boykopovar, or Sony Interactive Entertainment. PlayStation and PS5 are trademarks of Sony Interactive Entertainment Inc. This site hosts no games, firmware, keys or AnyPS5 builds; every download link points to the project's own GitHub pages.