Editing PlayStation 3 emulators
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The '''PlayStation 3''' (known shorthand as '''PS3''') is a seventh-generation console released by [[wikipedia:Sony|Sony]] in late 2006 and retailed for {{Inflation|USD|599|2006}}. The successor to the [[PlayStation 2 emulators|PlayStation 2]], it began development in 2001 when Sony partnered with Toshiba and IBM to create the [[wikipedia:Cell_%28microprocessor%29|Cell Broadband Engine]]. The console was launched a year after the [[Xbox 360 emulators|Xbox 360]] and around the same time as the [[Wii emulators|Wii]]. While it was debatably the most powerful console of the seventh generation, it was also difficult to program for, as its architecture was even more complex than its competitors. | The '''PlayStation 3''' (known shorthand as '''PS3''') is a seventh-generation console released by [[wikipedia:Sony|Sony]] in late 2006 and retailed for {{Inflation|USD|599|2006}}. The successor to the [[PlayStation 2 emulators|PlayStation 2]], it began development in 2001 when Sony partnered with Toshiba and IBM to create the [[wikipedia:Cell_%28microprocessor%29|Cell Broadband Engine]]. The console was launched a year after the [[Xbox 360 emulators|Xbox 360]] and around the same time as the [[Wii emulators|Wii]]. While it was debatably the most powerful console of the seventh generation, it was also difficult to program for, as its architecture was even more complex than its competitors. | ||
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==Emulators== | ==Emulators== | ||
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− | {| class="wikitable" style="text-align:center; | ||
|- | |- | ||
! scope="col"|Name | ! scope="col"|Name | ||
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|{{~}} | |{{~}} | ||
|{{~}} | |{{~}} | ||
− | |[https://rpcs3.net/compatibility | + | |[https://rpcs3.net/compatibility 68.7%<br/><small>2512 out of 3653 reported titles</small>] |
|{{✓}} | |{{✓}} | ||
|{{✓}} | |{{✓}} | ||
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|{{✗}} | |{{✗}} | ||
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<references group=N /> | <references group=N /> | ||
===Comparisons=== | ===Comparisons=== | ||
− | ;[[RPCS3]]:RPCS3 is an open-source [[High/Low_level_emulation|hybrid approach]] emulator for 64-bit Windows, GNU/Linux, BSD and macOS and it stands as a remarkable feat in PlayStation 3 emulation, successfully tackling the intricate [[#Emulation_issues|PlayStation 3's complex architecture]] through innovative techniques. 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, when development was slow and seemed like it wasn't really going anywhere. Some of the SPU intensive titles have insufficient performance which requires top-notch [https://www.cpubenchmark.net/singleThread.html single thread performance of CPUs] (see '''[https://docs.google.com/spreadsheets/d/1Rpq_2D4Rf3g6O-x2R1fwTSKWvJH7X63kExsVxHnT2Mc/edit#gid=0 RPCS3 CPU benchmark chart]'''). As of now, all known titles now load, and initialize properly, without crashing the emulator. Beyond this, [[RPCS3]] supports some [[#Enhancements|enhancements]] and [[#Hardware_features_and_peripherals|system features, peripherals]]. As of April 13, 2022, builds for macOS have started being officially distributed for 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> | + | ;[[RPCS3]]:RPCS3 is an open-source [[High/Low_level_emulation|hybrid approach]] emulator for 64-bit Windows, GNU/Linux, BSD and macOS and it stands as a remarkable feat in PlayStation 3 emulation, successfully tackling the intricate [[#Emulation_issues|PlayStation 3's complex architecture]] through innovative techniques. 