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PlayStation emulators

343 bytes added, 19 June
Enhancements
|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}<abbr title="Android Only">*</abbr>
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| [[Texture_filtering|Texture filtering]]<br/><small>(Nearest-Neighbor, Bilinear, JINC2, xBR)<br/>Textures on the PlayStation are typically displayed with "blocky" edges due to lack of texture filtering.<br/>This enhancement is software-based solution that can significantly enhance texture appearances.</small>
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| [[Wikipedia:24-bit_color#True_color_(24-bit)|True Color]] Rendering<br/><small>In practice [https://youtu.be/bi-Wzl6BwRM?t=246 PlayStation games stored colour in 15 bits. 24 bit colour mode was mostly used for still images].<br/>This enhancement forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per channel.<br/>It is useful especially on non-CRT [[Displays|displays]], producing nicer looking gradients.</small>
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| {{N}}[https://youtu.be/bi-Wzl6BwRM?t=476 *]
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| True [[Wikipedia:Colour_banding|Color Debanding]]<br/><small>Applies modern [[Dithering|dithering]] techniques (performed during rendering as opposed to a post-processing step) to further smooth out gradients '''when true color is enabled'''.<br/>You can use one of the existing deband post-processing shader for this, but this one works with internal rendering which makes it both faster and more precise. No loss of detail occurs, and no tweaking of thresholds is required.</small>
| {{Y}}[https://github.com/stenzek/duckstation/pull/3089#issue-2089318371 *]
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| Scaled [[Dithering|Dithering]]<br/><small>Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less obvious at higher resolutions.</small>
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| Pre-rendering AA<br/><small>(MSAA, SSAA)</small>
| {{Y}}
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| [[30/60_FPS_cheat_codes#PlayStation|Internal Framerate Hack]]
| {{Y}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
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| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>
| {{Y}}| {{Y}}[https://mednafen.github.io/documentation/mednafen.html#cd.image_memcache *]
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| rowspan=7 | Post-Processing
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>
| {{Y}}<abbr title="Thanks to reshade .fx implementation it's possible to use post-rendering AA such as FXAA.">*</abbr>| {{Y}}
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| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
| {{Y}}| {{Y}}[https://mednafen.github.io/documentation/#Global+Settings+Reference *]
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| [https://www.sciencedirect.com/science/article/abs/pii/S0923596503001322 Down-Sampling]<br/><small>(Box and Adaptive)<br/>In some scenarios, you can consider this option as an [https://youtu.be/KuKdeez8I5I?t=979 alternative to Pre-rendering AA]. In mixed 2D/3D games, where some elements might be inherently pixelated (2D) and others might have smoother textures (3D), Downsampling can create a more visually consistent look by softening the pixelated elements. But 3D games already utilize techniques to create smooth textures and avoid a pixelated look. Downsampling in this case would simply blur the image unnecessarily and potentially reduce image quality.</small>
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| {{Y}}[https://github.com/ares-emulator/ares/pull/1397 *]
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| {{Y}}| {{Y}}
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| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]
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| {{N}}| {{Y}}[https://docs.mamedev.org/plugins/inputmacro.html *]| {{N}}
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| Rewind
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| {{Y}}
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| {{N}}
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| Fast-Forward/Turbo Speed
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| {{Y}}
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| Savestates
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| {{Y}}
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| [https://tasvideos.org/Movies Movie recording/playback]
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| rowspan=3 | Controls
| [[Controllers#True.2Fdual_analog_control|True/dual analog control]]
| {{Y}}[https://github.com/VanLaser/analog-controls-for-armored-core-ps2#qol-enhancements-analog-controls-for-armored-core-ps1-series-ac1-ac-project-phantasma-and-ac-master-of-arena *]
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| [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]]
| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]
| {{~}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]
| {{N}}| {{N}}| {{N}}| {{N}}| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]| {{N}}| {{N}}
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| [[Input_lag|Input lag-mitigating technique]]
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| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{N}}| {{N}}| {{N}}| {{N}}
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| rowspan=9 | Quality of life
| {{?}}
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| {{N}}[https://old.reddit.com/r/emulation/comments/1ay6fm1/ares_v136_released/krslaki/ *]
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| 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>
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| {{~}}<ref group=N3 name=BeetleHW></ref>
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| {{N}}| {{N}}
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| Per-Game Profiles
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| Command Line Options
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| On-Screen Display<br/><small>Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.</small>
| {{Y}}| {{Y}}
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| [[Wikipedia:Variable_refresh_rate|Variable Refresh Rate compatible]]
| {{Y}}[https://github.com/stenzek/duckstation/commit/a1d7d214cfb7491b8ba54081b5c40825055f4bc7 *]
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| {{Y}}| {{Y}}[https://docs.mamedev.org/usingmame/commonissues.html#gsync-freesync *]| {{N}}
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| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]
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| {{~}}<ref group=N3 name=BeetleHW></ref>
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| {{~}}<ref group=N3>There is a [https://github.com/HeatXD/duckstation-netplay/releases Duckstation fork for GGPO implementation] and also [https://github.com/stenzek/duckstation/pull/3000 Pull request for rollback netplay implementation].</ref>
| {{~}}<ref group=N3 name=mednafenstandalone>Libretro version do not support netplay while standalone [[mednafen]] version does. Also standalone version has more advanced debugging features.</ref>
| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}
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| [https://retroachievements.org/gameList.php?c=12 RetroAchievements]
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| {{~}}<ref group=N3 name=RALibretro>[https://docs.libretro.com/guides/retroachievements/#sony Only available on libretro cores]</ref>
| {{N}}| {{N}}| {{N}}[https://old.reddit.com/r/emulation/comments/1djp8ro/ares_v139_release/l9ckjp2/ roadmap]| {{N}}| {{Y}}| {{N}}
| {{~}}<ref group=N3 name=PlayStationOriginals></ref>
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| FreeSurround<br/><small>Converts stereo sound to surround sound.
