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PlayStation 3 emulators

33 bytes added, 21:26, 21 December 2018
I overlooked it. my bad.
==Emulation issues==
PlayStation consoles have always been notorious for system complexity. Sony's gamble of their technology being emulator-unfriendly makes them developer-unfriendly as well, and the system's weaker performance in cross-platform games proves it. Even if done properly, an LLE approach would be performance suicide as some things just have to be abstracted enough to get high framerates in games. The situation is so bad that Sony seems to be incredibly hesitant to introduce an emulator on the PlayStation 4, simply because they wouldn't be able to justify the potentially high cost of development to investors. <ref>[https://youtu.be/6WkpaJkB2M8 Why PS4 Doesn't Have Backwards Compatibility and Xbox One Does] (Mystic. Aug 21, 2018.)</ref>
There are two major bottlenecks at play:
* '''Cell.''' It consists of two architectures that developers have to program for; PowerPC, and... whatever the SPEs really are. Add to that the fact that there are SEVEN that could be in use by a game, and you have a great formula for high system requirements. The RPCS3 developers technically cheat by using ahead-of-time recompilation using LLVM, but because the emulator constantly improves, that can be easily excused.
* '''[[wikipedia:RSX_Reality_Synthesizer|RSX Reality Synthesizer]].''' The [[Xbox emulators|Xbox]] also went unemulated for a long time, simply because of how many components were just undocumented. The same thing applies here; the graphics card is Nvidia-based, which means it's not well-documented and developers have to figure out how it displays graphics and graphical effects. Without access to Nvidia's resources, which would normally be included with an SDK, this would be very difficult.
:The Something of note is that this GPU was also managed by two different memory units with very disparate frequency speeds - ; 1) 256 MB of GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.4 GHz, and 2) up to 224 MB of the 3.2 GHz XDR main memory via the CPU (480 MB max).
In short: expect game-breaking issues of one kind or another in the vast majority of titles at this point in time.
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