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, when development was slow and seemed like it wasn't really going anywhere. Some of the SPU intensive titles have insufficient performance which requires top-notch [https://www.cpubenchmark.net/singleThread.html single thread performance of CPUs] (see '''[https://docs.google.com/spreadsheets/d/1Rpq_2D4Rf3g6O-x2R1fwTSKWvJH7X63kExsVxHnT2Mc/edit#gid=0 RPCS3 CPU benchmark chart]'''). As of now, all known titles now load, and initialize properly, without crashing the emulator. Beyond this, [[RPCS3]] supports some [[#Enhancements|enhancements]] and [[#Hardware_features_and_peripherals|system features, peripherals]]. As of April 13, 2022, builds for macOS have started being officially distributed for 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-person project that aimed at low-level emulation, some AOT emulation, and portability. Made by AlexAltea. | |
− | |||
− | |||
− | |||
− | ;[[Nucleus]]:A one-person project | ||
;Short Waves:Released in 2014 by InoriRus, who later returned to the emulation scene in 2021 as the developer of the PlayStation 4 and 5 compatibility layer [[Kyty]]. Short Waves could run a few complex tests that RPCS3 couldn't at the time it was released, but it hasn't been updated since. | ;Short Waves:Released in 2014 by InoriRus, who later returned to the emulation scene in 2021 as the developer of the PlayStation 4 and 5 compatibility layer [[Kyty]]. Short Waves could run a few complex tests that RPCS3 couldn't at the time it was 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]. | ;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]. | ||
==Enhancements== | ==Enhancements== | ||
− | + | {|class="wikitable" style="text-align:center; vertical-align:middle;" | |
− | {|class="wikitable" style="text-align:center;vertical-align:middle; | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
! colspan=2 | Name | ! colspan=2 | Name | ||
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|- | |- | ||
| [[Texture_packs#Texture_Replacement_.283D.29|Texture Replacement]] | | [[Texture_packs#Texture_Replacement_.283D.29|Texture Replacement]] | ||
− | | {{ | + | | {{N}} |
|- | |- | ||
| [[Widescreen_hacks#PlayStation_3|Ultrawide hack]]<br/><small>Widescreen already supported on PlayStation 3 system.<br/> But there is no support by system for render games in other ratios such as ultrawide 21:9 or super ultrawide 32:9.</small> | | [[Widescreen_hacks#PlayStation_3|Ultrawide hack]]<br/><small>Widescreen already supported on PlayStation 3 system.<br/> But there is no support by system for render games in other ratios such as ultrawide 21:9 or super ultrawide 32:9.</small> | ||
− | | {{ | + | | {{Y}} |
|- | |- | ||
| [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering AA]]<br/><small>(MSAA, SSAA)</small> | | [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering AA]]<br/><small>(MSAA, SSAA)</small> | ||
| {{?}}[https://github.com/RPCS3/rpcs3/pull/15000 *] | | {{?}}[https://github.com/RPCS3/rpcs3/pull/15000 *] | ||
|- | |- | ||
− | | Super-resolution techniques<br/><small>([https://github.com/ | + | | Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], XeSS and FSR 2+)</small> |
| <small>Requires access to the depth buffer and temporal data like motion-vectors so it's quite challenging and unlikely to be feasible in the near future.</small> | | <small>Requires access to the depth buffer and temporal data like motion-vectors so it's quite challenging and unlikely to be feasible in the near future.</small> | ||
|- | |- | ||
− | | Ray-tracing | + | | Ray-tracing |
− | | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://www.youtube.com/watch?v=A8ccDL3ND10 | + | | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.<br/>[https://www.youtube.com/watch?v=A8ccDL3ND10 Demonstration]</small> |
|- | |- | ||
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix] | | [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix] | ||
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| rowspan=4 | Performance | | rowspan=4 | Performance | ||
| [[30/60_FPS_cheat_codes#PlayStation_3|Internal Framerate Hack]] | | [[30/60_FPS_cheat_codes#PlayStation_3|Internal Framerate Hack]] | ||
