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PlayStation 3 emulators

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! scope="col"|Platform(s)
! scope="col"|Latest Version
! scope="col"|<small><abbr title="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.">PSP<br/>communication</abbr><ref>[https://manuals.playstation.net/document/en/psp/current/network/remoteplay/remote.html Using remote play (via the PS3 system's wireless LAN)], [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]</ref></small>
! scope="col"|<small><abbr title="remote play (via the PS3 system's wireless LAN), copying games to play on a PSVita system that can be played on either PS3 or PSVita systems etc.">PSVita<br/>communication</abbr><ref>[https://manuals.playstation.net/document/gb/psvita/remoteplay/index.html PS3 Remote Play with PSVita], [https://manuals.playstation.net/document/en/ps3/current/settings/connectvita.html Connect PS Vita System Using Network]</ref></small>
! scope="col"|<small>[[#Arcade_Variations|Arcade<br/>Variations]]</small>
! scope="col"|<small><abbr title="PlayStation (ps1_emu) and PlayStation 2 (ps2_emu) backwards compatibility, PSone Classics should not be confused with PlayStation Classic.">PlayStation & [[Wikipedia:Lists_of_PS_one_Classics|PSOne Classics]]<br/>PlayStation 2</abbr></small>
! scope="col"|<abbr title="Offline multiplayer gaming on the PS3 home console over a LAN (local area network) multiplayer games, just like System Link for XBOX systems.">[https://www.teamxlink.co.uk/wiki/Supported_Games#Sony_Playstation_3 LAN]</abbr>
! scope="col"|PSN
! scope="col"|<small>[https://www.pcgamingwiki.com/wiki/List_of_games_that_support_Pressure-Sensitive_Face_Buttons#PlayStation_3_Emulation Pressure<br />Sensitive<br />Buttons]</small>
! scope="col"|Motion<br/>controls
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended Emulators|Recommended]]
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! colspan="147"|PC / x86
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|[[RPCS3]]
|align=left|{{Icon|Windows|Linux|Mac|FreeBSD}}
|[https://rpcs3.net/download Nightly]</br>[https://github.com/RPCS3/rpcs3/releases <abbr title="The developers are currently treating version increments as milestones, not as stables.">{{RPCS3Ver}}</abbr>]
|{{✗}}[https://github.com/RPCS3/rpcs3/issues/4119 *]
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|{{~}}[[#Arcade_Variations|*]]
|{{~}}<ref group=N>[https://twitter.com/rpcs3/status/1125179092507201537?lang=en Tweet from 6 May 2019]: "RPCS3 supports Sony's PS1emu as of today. PS2emu is not yet supported. Both these emulators are present in the PS3 Firmware for backwards compatibility." ([[Official_emulators#PlayStation_2|ps2_emu]] and [[Official_emulators#PlayStation|ps1_emu]])</ref>
|{{✓}}<ref group=N>[https://www.teamxlink.co.uk/wiki/RPCS3_XLink_Kai_Setup RPCS3 XLink Kai Setup].</ref>
|{{~}}<ref group=N>Netplay in RPCS3 was introduced by GalCiv, who developed [https://wiki.rpcs3.net/index.php?title=Help:Netplay RPCN] (an open-source server that emulates the P2P match-making done on the PlayStation 3). RPCN can also be used to communicate with [https://docs.google.com/spreadsheets/d/1Wn2EkQj_bZpgrT-xiDbqHkx91jcCHn34nXkl2Sv0GOs/edit#gid=0 private servers] for games that require a dedicated server for multiplayer features. In this regard, games that require a custom server will not work unless a fan-made, [https://docs.google.com/spreadsheets/d/1Wn2EkQj_bZpgrT-xiDbqHkx91jcCHn34nXkl2Sv0GOs/edit#gid=0 private server] is created. This is outside the scope of the emulator and will have to be developed by the community.<br />
:Beyond this there is a project called [https://github.com/DestinationHome/Destination-Home-Online Destination Home]; a preservation team dedicated to restoring PlayStation Home's original online functionality and network services, but progress is heavily reliant on the development of [https://wiki.rpcs3.net/index.php?title=Help:Netplay RPCN]; as key networking functionality is yet to be implemented.</ref>
|{{✓}}<ref group=N>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>
|{{✓}}<ref group=N>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>
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|[https://github.com/AlexAltea/nucleus/releases git]
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|align=left|{{Icon|Windows}}
|[http://wololo.net/downloads/index.php/download/8128 0.0.2]
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|[https://web.archive.org/web/20161029044210/http://www.geocities.jp/mj3kj8o5/ps3f/index.html 0.1]
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;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].
