Help:Building RPCS3

From RPCS3 Wiki
Revision as of 20:09, 10 February 2020 by HerrHulaHoop (talk | contribs) (Updated info)

Official, up-to-date instructions for Windows and Linux can be found in the readme. However, many build platforms are supported partially by the development team i.e. pull requests are accepted from various members of the community who have taken to ensuring that other platforms can also build RPCS3 correctly. However, they are not actively maintained by the development team, and as a result many Unices such as macOS and FreeBSD break often. You can find the build process detailed for several less-common platforms below.


RPCS3 uses many 3rd party libraries and projects. Most notably, in order to build the project, you will need the following:

In addition, a relatively modern compiler is needed. The project uses C++17, and as a result GCC 8.1 or Clang 5.0 are the minimum needed compilers.


Clone and initialize the repository:

git clone
cd rpcs3
git submodule update --init


Support for macOS is in its early stages. A few members of the community are working on getting Vulkan working on macOS, via gfx-rs and MoltenVK. Support for OpenGL will likely never come to the platform. For development, it is recommended to use Xcode and install the following through the terminal:

brew install glew llvm qt cmake

You will also need to remember to set environment vars:

LLVM_DIR=/usr/local/opt/llvm/ OR, wherever LLVM is installed
Qt5_DIR=/usr/local/opt/qt/lib/cmake/Qt5 OR, wherever Qt is installed


cd ../ && mkdir rpcs3_build && cd rpcs3_build
cmake ../rpcs3/ && make GitVersion && make




There is some support for non-MSVC based compilation on Windows. The Msys2 platform using the Mingw build tools did work at one point, though it should be noted that the following instructions are outdated.


pacman -S base-devel mingw-w64-x86_64-toolchain mingw-w64-x86_64-cmake mingw-w64-x86_64-yasm mingw-w64-x86_64-python2 mingw-w64-x86_64-ntldd-git mingw-w64-x86_64-qt5 mingw-w64-x86_64-openal mingw-w64-x86_64-glew git


git clone
cd rpcs3
git submodule update --init


cd .. && mkdir rpcs3_build && cd rpcs3_build
cmake -G "MSYS Makefiles" -DCMAKE_MAKE_PROGRAM=mingw32-make ../rpcs3/
mingw32-make.exe GitVersion && mingw32-make.exe discord-rpc


mingw32-make -jX #X is core count


cd ./bin
for l in $(ntldd.exe -R rpcs3.exe|grep mingw64|sed -e 's/^[ \t]*//'|cut -d' ' -f3);do cp $l .;done

mkdir -p ./qt/plugins/{bearer,imageformats,platforms,styles}
cp /mingw64/share/qt5/plugins/bearer/qgenericbearer.dll ./qt/plugins/bearer/
cp /mingw64/share/qt5/plugins/imageformats/{qgif.dll,qicns.dll,qico.dll,qjpeg.dll,qtga.dll,qtiff.dll,qwbmp.dll,qwebp.dll} ./qt/plugins/imageformats/
cp /mingw64/share/qt5/plugins/platforms/qwindows.dll ./qt/plugins/platforms/
cp /mingw64/share/qt5/plugins/styles/qwindowsvistastyle.dll ./qt/plugins/styles/



CMake Build Options

All CMake options are enabled or disabled using the parameters ON or OFF respectively.

Option Default Description
-DUSE_NATIVE_INSTRUCTIONS= ON Build with -march=native, which is useful for local builds, but not good for packages.
-DWITH_LLVM= ON Build with LLVM.
-DBUILD_LLVM_SUBMODULE= ON Build with pre-built LLVM libraries from RPCS3 git submodule.
-DUSE_ALSA= ON Build with ALSA audio backend.
-DUSE_PULSE= ON Build with PulseAudio audio backend.
-DUSE_LIBEVDEV= ON Build with libevdev-based joystick support.
-DUSE_DISCORD_RPC= ON Build with Discord Rich Presence integration.
-DUSE_SYSTEM_ZLIB= ON Build with system ZLIB instead of the built-in one.
-DUSE_VULKAN= ON Build with Vulkan support.
-DENABLE_AMD_EXTENSIONS= ON Build with support for AMD-specific extensions.
-DENABLE_NV_EXTENSIONS= ON Build with support for NVIDIA-specific extensions.
-DUSE_SYSTEM_LIBPNG= OFF Build against the shared libpng instead of using the built-in one.
libpng 1.6+ highly recommended. Try this option if you get version conflict errors or only see black game icons.
-DUSE_SYSTEM_FFMPEG= OFF Build against the shared FFmpeg libraries instead of using the built-in patched version.
Try this if the built-in version breaks the OpenGL renderer for you.