− | | {{ | + | | {{Y}} |
|- | |- | ||
| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small> | | [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small> | ||
− | | colspan=4 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.<br/>While '''[https://youtu.be/8hE-twtgIMY AFMF]''' or ''' | + | | colspan=4 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.<br/>While '''[https://youtu.be/8hE-twtgIMY AFMF]''' or '''[https://youtu.be/vbbdP9ls2GY?t=299 LSFG]''' can be used with RPCS3, please be aware that some visual glitches and artifacts may occur at this time. |
|- | |- | ||
| [[Overclocking|Overclock]] | | [[Overclocking|Overclock]] | ||
− | | {{ | + | | {{Y}} |
|- | |- | ||
| Rendering latency reduction technologies<br/><small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+''']) | | Rendering latency reduction technologies<br/><small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+''']) | ||
| colspan=4 | <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefit to justify the development effort.</small> | | colspan=4 | <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefit to justify the development effort.</small> | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=4 | Post-Processing |
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small> | | [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small> | ||
− | | {{ | + | | {{N}}[https://github.com/RPCS3/rpcs3/issues/10902 *] |
|- | |- | ||
− | | [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and | + | | [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and FSR 1)</small> |
− | | {{ | + | | {{Y}} |
|- | |- | ||
− | | [[Shaders and filters|Filters]] | + | | [[Shaders and filters|Filters]]<br/><small>[[Shaders_and_filters#NTSC_Filters|NTSC filters]], [[Shaders_and_filters#Tonemapping|HDR tonemapping]] etc.</small> |
− | + | | {{N}} | |
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− | |[[Shaders_and_filters# | ||
− | | {{ | ||
|- | |- | ||
| [[Shader Presets|Shader Chain]] | | [[Shader Presets|Shader Chain]] | ||
− | | {{ | + | | {{N}} |
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|- | |- | ||
| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features] | | rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features] | ||
| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua] | | [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua] | ||
− | | {{ | + | | {{N}} |
|- | |- | ||
| Rewind | | Rewind | ||
− | | {{ | + | | {{N}} |
|- | |- | ||
| Fast-Forward/Turbo Speed | | Fast-Forward/Turbo Speed | ||
− | | {{ | + | | {{N}}[https://github.com/RPCS3/rpcs3/issues/12963 *] |
|- | |- | ||
| Savestates | | Savestates | ||
− | | {{ | + | | {{Y}}[https://wiki.rpcs3.net/index.php?title=Help:Save_State *] |
|- | |- | ||
| [https://tasvideos.org/Movies Movie recording/playback] | | [https://tasvideos.org/Movies Movie recording/playback] | ||
− | | {{ | + | | {{N}} |
|- | |- | ||
| rowspan=2 | Controls | | rowspan=2 | Controls | ||
| [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]] | | [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]] | ||
− | | {{ | + | | {{Y}}[https://github.com/isJuhn/KAMI/ *] |
|- | |- | ||
| [[Input_lag|Input lag-mitigating technique]] | | [[Input_lag|Input lag-mitigating technique]] | ||
− | | {{ | + | | {{N}} |
|- | |- | ||
− | | rowspan= | + | | rowspan=8 | Quality of life |
| Built-in [[Mods,_hacks_and_fan-translations#Built-in_graphics_mod_editor.2Fmanager_for_emulators|Graphics mod editor/manager]] | | Built-in [[Mods,_hacks_and_fan-translations#Built-in_graphics_mod_editor.2Fmanager_for_emulators|Graphics mod editor/manager]] | ||
| {{✗}} | | {{✗}} | ||
|- | |- | ||
| Built-in [[Cheats_and_patches|Cheat Manager]] | | Built-in [[Cheats_and_patches|Cheat Manager]] | ||
− | | {{ | + | | {{Y}} |
|- | |- | ||
