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PlayStation 5 emulators

440 bytes added, 17 April
https://www.reddit.com/r/PS5/comments/juggo1/has_anyone_done_an_nmap_scan_of_the_ps5_to/
It uses a custom 8-core AMD Zen 2 processor running at 3.5GHz, supported by 16GB/256-bit GDDR6 Ram, with 512MB of DDR4 RAM (used as SSD controller cache). It is also the first PlayStation console to use an SSD for storage.
 
Rumors swirl around a potential mid-generation revision of the PlayStation 5 (probably PlayStation 5 Pro), similar to [[PlayStation_4_emulators|previous console generation]].
The console’s architecture is very similar to that of a PS4, so a PS4 emulator may support PS5 in the future, similar to how Dolphin supports Wii while originally being a GameCube emulator.
 
Rumors swirl around a potential mid-generation revision of the PlayStation 5 (probably PlayStation 5 Pro), similar to [[PlayStation_4_emulators|previous console generation]].
==Emulators==
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| Ray-tracing<br/><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>| <small>Ray-tracing already supported on PlayStation 5 system.<br/>But there are ways to improve path-tracing implementation even further like increasing ray length or more rays per light source etc.</small>|
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| [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering AA]]<br/><small>(MSAA, SSAA)</small>
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| Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS ] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>
|<small>[https://gpuopen.com/fsr3-in-games-technical-details FSR 3] is already supported on PlayStation 5.<br/>Rumors suggest the upcoming PlayStation 5 Pro revision most likely include support for a new super-resolution technique called PSSR.</small>
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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>
|<small>FSR 2 3 is already supported on PlayStation 5.</small>
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| [[Shaders_and_filters|Filters]]
==Emulation issues==
Due to the PS5's [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#x86_CPUs|x86 architecture]] and FreeBSD-based operating system[https://www.reddit.com/r/PS5/comments/juggo1/has_anyone_done_an_nmap_scan_of_the_ps5_to/], emulators for the device will, by and large, be very unconventional. Despite the x86's instruction set being huge<ref>{{cite web | url= https://en.wikipedia.org/wiki/x86_instruction_listings | title= x86 instruction listings | Wikipedia}}</ref>, a trait that would typically lead to years of development time by emulators, it opens the ability for pre-existing hypervisors to do the heavy lifting, eliminating the need for a recompiler. There is also, as of this time, little to no documentation on the GPU used in the PS5's APU, and it will require a complete re-implementation by emulator developers.
In recent years many [https://www.playstation.com/en-us/games/pc-games/ PlayStation 5 exclusive titles are now being ported to PC] with [[#Enhancements|enhancements]], so similar to [[PlayStation_4_emulators#Emulation_issues|PlayStation 4 (Pro)]], [[Xbox One emulators#Emulation issues|Xbox One (X|S)]] and [[Xbox_Series_X_and_Series_S#Emulation issues|Xbox Series X|S]] situations this '''could''' lead to a decreased interest in development. Having said that, there are still considerable amount of games exclusive to those consoles, this includes games for both PlayStation 5 and Xbox Series X|S that haven't been ported and titles lacking enhanced/next-gen update for PC. See [[List of notable ports#External_links]] section for all of those games.
[[Category:Digital Only edition]]
[[Category:x86-based]]
[[Category:BSD-based]]
[[Category:Very early emulation]]
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