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PlayStation 3 emulators

220 bytes added, 02:11, 26 August 2022
The Xbox starting getting emulated in 2002
|generation = [[:Category:Seventh-generation video game consoles|Seventh generation]]
|release = 2006
|discontinued = May 2017(Japan)
|predecessor = [[PlayStation 2 emulators|PlayStation 2]]
|successor = [[PlayStation 4 emulators|PlayStation 4]]
===Comparisons===
;[[RPCS3]] <small class="plainlinks" style="font-weight:normal;">([https://rpcs3.net/compatibility compatibility])</small>:An open-source emulator for 64-bit Windows, GNU/Linux, BSD and MacOSmacOS. While it isn't anywhere near as compatible as [[Dolphin]] is for [[GameCube emulators|GameCube]] or Wii, it has still made immense progress compared to its early days where development was slow and seemed like it wasn't really going anywhere. As of August 1st 2022, 2240 titles (68.04%) are playable, 927 titles (28.16%) boot in-game, 122 titles (3.71%) display the intros and 3 titles (0.09%) are loadable.<ref name="Compatibility Page">https://rpcs3.net/compatibility</ref> As of April 13, 2022, builds for MacOS macOS have started being officially distributedfor Intel and ARM Macs. <!-- RPCS3 runs on Rosetta for Macs with M-series processors, while Intel Macs run the application natively. --> <ref>https://twitter.com/rpcs3/status/1514302544750780417?s=20&t=e1g7-9NzgIehtodHmXYytQ</ref> ;[[Nucleus]]:A one-man project aiming that aimed for LLElow-level emulation, some AOT emulation, and portability. Made by AlexAltea.;Short Waves:Made by InoriRus, lead coder who later became the developer of the PlayStation 4 and 5 emulator, [[OrbitalKyty]].;Short Waves:Made by InoriRusin 2021. It could run a few complex tests that RPCS3 couldn't at the time it released, but it hasn't been updated since.
;PS3F:Made by Shima, the creator of [[SSF]]. More information can be found [https://web.archive.org/web/20161029044210/http://www.geocities.jp/mj3kj8o5/ps3f/index.html here].
There are two major bottlenecks at play:
* '''[[wikipedia:Cell_(microprocessor)|Cell Broadband Engine]]''': 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 SIX 6 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 PlayStation 4 emulators|XboxPlayStation 4]] 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 GeForce 7800 GTX-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.
: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.
===PlayStation Move===
The [[wikipedia:PlayStation_Move|PlayStation Move]] is a controller similar to a Wiimote, shaped to be held into hand and play with motion detection. It is detected by the [[wikipedia:PlayStation_Eye|PSEye]], the successor of the PS2's [[PlayStation_2_emulators#EyeToy|EyeToy]].
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