| [[Save disk space for ISOs#PlayStation 3|Streamable compression format]] | | [[Save disk space for ISOs#PlayStation 3|Streamable compression format]] | ||
− | | {{ | + | | {{N}} |
|- | |- | ||
| Per-Game Profiles | | Per-Game Profiles | ||
− | | {{ | + | | {{Y}} |
|- | |- | ||
| Command Line Options | | Command Line Options | ||
− | | {{ | + | | {{Y}}[https://wiki.rpcs3.net/index.php?title=Help:Frequently_Asked_Questions#List_of_CLI_commands *] |
|- | |- | ||
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 Custom resolution/CRTSwitchRes]<br/><small>For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br/>Another option is using EDID editor tool such as "Custom Resolution Utility".</small> | | Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 Custom resolution/CRTSwitchRes]<br/><small>For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br/>Another option is using EDID editor tool such as "Custom Resolution Utility".</small> | ||
− | | {{ | + | | {{N}} |
|- | |- | ||
| On-Screen Display<br/><small>Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.</small> | | On-Screen Display<br/><small>Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.</small> | ||
− | | {{ | + | | {{Y}} |
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| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]] | | [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]] | ||
| {{~}}[https://github.com/RPCS3/rpcs3/pull/13226 *] | | {{~}}[https://github.com/RPCS3/rpcs3/pull/13226 *] | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=3 | Misc |
| RetroAchievements | | RetroAchievements | ||
− | | {{ | + | | {{N}} |
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| Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small> | | Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small> | ||
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|- | |- | ||
| [[Wikipedia:Category:Debugging|Debug Features]] | | [[Wikipedia:Category:Debugging|Debug Features]] | ||
− | | {{ | + | | {{Y}} |
|} | |} | ||
− | |||
==Hardware features and peripherals== | ==Hardware features and peripherals== | ||
− | + | {|class="wikitable" style="text-align:center; vertical-align:middle;" | |
− | {|class="wikitable" style="text-align:center;vertical-align:middle; | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
! colspan=2 | Name | ! colspan=2 | Name | ||
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|- | |- | ||
|[[#PSP_communication|PSP communication]] | |[[#PSP_communication|PSP communication]] | ||
− | | {{ | + | | {{✗}} |
|- | |- | ||
|[[#PSVita_communication|PSVita communication]] | |[[#PSVita_communication|PSVita communication]] | ||
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|[[#OtherOS|OtherOS]] | |[[#OtherOS|OtherOS]] | ||
| {{✗}} | | {{✗}} | ||
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|colspan=2 | [[#Blu-ray_player|Blu-ray player]] | |colspan=2 | [[#Blu-ray_player|Blu-ray player]] | ||
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|colspan=2 | [[Virtual_reality#Emulators_with_VR_support|Stereoscopic 3D]] | |colspan=2 | [[Virtual_reality#Emulators_with_VR_support|Stereoscopic 3D]] | ||
| {{✓}}[https://www.reddit.com/r/rpcs3/comments/feyogl/rpcs3_now_supports_playstation_3d/ *] | | {{✓}}[https://www.reddit.com/r/rpcs3/comments/feyogl/rpcs3_now_supports_playstation_3d/ *] | ||
+ | |- | ||
+ | |rowspan=3 | Inputs | ||
+ | | [https://www.pcgamingwiki.com/wiki/List_of_games_that_support_Pressure-Sensitive_Face_Buttons#PlayStation_3_Emulation Pressure Sensitive Buttons] | ||
