@RinShima75173 You can prevent this in shadPS4 too, but shadPS4 is an emulator with a lot of settings and many game-specific patches.
You can simply take those patches and put them into the projects you call “ports,” and as a result you can avoid vertex explosions without enabling readback.
We’re not focused on a single game.
I assume you’re referring to the strong performance you see on the Kyty side, but there’s a misleading detail there: those aren’t the original Kyty. They’re forks focused on a single game. In the original KytyPS5 performance is bad.
@CursedIfElse Why is performance gains take longer in sharpemu, especially for a while there is a little improvement are getting to the maximum the emulator can do where improvements are little?
@RinShima75173 I haven’t played any of the decompile builds, but I know exactly why they have vertex explosions. They disabled readback to get better performance.
In shadPS4, setting it to atomic or full prevents the vertex explosions. Alternatively, disabling FaceGen fixes it too.
That doesn't mean we're shifting our priorities. Improving performance and addressing the existing overhead remain more important than expanding PS4 game compatibility right now. Backward compatibility is an extension of SharpEmu, not a second project.