A Switch Emulator Now Runs on PS5. Its Own Compatibility List Grades Nothing as Excellent

By Indie Kings | September 28, 2026

Updated September 28, 2026: ProsperoEden is an unofficial port of the Eden Nintendo Switch emulator to PlayStation 5 homebrew, and its own compatibility file is considerably more interesting than the coverage that announced it. The project has been public since September 21, is GPL-3.0 licensed, and shipped alpha build v1.000.010 on September 25 with 149 stars. The coverage reported Cuphead at 60 FPS. The project's own file records Cuphead at 60 FPS, Mario Kart 8 Deluxe averaging 39.5, Animal Crossing at 15, and Breath of the Wild at 8 to 10 with assets failing to load. Nothing in the table is graded A.

ProsperoEden, an unofficial Eden Nintendo Switch emulator port running on PlayStation 5 homebrew

Image: ProsperoEden on PS5. Credit: VideoCardz.

What ProsperoEden actually is

ProsperoEden is described by its own repository as "an unofficial PlayStation 5 port of Eden, an accurate, high-performance emulator for the Nintendo Switch". The project states plainly that all credit for the emulator core belongs to Eden and its contributors, and that it is not affiliated with or endorsed by the Eden team, Nintendo, or Sony.

The hard facts from the repository, as of September 28, 2026:

  • Repository blackbearreloaded/ProsperoEden, GPL-3.0, not archived and not a fork
  • Created September 21, 2026, last pushed September 26, at which point it had 149 stars
  • Three alpha releases: v0.1.0-alpha on September 22, v1.000.005 on September 24, and v1.000.010 on September 25
  • The release binaries are roughly 33 MB each, at 32,693,713 bytes, 33,793,323 bytes and 33,814,453 bytes
  • Marked "an early alpha", with the README noting compatibility and performance "will vary between games"

That is a five-day-old project with three alpha builds and no source code published, which is the correct baseline to hold in mind against any performance claim made about it. The README is explicit on that last point with a section titled "Source code coming soon", explaining that the public release is being prepared while performance work and the interface are finished. Nothing about the project can be independently verified until that lands.

The lineage: Yuzu to Eden to a console port

The ancestry of this project runs through a legal shutdown, and that history is the reason the project is built the way it is.

ProsperoEden is a port of Eden, an open-source Nintendo Switch emulator. The repository for Eden upstream is eden-emulator/mirror, GPL-3.0, created October 25, 2025, last pushed September 28, 2026, at 261 stars, and described as a "Mirror of Eden. PRs welcome."

Eden itself is derived from the Yuzu codebase, per the coverage, and the reason for the fork is on the record: Nintendo's legal pressure forced the Yuzu emulator to shut down in 2024. This site's own coverage of that shutdown and of the subsequent Suyu fork is where the lineage starts, and the new Suyu and Nuzu forks picked up the same user base and the same legal constraint.

So ProsperoEden is a fourth generation of a codebase that exists because its predecessor was legally compelled to disappear. That is worth stating plainly because it explains a structural choice: the emulator core is GPL-3.0, the port is a thin adaptation layer on top of it, and the project takes no ownership of the core. The port's own repository description says "Unofficial port of the Eden (Nintendo switch) emulator for PS5", which is a description of an adapter rather than a new emulator.

How it runs on PS5 at all

The interesting engineering question is why a Switch emulator would run on a PlayStation 5 at all, and the answer is in the stack the project documents.

Two foundations do the work, both from the same author:

  • PS5 Native App Boilerplate, described as "the same native foundation used by ProsperoLight", providing the native PS5 application structure, runtime, packaging, RmlUi shell and homebrew deployment
  • ps5-opengl, described as providing "the native PS5 rendering layer used by the Eden graphics backend"

That second point carries the most weight. The PS5 port currently uses OpenGL, with no Vulkan renderer available, and this is stated in the README, the coverage and the compatibility file alike. A PS5 has no native OpenGL, so what ps5-opengl provides is an OpenGL implementation running on PS5 hardware. That is the whole trick, and it explains both why the project works at all and why performance is where it is.

Shipping an entire console's commercial titles through an OpenGL translation layer, on top of an emulator core, on top of homebrew deployment, is an unusual amount of translation stacked in one path. The project's own performance figures are the honest measure of what that costs, and they are mixed. The firmware target matters too: recent testing was primarily on PS5 firmware 6.02, with users also reporting earlier builds working on firmware 12.70.

