The PlayStation (known shorthand as PS1 or PSX) is a video games console produced by Sony Computer Entertainment Inc in 1994. It is the first major console to use compact discs (CDs), as well as being relatively easy to program for compared to others at the time.
|Name||Operating System(s)||Latest Version||Active||Recommended?|
|PCSX-R||Windows, Linux, Mac OS X||SVN||✓||✓|
|ePSXe||Windows, Android||1.8.0 (Windows), 1.9.4 (Android)||✗||✗|
PSXfin is simple and has a "standard" interface, which is easy to get into. It would be the best if it was actively developed. It has a lot of compatibility issues. Dead development, closed source, no hope.
XEBRA has very high compatibility. But a shitty UI and graphical output. Dead development, closed source, no hope.
ePSXe is a fairly standard plugin based emulator, and since it's closed source it gets only updates from the main developers. And only a few minor updates once every few years. Though 1.8.0's biggest addition was the Android version's advertisement. Jew development, closed source, no hope.
PCSX-R is actively developed and open source. Also a plugin based emulator similar to ePSXe, but is active and has more features. It has a widescreen hack, fewer glitches, proper multitrack CUE support, and support for superior plugins, such as LilyPad. No known reason to not use it over ePSXe. Though please do note if you actually find one, as whatever it is could likely be implemented into PCSX-R anyways through their issue tracker.
Mednafen psx (RetroArch) is an emulator focused on accuracy. It seems fully compatible since 0.9.28WIP. Do note if that's not the case though. Supposedly requires a minimum of a Core2Duo at 2Ghz clock.
It's generally recommended to use Mednafen or PCSX-R.
Several problems occur when running PS1 games at resolutions higher than the internal native resolution.
The PS1 hardware didn't have a z-buffer. The lack of a z-buffer causes things like polygons popping over others. Tekken character limbs is a good example to see that.
Jittering textures are another problem. The jitter is caused by low-precision fixed-point (to the native res, essentially) math. And more accurate math where relevant helps, ie GTE Accuracy. Though it can often create holes in the seams.