+ | | {{✓}}<ref group=N3>Perfect support for [https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration#Using_DualShock_3_controller DualShock 3] controller which works with [https://www.pcgamingwiki.com/wiki/Controller:DualShock_3#Wired_connection_-_official_drivers Official Sony driver] and [https://www.pcgamingwiki.com/wiki/Controller:DualShock_3#Wired_connection_-_unofficial_drivers DsHidMini community driver]. Emulator allows to assign one key to change pressure sensitivity. It's possible to have more variants with [https://www.rewasd.com/releases/release-6.3.0 reWASD application] which allows to assign keys or gamepad buttons to [https://help.rewasd.com/basic-functions/virtual-controller.html Virtual DualShock 3]. Emulator supports DualShock 2, but only with special adapter emulating DualShock 3, RPCS3 does not support [https://bliss-box.net/integration/ Bliss-Box API]. Other controllers with pressure-sensitive buttons like [https://www.pcgamingwiki.com/wiki/Controller:Xbox_Controller#Games_with_pressure_sensitive_face_buttons Xbox controller] or Steam Deck touchpads are not supported.</ref> | ||
+ | |- | ||
+ | | Motion controls (Gyro) | ||
+ | | {{✓}}<ref group=N3>Perfect support. Emulator supports motion controls for DualShock 3, DualShock 4 and DualSense. Sony, Nintendo and Valve controllers can emulate DualShock 3 via reWASD application.</ref> | ||
+ | |- | ||
+ | | Rumble | ||
+ | | {{✓}} | ||
|- | |- | ||
! colspan=3 | [[#Peripherals|Peripherals]] | ! colspan=3 | [[#Peripherals|Peripherals]] | ||
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| {{~}} | | {{~}} | ||
|- | |- | ||
− | + | |rowspan=3 | Portal | |
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− | |rowspan= | ||
| [https://skylanders.fandom.com/wiki/Portal_of_Power Skylanders Portal of Power] | | [https://skylanders.fandom.com/wiki/Portal_of_Power Skylanders Portal of Power] | ||
− | | {{ | + | | {{Y}}[https://wiki.rpcs3.net/index.php?title=Help:Peripherals_and_accessories#Skylanders_Portal *] |
|- | |- | ||
| [[#LEGO_Dimensions_Toy_Pad|LEGO Dimensions Toy Pad]] | | [[#LEGO_Dimensions_Toy_Pad|LEGO Dimensions Toy Pad]] | ||
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| [https://disneyinfinity.fandom.com/wiki/Disney_Infinity_Base Disney Infinity Base] | | [https://disneyinfinity.fandom.com/wiki/Disney_Infinity_Base Disney Infinity Base] | ||
− | | {{ | + | | {{Y}}[https://github.com/RPCS3/rpcs3/pull/13851 *] |
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|colspan=2 | Rock Band 3 MIDI Pro Adapter | |colspan=2 | Rock Band 3 MIDI Pro Adapter | ||
− | | {{ | + | | {{Y}}[https://wiki.rpcs3.net/index.php?title=Help:Peripherals_and_accessories#Rock_Band_3_MIDI_Instruments *] |
|- | |- | ||
|colspan=2 | Buzz! controller | |colspan=2 | Buzz! controller | ||
− | | {{ | + | | {{Y}}[https://github.com/RPCS3/rpcs3/issues/4968 *] |
|- | |- | ||
|colspan=2 | Wireless Keypad | |colspan=2 | Wireless Keypad | ||
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|- | |- | ||
|colspan=2 | DJ Hero turntable | |colspan=2 | DJ Hero turntable | ||
− | | {{ | + | | {{~}}<abbr title="Only supported through USB passthrough">*</abbr> |
|- | |- | ||
|colspan=2 | [[#Blu-ray Disc remotes|Blu-ray Disc remotes]] | |colspan=2 | [[#Blu-ray Disc remotes|Blu-ray Disc remotes]] | ||
− | | {{ | + | | {{N}}[https://wiki.rpcs3.net/index.php?title=Help:Peripherals_and_accessories *] |
|- | |- | ||
|colspan=2 | <abbr title="Required for some games like SingStar, Rocksmith, Guitar Hero, Rock Band etc.">Microphone</abbr> | |colspan=2 | <abbr title="Required for some games like SingStar, Rocksmith, Guitar Hero, Rock Band etc.">Microphone</abbr> | ||
− | | {{ | + | | {{Y}}[https://wiki.rpcs3.net/index.php?title=Help:Configurations#Audio_configuration *] |
|- | |- | ||
|colspan=2 | <abbr title="Required for some games like SingStar, Rocksmith, Guitar Hero, Rock Band etc.">Drums and Guitars</abbr> | |colspan=2 | <abbr title="Required for some games like SingStar, Rocksmith, Guitar Hero, Rock Band etc.">Drums and Guitars</abbr> | ||
− | | {{ | + | | {{Y}}[https://wiki.rpcs3.net/index.php?title=Help:Peripherals_and_accessories#Configuring_Instruments *] |
|- | |- | ||
|rowspan=3 | LightGun | |rowspan=3 | LightGun | ||
| [[Wikipedia:GunCon#GunCon_3_compatible_games|GunCon 3]] | | [[Wikipedia:GunCon#GunCon_3_compatible_games|GunCon 3]] | ||
