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PlayStation 4 emulators

866 bytes added, 2 May
Undo revision 86223 by Ahayri (talk)
| [https://docs.google.com/spreadsheets/d/1f02oterEI_mcX680ZYzxMSM2Yg4C2FICqooKZ8NVqF0/edit#gid=0 0%<br/><small>0 out of 76 reported titles</small>]
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| [https://github.com/red-prig/fpPS4/ fpPS4]
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| [https://githubnightly.comlink/red-prig/KimieStarfpPS4/TL_Installer_Prototypeworkflows/releasesmain/tagtrunk/FINAL GUIfpPS4.zip Nightly] <br/><small>''GUI [https://nightlygithub.linkcom/themitosan/redfpPS4-Temmie-s-Launcher?tab=readme-ov-prigfile Temmie's Launcher] <br/>GUI [https://github.com/fpPS4KimieStar/workflowsTL_Installer_Prototype/mainreleases/trunktag/fpPS4.zip NightlyFINAL Temmie's Launcher] (Proto) ''</small>
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| [https://fpps4.net/compatibility/ 6%<br/><small>103 110 out of 1768 1814 reported titles</small>]
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| ?[https://github.com/SysRay/psOff_compatibility/issues 0%<br/><small>0 out of 109 reported titles</small>]
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:; shadPS4
:: An PS4 compatibility layer. It can only run a simple graphics demo homebrews at the moment.
:; psOff
:: Yet another compatibility layer. Developer solely focused on the rendering part and recently started to implement the system functions to run some binaries. It renders decently fast, the planned changes will make it almost perfect. It currently doesn't support: multiple command buffer submits, for loops in shader, missing opcodes.[https://github.com/SysRay/psOff_public?tab=readme-ov-file#description]It can currently run Worms W.M.D., Sonic Mania, Tomb Raider I-III Remastered, Undertale, Deltarune and Blackhole with 60 FPS. Red Dead Redemption shows its legal warnings before crashing.
:; [[Kyty]]
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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>
| colspan=3 | <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.</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>
| colspan=3 | <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>
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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>
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