Game Status - modhollow/KytyPS5 GitHub Wiki
Game status
Last updated: 2026-10-13. Results apply to the listed build and hardware.
| Game | Tested release/game | Verified progress | Remaining limitation |
|---|---|---|---|
| Demon’s Souls (PS5) | KytyPS5-v20261013; PPSA01341 version 01.007.000 | Game start and intro with a 15-minute precompile, 1280×720 windowed; area gameplay for this release not yet re-tested (an earlier six-area result was withdrawn; see the run record). Preview 2's Boletarian Palace play at 1920×1080 remains the latest verified gameplay | First visits outside the precompiled part still compile; black windowed 1080p; combat/campaign unverified |
The KytyPS5-v20261013 run record identifies the source, hardware and settings; the preview 2 and preview 1 records are kept. Testing and Known Issues centralizes release availability, performance and platform limits. Historical local runs are preserved in recorded runs; their observations do not certify another build or every game area. Introductory-screen FPS is separate from gameplay.
Separate local development checkpoint — 2026-10-11
An unreleased local candidate reached Nexus character/world/HUD in a measured 1920×1080 borderless fullscreen client after an on-demand restart with the same application caches. The fresh-cache run stayed at Bluepoint; both closed normally without reported device loss. First-use hitches and the earlier stall cause remained unresolved. Boletarian Palace 1-1 was prepared but not launched in that checkpoint. See the historical scope and limitations. Published-release results remain separate in the table above.
Parallel loading development checkpoint — 2026-10-12
A newer unreleased 1280×720 windowed candidate reached Gates of Boletaria and Nexus, with movement/camera, Boletaria combat/healing/death/reload, and a fresh-cache Nexus replay of about 29 minutes of mixed play and observation. Normal closes, including one during loading, succeeded without a detected device-loss report. A controlled comparison observed a shorter loading interval with parallel pipeline creation, with driver-cache isolation and capture-cadence limits. First-use pauses, full rendering correctness, stable FPS and campaign coverage remain unresolved. These results do not update the published previews or source; see the separate development record.