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| rowspan=2 | [[Wikipedia:PocketStation|PocketStation]]
| [[Wikipedia:PocketStation#Compatible_games|Communication]]
| {{N}}| {{N}}| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the first PlayStation emulator to include compatibility with PocketStation.</ref>| {{N}}| {{N}}[https://github.com/ares-emulator/ares/issues/1087 *]| {{Y}}[https://github.com/grumpycoders/pcsx-redux/issues/1002 *]| {{N}}| {{N}}| {{Y}} [https://old.reddit.com/r/ps2/comments/5gdf49/can_i_use_a_pocketstation_with_my_ps2_79001/ (PS2)]
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| [[PocketStation_emulators|Emulation]]
| {{N}}| {{N}}| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the first PlayStation emulator to include compatibility with PocketStation.</ref>| {{N}}<ref group=N2>PocketStation emulation is possible only with [[No$#Emulators|NO$GBA]].[https://problemkaputt.de/gbatek-pocketstation-emulation.htm Martin Korth hasn't got around to implement ARM emulation in no$psx yet], the Pocketstation is currently emulated as part of the no$gba project (eventually it might be moving from no$gba to no$psx someday in future).</ref>| {{N}}| {{N}}| {{N}}| {{Y}}[http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=pockstat *]| {{N}}
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| colspan=2 | [[#PlayStation_Link|PlayStation Link]]
| {{N}}| {{N}}| {{N}}
| {{✓}}[https://old.reddit.com/r/EmuDev/comments/15kxu0i/playstation_1_link_cable_plugin_emulation/ *]
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| {{TBD}}
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| colspan=2 | [[Early_Online_Services#i-mode_.28PS1.29|i-mode adaptor]]
| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}
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| colspan=2 | [[#CD_player|CD player]]
| colspan=2 | [[Wikipedia:DexDrive|DexDrive]]
| {{~}}<ref group=N2 name=BuiltinMemCardManager>There is no emulation for DexDrive but these emulators have built-in memory card editor anyway.</ref>
| {{N}}| {{N}}| {{N}}| {{N}}
| {{~}}<ref group=N2 name=BuiltinMemCardManager></ref>
| {{N}}| {{N}}| {{N}}
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| colspan=2 | [[Development Kits]]
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| {{TBD}}
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| rowspan=10 | Input
| [[List_of_games_that_support_Pressure-Sensitive_Face_Buttons#PlayStation_Emulation|Pressure Sensitive Buttons]]
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| {{TBD}}
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| ''Densha De Go!'' controller
| {{N}}| {{N}}
| ?
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| [[Wikipedia:Pop'n_Music#Gameplay|Pop'n Music Controller]]
| ?
| {{Y}}
| ?
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| [[List of games with keyboard and mouse support#PlayStation Emulation|PlayStation Mouse]]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/playstation_mouse.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]
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| {{Y}}[https://github.com/grumpycoders/pcsx-redux#what-works *]| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
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| [[wikipedia:NeGcon#Supported_games|<abbr title="Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.">neGcon</abbr>]]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/negcon.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]
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| {{TBD}}
| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
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| [[Wikipedia:GunCon#PS_games|<abbr title="Namco's light gun; NPC-103.">GunCon</abbr>]][https://en.wikipedia.org/wiki/List_of_light-gun_games#PlayStation]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/guncon.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]
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| {{TBD}}
| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
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| [[Wikipedia:Konami_Justifier#PlayStation|Konami Justifier]][https://en.wikipedia.org/wiki/List_of_light-gun_games#PlayStation]
| {{Y}}<ref group=N2>You can use nixxou's [https://github.com/nixxou/duckstation?tab=readme-ov-file#duckstation---lightgun-edition DuckStation LightGun Edition] fork.</ref>
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| [[Wikipedia:PlayStation_Multitap#Supported_games|Multitap]]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/multitap.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx.html#Section_multitap *]
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| {{TBD}}
| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
| ?
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