− | | {{ | + | | {{TBD}} |
|- | |- | ||
| Top Shot Elite | | Top Shot Elite | ||
− | | {{~}} | + | | {{~}} |
|- | |- | ||
| Top Shot Fearmaster | | Top Shot Fearmaster | ||
− | | {{~}} | + | | {{~}} |
− | |||
− | |||
− | |||
|- | |- | ||
|colspan=2 | [[Wikipedia:UDraw_GameTablet|uDraw GameTablet]] | |colspan=2 | [[Wikipedia:UDraw_GameTablet|uDraw GameTablet]] | ||
− | | {{ | + | | {{~}}[https://wiki.rpcs3.net/index.php?title=Help:Peripherals_and_accessories#cellUsbd_Device_Whitelist <abbr title="Only supported through USB passthrough">*</abbr>] |
|- | |- | ||
|colspan=2 | [[Wikipedia:Wonderbook|Wonderbook]] | |colspan=2 | [[Wikipedia:Wonderbook|Wonderbook]] | ||
− | | {{ | + | | {{TBD}} |
|} | |} | ||
− | |||
<references group=N3/> | <references group=N3/> | ||
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===OtherOS=== | ===OtherOS=== | ||
:[[Wikipedia:OtherOS]] | :[[Wikipedia:OtherOS]] | ||
− | + | OtherOS is a feature of early versions of the PlayStation 3 video game console, allowing user installed software, such as many [[:Category:Operating_systems|distributions of Linux or BSD]] in a separate partition as long as they supported PowerPC. The feature was removed since system firmware update 3.21, released on April 1, 2010. Software running in the OtherOS environment has access to 6 of the 7 SPEs. Sony implemented a hypervisor restricting access to the RSX. However either through a security vulnerability before FW 2.10 or by using some form of OtherOS++ CFW full access to the RSX, and/or the seventh SPE and other system resources is possible. See [[Recommended linux distros#Wide range of platforms focused]] or [https://t2sde.org/hardware/console/Sony/PS3/ T2 SDE PS3 page] for more information. | |
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− | OtherOS is a feature of early versions of the PlayStation 3 video game console, allowing user installed software, such as many [[:Category:Operating_systems|distributions of Linux or BSD]] in a separate partition as long as they supported PowerPC. The feature was removed since system firmware update 3.21, released on April 1, 2010. Software running in the OtherOS environment has access to 6 of the 7 SPEs. Sony implemented a | ||
*RPCS3 do not support PlayStation 3 OtherOS feature at the moment.[https://forums.rpcs3.net/post-230177.html][https://old.reddit.com/r/rpcs3/comments/8rps60/can_rpcs3_boot_linux_otheros/] | *RPCS3 do not support PlayStation 3 OtherOS feature at the moment.[https://forums.rpcs3.net/post-230177.html][https://old.reddit.com/r/rpcs3/comments/8rps60/can_rpcs3_boot_linux_otheros/] | ||
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:[https://manuals.playstation.net/document/en/ps3/current/game/copypsp.html Copying games to play on a PSP system that can be played on either PS3 or PSP systems] | :[https://manuals.playstation.net/document/en/ps3/current/game/copypsp.html Copying games to play on a PSP system that can be played on either PS3 or PSP systems] | ||
Adhoc Party support, remote play (via the PS3 system's wireless LAN), copying games to play on a PSP system that can be played on either PS3 or PSP systems etc. | Adhoc Party support, remote play (via the PS3 system's wireless LAN), copying games to play on a PSP system that can be played on either PS3 or PSP systems etc. | ||
− | *RPCS3 do not support PSP communication | + | *RPCS3 do not support PSP communication at the moment. There is a [https://github.com/RPCS3/rpcs3/issues/4119 feature request] for this. |
===PSVita communication=== | ===PSVita communication=== | ||
