Big Helmet Heroes — DirectX 12 progress in PS5PCEM Two early startup blockers are now fixed on main: compute-image operations execute on native D3D12, and packed 10-bit SDR frames can be presented. Uncompressed RGB10A2 and R11G11B10 render targets are also supported. These are general backend improvements. Tested with PPSA19943 v01.000.400 on an RTX 3070 Ti. All 50 D3D12 tests and the complete native GPU probe pass, including new image-copy, selected-mip write and packed-target checks. game-run.exe has been rebuilt. The game is not yet working on DirectX: it presents an initial black frame, then stops on unsupported CMASK fast-clear metadata at the first color draw. Menu, gameplay and FPS are still unverified. Work is paused at this checkpoint; unsupported draws are not skipped and there is no Vulkan fallback. The existing Vulkan result is unchanged. The only capture is a blank frame, so there is no menu/gameplay screenshot to publish yet. Also: both Windows and Linux launchers now link to this official Znosin channel instead of Boosty. Code: https://github.com/iStark/PS5PCEM/commit/c90203e254f88ce59859e7544e5d7aa83b69f521 Report: https://github.com/iStark/PS5PCEM/blob/main/docs/development/big-helmet-heroes-d3d12-startup-2026-11-05.md The website repository now includes a separate DirectX test-history entry in all 12 languages.
PS5PCEM
PS5PCEM PlayStation 5 emulator