The build shipped in v1.000.010 is mostly OpenGL and performance work, per the changelog: multisample operations, render-target compatibility, shader handling, depth copies, plus fixes for game loading and shutdown including Metroid Dread startup and returning from Super Mario 3D World to the launcher. It also added a per-game Handheld or Docked setting that applies on the next launch. DualSense controls, saves and a performance overlay are supported, with Touchpad plus R1 toggling the HUD and Touchpad plus L1 closing the running game.

The compatibility table nobody reported in full

This is where the project's own file and the news coverage diverge sharply, and the file is the one worth reading.

The coverage reported Cuphead at 60 FPS, Metroid Dread around 40, Super Mario 3D World playable, and Mario Kart 8 Deluxe reaching gameplay below 60. All true. What it did not carry is the rest of the table, and the rest is the interesting part.

GameGradeReported or measured FPS
CupheadB, Playable60, owner-reported
Hollow KnightB, Playable in tested sectionsUp to 60 in earlier builds, not sustained
Horizon Chase TurboB, Playable50, owner-reported
Metroid DreadB, Playable40, owner-reported
Super Mario 3D WorldB, Good, plays wellGameplay FPS not measured
SummerhouseB, Playable25, owner-reported
Mario Kart 8 DeluxeC, Major issues39.50 average over a 20 second docked window
Mario vs. Donkey KongC, Major issues40, owner-reported
Jay and Silent Bob: Chronic Blunt PunchC, Major issues30, owner-reported
Animal Crossing: New HorizonsC, Major issues15, owner-reported
Pokemon Legends Z-AD, Not playableAbout 5.5 at language selection
The Legend of Zelda: Breath of the WildD, Not playable30 at menu, 8 to 10 in gameplay

The grades are the project's own scale, and the A grade is defined as "extended gameplay tested with no significant known issues". Per the compatibility file, no current entry qualifies for A. Nothing in this table is rated as excellent.

Two of the D entries are worth reading in detail because they describe different failure modes. Pokemon Legends Z-A has slow language selection and a repeatable shutdown crash that remain unresolved, reaching about 5.5 FPS at the language selection screen. Breath of the Wild is the more striking failure: the menu ran at roughly 30 FPS in both docked and handheld mode, but in gameplay the frame rate averaged 8 to 10 in both modes and assets failed to load fully, with the screen appearing mostly dark with some blue elements visible.

Why the project's own file undercuts its own headline

What makes the compatibility file worth reading rather than skipping is how carefully it separates what was measured from what was reported.

The file states that "reaching a menu does not establish playable gameplay or a completed game", that "FPS alone does not determine the grade", and that a fast menu can coexist with slow or broken gameplay. It then annotates nearly every individual result. Mario Kart's 39.50 is described as "a single, unreplicated result, not an all-course average or a minimum", with stable 60 FPS "unresolved". The Metroid Dread result notes the confirmed loading fix came from a development commit that is not included in the published v1.000.010 release.

Most of the B and C grades are marked "owner-reported", and the file is explicit about what that means: for Horizon Chase Turbo, Mario vs. Donkey Kong and Metroid Dread, the note reads that "scene, mode, duration, and the specific issue behind the C grade were not supplied. These are reported observations, not measured averages or guaranteed minimums." The same caveat is repeated for Jay and Silent Bob, Summerhouse and Super Mario 3D World.

That is a project documenting the limits of its own evidence while the coverage is reporting its best number. VideoCardz led with Cuphead at 60 FPS, which is real and owner-reported and graded B. The table's actual centre of gravity is grade C, and the two marquee Nintendo titles on the list are both D with a crash and a mostly-black screen respectively.

One more detail the file is careful about: mode is only recorded for Mario Kart, so the reader should not infer handheld or docked from any other frame rate. And recent title and menu checks confirmed successful return and shutdown for four titles, which the file explicitly says "does not establish repeated game switching or long-session stability".

What you still need, and what the project will not supply

The install instructions are worth reproducing because the emphasis on legality is unusually direct for this category of software.

