System requirements
The host runs the game code natively. The CPU still has to offer the extensions that code expects, and the GPU has to speak Vulkan 1.1.
Unofficial notes. No game files, BIOS, firmware, keys, ROMs, or mirrored builds. Download each project only from its official GitHub repository.
CPU
64-bit x86, AMD or Intel. Code compiled for the PS5 Zen 2 CPU may require AVX2, FMA, F16C, BMI1, BMI2, LZCNT, and MOVBE. Startup names a missing extension and stops before title code.
GPU
Vulkan 1.1 with graphics, compute, and swapchain presentation. A discrete GPU is preferred over integrated graphics. ANYPS5_GPU overrides the choice.
Memory
On Windows, direct memory is committed when the title maps it, up to 13824 MiB, on top of everything else. RAM plus the page file has to cover that commit limit. 16 GB of RAM is only a floor when the page file is large enough.
Operating system
64-bit Windows or current 64-bit Linux for running a converted title. macOS can produce an x86-64 Mach-O, including a Rosetta path on Apple silicon. Running games on macOS is not an official target.
Disk
Room for the title you supply, the relinker, the host libraries, and a shader cache that grows the first time a title presents a frame. This site does not publish a fake precise install size.
Performance
Native CPU code skips one kind of translation. Shaders, synchronization, and memory copies still cost time. Dreaming Sarah's archived row is 60 FPS and 36 FPS on two old test PCs. A cited Linux Demon's Souls tutorial is about 2 FPS. One number does not predict another game.