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For a long time, the PS3's Blu-ray player was a versatile and powerful feature and considered the best of all time, and many people still use it for this purpose today. Featuring a slot-loading 2× speed Blu-ray Disc drive for BD-ROM, PlayStation2 format DVD-ROM, PlayStation 2 and PlayStation 1 format CD-ROM, Blu-ray Disc Video, DVD-Video, SACD and Audio CDs. Keep in mind that, there is no support for VCDs or SVCDs just like PlayStation 2. [[Home_Media_Player#Interactive_media|interactive film/movie]] formats like DVDi, DVDPG, BDPG and Blu-ray Interactive HD supported. | For a long time, the PS3's Blu-ray player was a versatile and powerful feature and considered the best of all time, and many people still use it for this purpose today. Featuring a slot-loading 2× speed Blu-ray Disc drive for BD-ROM, PlayStation2 format DVD-ROM, PlayStation 2 and PlayStation 1 format CD-ROM, Blu-ray Disc Video, DVD-Video, SACD and Audio CDs. Keep in mind that, there is no support for VCDs or SVCDs just like PlayStation 2. [[Home_Media_Player#Interactive_media|interactive film/movie]] formats like DVDi, DVDPG, BDPG and Blu-ray Interactive HD supported. | ||
− | *RPCS3 has no [https://rpcs3.net/faq disc support] or home media playback support currently | + | *RPCS3 has no [https://rpcs3.net/faq disc support] or home media playback support currently. |
:See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares. | :See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares. | ||
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===Peripherals=== | ===Peripherals=== | ||
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There are two major bottlenecks at play: | There are two major bottlenecks at play: | ||
* '''[[wikipedia:Cell_(microprocessor)|Cell Broadband Engine]]''' - consists of two architectures that developers have to program for; [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#PPC_CPUs|PowerPC]], and... whatever the SPEs really are; and you have a great formula for high system requirements, SPU hardware environment is the furthest thing from a [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#x86_CPUs|x86 PC processor]]. The RPCS3 developers using ahead-of-time recompilation using LLVM. RPCS3 is not just compiling the code it runs, it's also needs to compile a realtime environment simulator e.g. the 128x128bit register file, LS sram, the very weird memory flow controller, etc [https://discord.com/channels/272035812277878785/272083901277667342/1200171144603512892]. SPEs closer to [[PlayStation_2_emulators#Emulation_issues|VUs from PS2]] than to a GPU. They're a SIMD cluster, don't be fooled by their apparent similarity to GPUs. GPU are low throughput but very wide. SPEs are also wide, but not so much so. However, their individual thread throughput is insane even compared to a something like RTX 4090 GPU. It's not possible to beat SPUs 1:1 (it's ALL vector, it doesn't have scalar registers at least not general-purpose ones), they have 128 registers and very low latency SRAM, almost no memory fetches and everything is async. Although AVX-512 comes close in performance (at 5+ GHz). GPUs on the other hand are around 10-100x slower, but that's just because of how their cores are designed and the fact that SPU kernels are optimized to run in much smaller groups. There's too much working against emulation at 3.2 GHz rate since most SPU instructions need many instructions on PC (like dozens in some cases), so the PC side needs to be an order of magnitude faster.[https://discord.com/channels/272035812277878785/272083901277667342/1197648306084524202] | * '''[[wikipedia:Cell_(microprocessor)|Cell Broadband Engine]]''' - consists of two architectures that developers have to program for; [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#PPC_CPUs|PowerPC]], and... whatever the SPEs really are; and you have a great formula for high system requirements, SPU hardware environment is the furthest thing from a [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#x86_CPUs|x86 PC processor]]. The RPCS3 developers using ahead-of-time recompilation using LLVM. RPCS3 is not just compiling the code it runs, it's also needs to compile a realtime environment