The process is: download and extract the release ZIP, copy the included PPSA99008 folder to /data/homebrew/PPSA99008 on the PS5, supply your own legally dumped keys, firmware and games, then launch ProsperoEden and open Library. Setup is checked when the app opens, and after adding or replacing keys or firmware the app must be closed and reopened. The expected layout is a folder tree with assets/keys/ holding prod.keys and optionally title.keys, assets/firmware/ holding extracted Switch firmware NCA files, and assets/roms/ holding NSP and XCI game files, alongside eboot.bin.

The project's own statement is unambiguous: ProsperoEden does not include Nintendo Switch keys, firmware, games, or other copyrighted console data, with the instruction to "dump these files from hardware and software you own. Do not download or redistribute them." Every one of those files is something a user must produce from their own hardware, and none of them is in the release ZIP.

Upgrading from the first alpha also requires moving firmware NCA files from assets/nand/system/Contents/registered/ to assets/firmware/, leaving keys and roms in place. The release ZIP contains no user files, so it can be copied over an installation without deleting personal data.

Not the only PS5 project, and the naming suggests why

The README mentions ProsperoLight as sharing the same native foundation, which establishes that this is one of at least two PS5 homebrew projects from the same author rather than a one-off. The name Prospero is the PS5's internal codename, which is the obvious choice for a PS5 port and also the reason the name cannot be confused with a Nintendo-side project.

There is a second reason the name is the right one, and it is about the emulator's lineage. Calling it a port of Eden rather than a Switch emulator in its own right keeps the legal surface small and the attribution clean: the core is somebody else's GPL work, the port is the author's own, and Nintendo's target is the software that circumvents its protection, not the homebrew shell around a GPL emulator. That is a design decision about how to survive the next legal letter, and it is the same reasoning that produced Eden and Suyu after Yuzu shut down.

FAQ

What is ProsperoEden and how does it relate to the Yuzu shutdown?

It is an unofficial PlayStation 5 port of Eden, an open-source Nintendo Switch emulator, and the repository states that all credit for the emulator core belongs to the Eden project. Eden is itself derived from the Yuzu codebase, which Nintendo's legal pressure forced to shut down in 2024. So this is a fourth generation of that codebase, built as a GPL-3.0 adapter rather than as a new emulator.

How does a Switch emulator run on a PlayStation 5 at all?

Through two foundations from the same author, both documented in the repository. The PS5 Native App Boilerplate provides the native PS5 application structure, runtime, packaging, interface shell and homebrew deployment. ps5-opengl provides the native PS5 rendering layer used by the Eden graphics backend. The port currently uses OpenGL with no Vulkan renderer available, which is why the translation stack is as deep as it is and why performance is mixed.

How many games actually work?

On the project's own grading, none is rated A, and A is defined as extended gameplay tested with no significant known issues. Six titles are graded B as playable in tested sections, five are graded C as running with major issues, and two are graded D. Pokemon Legends Z-A is not playable with a repeatable shutdown crash and about 5.5 FPS at language selection, and Breath of the Wild averages 8 to 10 FPS in gameplay with assets failing to load. The file warns explicitly that reaching a menu does not establish playable gameplay.

Are the frame rates in the compatibility table measured or reported?

Mostly reported. The file marks most results "owner-reported" and states that scene, mode, duration and the specific issue were not supplied, so these are observations rather than measured averages or guaranteed minimums. The one properly measured result is Mario Kart 8 Deluxe at 39.50 FPS average over a 20 second docked window in an accepted development candidate, which the file calls a single, unreplicated result. Super Mario 3D World's gameplay frame rate was never measured, and its earlier 35 to 53 figure applies only to the animated title.

What do I need to install it, and is anything included?

You copy the PPSA99008 folder into /data/homebrew on the PS5 and supply your own keys, firmware and games. Per the repository, ProsperoEden "does not include Nintendo Switch keys, firmware, games, or other copyrighted console data", with the instruction to dump these from hardware and software you own and not to redistribute them. The release ZIP contains no user files, so it can be copied over an existing installation without deleting personal data.

Is the source code available?

Not yet, and the repository says so in a section titled "Source code coming soon", explaining that performance work, interface polish and preparation for a clean public source release are still in progress while the alpha package is available for early testing. No performance claim about the project can be independently verified until that release lands. The repository was created September 21, 2026 and had reached 149 stars by September 26, with three alpha builds published in that window.

