Why AnyPS5 fell from 91% to 64%: the recorded function inventory and stub change

ItsOOGWAY · PC guides & recorded tests

Why AnyPS5 fell from 91% to 64%: the recorded function inventory and stub change

AnyPS5's system library coverage dropped from above 91% to around 64%. Did the project lose progress? The implemented count actually increased while the total number of declared functions grew much faster.

The key checkpoint: Read implemented functions and declared functions together. More named pending exports can lower the percentage without removing existing implementations.

How to read the evidence

  • Keep the date, source revision, scene and measurement unit with each claim.
  • Contributor reports and earlier local gameplay are attributed evidence, not a new benchmark.
  • Use the primary documents below to check later changes.

Dated snapshot: the recording discusses 4,284 implemented functions and roughly 64% coverage on October 20. The live history now recalculates that date as 4,325/6,874 (62.92%) using current counting rules. Preserve both the date and revision when comparing. Current official history.

Resources from this video

Links, downloads & documentation

Primary documents, attributed reports and every source URL from the video description are collected here. Preserve the date and measurement context when comparing later updates.

Watch the complete video

Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.

Walkthrough 01

Understand the coverage counter

Video reference 0:32 ↗

First, what is this counter actually measuring? Games depend on system functions for things like memory, input, audio, and communication with the operating system. AnyPS5 provides its own implementations of system libraries that games expect to use. The progress counter compares functions counted as implemented with the functions currently declared in the project. It has never been a complete inventory of everything the PlayStation five can do. That means the total can grow when more missing functions are added to the codebase.

The older percentage was a percentage of the smaller list known to the tracker at that point.

What the system library counter measures — recorded frame
0:32 in the video · What the system library counter measures. Select the screenshot to open this point in the original video.

Walkthrough 02

Compare the recorded daily snapshots

Video reference 1:13 ↗

Here's what the official history shows. For October eighteenth, it lists three thousand, six hundred and eighty-three implemented functions, out of four thousand and twenty-nine declared functions. That's just over ninety-one percent. In the October twentieth snapshot we're looking at, the implemented count has increased to four thousand, two hundred and eighty-four. But the declared total is now above six thousand, six hundred. So the tracker counts six hundred and one more functions as implemented, while the tracked workload has expanded much faster.

That's how the percentage can fall while the implemented count rises.

The implemented count went up — recorded frame
1:13 in the video · The implemented count went up. Select the screenshot to open this point in the original video.

Walkthrough 03

Keep historical counting rules in view

Video reference 2:05 ↗

These historical figures are recalculated using the project's current counting rules, which makes them a comparison of those code snapshots under the same rules.

A real example: 592 pending exports — recorded frame
2:05 in the video · A real example: 592 pending exports. Select the screenshot to open this point in the original video.

Walkthrough 04

Read the pending-export change

Video reference 2:49 ↗

There's a particularly clear example in this pull request. It adds five hundred and ninety-two pending exports across two system libraries. You can think of exports as functions a library makes available for another program to request. In the comparison reported here, the implemented count stays exactly the same. Only the declared total increases. The reported percentage drops from about eighty-three percent to about seventy-three percent, without the implemented count going down. Those are the figures for this particular change, separate from the daily history.

This one pull request doesn't explain the entire two-day change, but it demonstrates the effect directly.

Declared stubs vs implemented behavior — recorded frame
2:49 in the video · Declared stubs vs implemented behavior. Select the screenshot to open this point in the original video.

Walkthrough 05

Distinguish stubs from working behavior

Video reference 3:37 ↗

There's an important distinction, though. Declaring a function does not mean its behavior has been implemented. These additions are stubs: placeholders that explicitly report that the behavior is not implemented. They can let a missing import resolve, but if the game calls that unsupported function, it can still stop there. That makes the gap visible. Developers can identify what the game needs, investigate how it should behave, implement it, and test the result. A missing requirement doesn't become unnecessary just because it was absent from a progress chart.

And even the implemented category needs context. The scanner classifies code; it doesn't prove that every function behaves correctly in every game. Incomplete behavior can still remain.

What this means for FPS — recorded frame
3:37 in the video · What this means for FPS. Select the screenshot to open this point in the original video.

Walkthrough 06

Look for game evidence beyond the percentage

Video reference 3:37 ↗

So does this update mean better frame rates? These numbers alone can't tell us that. Correct library behavior matters, but performance also depends on the graphics path, synchronization, memory handling, and the particular game being tested. Resolving one blocker might get a game further without making it faster. What I find encouraging is that the project is making more of the remaining work explicit, while the tracked implemented count continues to grow in these snapshots.

For actual game progress, look for a report naming the build, the hardware, how far the game runs, and what still fails.

Checks for interpreting the report

SituationNext useful check
A current source differs from the recordingKeep the recorded snapshot date. Check current revision and measurement rules before comparing.
A screenshot appears to prove more than the reportRead the full source, the test environment and the untested limitations.
A headline number sounds decisiveCheck its numerator, denominator, time unit and the specific outcome it measures.

Recorded versions, test limits & credits

This companion follows the matching ItsOOGWAY video. Screenshots are genuine frames resized for reading. This page preserves the dated recording and its stated limits. Compare current primary guidance with your own situation before applying a recorded procedure.

Original setup notes and credits
AnyPS5's system library coverage dropped from above 91% to around 64%. Did the project lose progress? The implemented count actually increased while the total number of declared functions grew much faster. This AnyPS5 update explains the changing percentage using the official progress history and a merged pull request. We look at what system-library functions and pending exports mean, why a declared stub is different from implemented behavior, and why coverage figures alone cannot tell us game compatibility or FPS. In the dated snapshots discussed here, the tracker counts 601 more functions as implemented. This is a code-scanner category, not proof of 601 independently verified behavioral fixes. The daily history is recalculated under current counting rules. CHAPTERS SOURCES Official AnyPS5 repository: Official progress history: PR #7821 - system service import stubs: Counting rules at the research snapshot: Recorded and researched on 20 October 2026. These are dated development snapshots; the live counters can change. The recorded history table and repository badge differ slightly, so the narration uses rounded values. The detailed comparison graphic follows the recorded history table. The PR's comparison is separate from the daily totals. The metric tracks functions declared within the project, not every PS5 system function, overall project completion or the percentage of games that are playable. No FPS improvement is demonstrated in this update. The video is an independent explanation, not an official AnyPS5 announcement. Music: Cybernetic Ride. #AnyPS5 #PS5onPC #OpenSource
Original video chapters
  • 0:00 Why did AnyPS5's percentage drop?
  • 0:24 What the system library counter measures
  • 1:05 The implemented count went up
  • 1:57 A real example: 592 pending exports
  • 2:41 Declared stubs vs implemented behavior
  • 3:29 What this means for FPS
  • 4:00 How to judge actual game progress

Project developers and game rights holders are credited in the original notes above and the linked sources. Related setup, credit and licence URLs remain in the resources section.

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