simulator e.g. the 128x128bit register file, LS sram, the very weird memory flow controller, etc [https://discord.com/channels/272035812277878785/272083901277667342/1200171144603512892]. SPEs closer to [[PlayStation_2_emulators#Emulation_issues|VUs from PS2]] than to a GPU. They're a SIMD cluster, don't be fooled by their apparent similarity to GPUs. GPU are low throughput but very wide. SPEs are also wide, but not so much so. However, their individual thread throughput is insane even compared to a something like RTX 4090 GPU. It's not possible to beat SPUs 1:1 (it's ALL vector, it doesn't have scalar registers at least not general-purpose ones), they have 128 registers and very low latency SRAM, almost no memory fetches and everything is async. Although AVX-512 comes close in performance (at 5+ GHz). GPUs on the other hand are around 10-100x slower, but that's just because of how their cores are designed and the fact that SPU kernels are optimized to run in much smaller groups. There's too much working against emulation at 3.2 GHz rate since most SPU instructions need many instructions on PC (like dozens in some cases), so the PC side needs to be an order of magnitude faster.[https://discord.com/channels/272035812277878785/272083901277667342/1197648306084524202] | ||
− | * '''[[wikipedia:RSX_Reality_Synthesizer|RSX (Reality Synthesizer)]]''': PlayStation | + | * '''[[wikipedia:RSX_Reality_Synthesizer|RSX (Reality Synthesizer)]]''': [[PlayStation_4_emulators#Emulation_issues|PlayStation 4 GPU]] went unemulated for a long time, simply because of how many components were just undocumented, the same thing applies here; the [https://www.psdevwiki.com/ps3/RSX RSX unit] is a custom-designed chip developed by NVIDIA specifically for the PlayStation 3 and share similarities with GeForce 7800 GTX or G70/G71. 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 MBs of GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.4 GHz, and 2) up to 224 MBs of the 3.2 GHz XDR main memory via the CPU (480 MBs max). | :Something of note is that this GPU was also managed by two different memory units with very disparate frequency speeds; 1) 256 MBs of GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.4 GHz, and 2) up to 224 MBs of the 3.2 GHz XDR main memory via the CPU (480 MBs max). | ||
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* [https://www.copetti.org/writings/consoles/playstation-3/ Rodrigo Copetti: PLAYSTATION 3 Architecture Practical Analysis] | * [https://www.copetti.org/writings/consoles/playstation-3/ Rodrigo Copetti: PLAYSTATION 3 Architecture Practical Analysis] | ||
* [https://www.psdevwiki.com/ps3/ psdevwiki: PlayStation 3] | * [https://www.psdevwiki.com/ps3/ psdevwiki: PlayStation 3] | ||
− | * | + | * [https://whatcookie.github.io/posts/why-is-avx-512-useful-for-rpcs3/ whatcookie: Why Is AVX 512 Useful for RPCS3?]. Also, there are new upcoming instructions for future CPUs such as [[Wikipedia:Advanced_Vector_Extensions#AVX10|AVX10]] and [[Wikipedia:Advanced_Vector_Extensions#APX|APX]]. |
− | |||
− | |||
* RPCS3: [https://rpcs3.net/blog/ Blog], [https://discord.gg/rpcs3 Discord], [https://www.youtube.com/@RPCS3_emu YouTube]. | * RPCS3: [https://rpcs3.net/blog/ Blog], [https://discord.gg/rpcs3 Discord], [https://www.youtube.com/@RPCS3_emu YouTube]. | ||
+ | * RPCS3 [https://rpcs3.net/blog/2020/08/21/hardware-performance-scaling/ progress report August 2020] - Since intel dropped TSX due to security reasons, RPCS3 will use TSX-FA/TSX Force Abort on CPUs with new microcode and [https://github.com/RPCS3/rpcs3/issues/6028 this will result potential regressions], good news is RPCS3 has improved non-TSX performance, because of this, even if your CPU supports TSX it will be disabled for RPCS3 by default. | ||
* [[Emulation books and articles]] | * [[Emulation books and articles]] | ||
− | |||
* [[Wikipedia:PSGL|PSGL API]] | * [[Wikipedia:PSGL|PSGL API]] | ||