Bottom Line

The most useful thing about ProsperoEden is not that a Switch emulator runs on a PlayStation 5, which is the achievement the coverage leads with, but that the project published a compatibility file more honest than the coverage quoting it. VideoCardz reported Cuphead at 60 FPS, Metroid Dread around 40, Super Mario 3D World playable and Mario Kart reaching gameplay below 60. Every one of those is accurate. What the report left out is that the project's own grading scale defines A as extended gameplay tested with no significant known issues, and no current entry qualifies for A. The centre of gravity of the table is grade C, and the two most prominent Nintendo titles on it are both D.

Those two failures are different and both worth reading. Pokemon Legends Z-A manages about 5.5 frames per second at the language selection screen and has a repeatable shutdown crash that remains unresolved. Breath of the Wild runs its menu at roughly 30 FPS in both docked and handheld mode, then averages 8 to 10 in gameplay with assets failing to load, leaving the screen mostly dark with a few blue elements visible. A frame rate that is fine in a menu and unusable in gameplay is exactly the failure mode the compatibility file warns about when it says a fast menu can coexist with broken gameplay, and it is why the project grades on scope of testing rather than on frames per second.

What makes that file worth trusting is the discipline of its own caveats. Mario Kart's 39.50 is annotated as a single unreplicated result rather than an all-course average, with stable 60 explicitly unresolved. The Metroid Dread fix is noted as coming from a development commit that is not in the published v1.000.010 release. Five of the entries are marked owner-reported with the note that scene, mode, duration and the underlying issue were not supplied. Mode is only recorded for one title, so no other frame rate should be read as handheld or docked. This is a project marking the difference between what it measured and what it was told, and doing it while the coverage is quoting its best number.

The engineering underneath is genuinely notable even before compatibility is considered. A PS5 has no native OpenGL, so the port runs on ps5-opengl, a native PS5 rendering layer built to back the Eden graphics backend, on top of the PS5 Native App Boilerplate that also serves the author's other PS5 project. That stacks an OpenGL translation layer, an emulator core, and homebrew deployment in a single path, and the current release is mostly that work: v1.000.010 is multisample operations, render-target compatibility, shader handling, depth copies, and fixes for Metroid Dread startup and returning from Super Mario 3D World. Recent testing targeted firmware 6.02. The performance spread from 60 in Cuphead to 8 in a Zelda game is what that stack costs.

The lineage explains the structure and is the fourth generation of a codebase that exists because its predecessor was compelled away. Yuzu was forced to shut down in 2024, Eden and Suyu picked up the work, and ProsperoEden is an adapter on top of Eden rather than a new emulator: GPL-3.0, unofficial, crediting the core to the Eden project and disclaiming endorsement by Eden, Nintendo or Sony. That framing is also the legal strategy, keeping the work that circumvents console protection separable from the homebrew shell around a GPL emulator. The project is five days old, three alpha builds deep, 149 stars, with no source code published yet, which the repository states plainly rather than glossing. So the honest summary is that this is a technically real port doing something nobody has managed for Switch hardware on current-gen PlayStation, reported by its own maintainers as an early alpha where nothing works perfectly, two flagship titles do not work, and every frame rate outside one 20 second window is an owner report rather than a benchmark.

Source: the ProsperoEden repository is the primary source for the project description, the GPL-3.0 licence, the September 21, 2026 creation date, the three alpha releases with their published dates and archive sizes, the statement that no source code is published yet, the PS5 Native App Boilerplate and ps5-opengl foundations, the absence of a Vulkan backend, the v1.000.010 changelog, the install layout and the legal statement about keys, firmware and games, and the unofficial-port and no-endorsement framing. Its compatibility file is the source for the grading scale, the statement that no entry qualifies for A, every game, grade and frame rate listed, and the per-title annotations about which results are owner-reported rather than measured, the single unreplicated Mario Kart measurement, the development commit absent from the published release, and the unrecorded mode. The Eden upstream repository is the source for the mirror description, GPL-3.0 licence and dates. VideoCardz, Nintendo Switch emulator now runs natively on jailbroken PS5, Cuphead reaches 60 FPS is the source for the announcement coverage, the reported frame rates and the firmware versions in use. This site covered the Yuzu shutdown and the Suyu fork separately

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