==Emulation issuesHardware Features=={|class="wikitable" style="text-align:center; vertical-align:middle;"|- style="font-weight:bold;"! Name! RPCS3|-|[[#PlayStation_Move|PlayStation consoles have always been notorious for Move]]| {{~}}|-|<abbr title="remote play (via the PS3 system complexity. Sony's gamble of their technology being emulator-unfriendly makes them developer-unfriendly as wellwireless LAN), and copying games to play on a PSP system that can be played on either PS3 or PSP systems etc.">PSP communication</abbr><ref>[https://manuals.playstation.net/document/en/psp/current/network/remoteplay/remote.html Using remote play (via the PS3 system's weaker performance in cross-platform wireless LAN)], [https://manuals.playstation.net/document/en/ps3/current/game/copypsp.html Copying games proves it. Even if done properly, an LLE approach would be performance suicide, as some things just have to be abstracted enough to get high framerates in games. The situation is so bad play on a PSP system that Sony seems to can be incredibly hesitant to produce an official played on either PS3 emulator for or PSP systems]</ref>| {{✗}}[https://github.com/RPCS3/rpcs3/issues/4119 *]|-|<abbr title="remote play (via the newer PlayStations. Simply because they wouldnPS3 system't s wireless LAN), copying games to play on a PSVita system that can be able to justify the extremely high potential development cost to investorsplayed on either PS3 or PSVita systems etc.">PSVita communication</abbr><ref>[https://youtumanuals.beplaystation.net/document/gb/psvita/remoteplay/6WkpaJkB2M8 Why PS4 Doesn't Have Backwards Compatibility and Xbox One Doesindex.html PS3 Remote Play with PSVita] (Mystic, [https://manuals.playstation. Aug 21, 2018net/document/en/ps3/current/settings/connectvita.)html Connect PS Vita System Using Network]</ref>| {{✗}}There are two major bottlenecks at play:|-* '''|<abbr title="PlayStation (ps1_emu) and PlayStation 2 (ps2_emu) backwards compatibility, PSone Classics should not be confused with PlayStation Classic.">PlayStation & [[wikipediaWikipedia:Cell_(microprocessor)Lists_of_PS_one_Classics|Cell Broadband EnginePSOne Classics]]<br/>PlayStation 2</abbr>| {{~}}<ref group=N3>[https://twitter.com/rpcs3/status/1125179092507201537?lang=en Tweet from 6 May 2019]: "RPCS3 supports Sony''' - consists s PS1emu as of two architectures that developers have to program for; PowerPC, andtoday.PS2emu is not yet supported.. whatever Both these emulators are present in the SPEs really arePS3 Firmware for backwards compatibility. Add to that " ([[Official_emulators#PlayStation_2|ps2_emu]] and [[Official_emulators#PlayStation|ps1_emu]])</ref>|-|<abbr title="Offline multiplayer gaming on the fact that there are 6 that could be in use by PS3 home console over a gameLAN (local area network) multiplayer games, and you have a great formula just like System Link for high system requirementsXBOX systems.">[https://www.teamxlink.co.uk/wiki/Supported_Games#Sony_Playstation_3 LAN]</abbr>| {{✓}}<ref group=N3>[https://www.teamxlink.co.uk/wiki/RPCS3_XLink_Kai_Setup RPCS3 XLink Kai Setup]. The </ref>|-|PSN|{{~}}<ref group=N3>Netplay in RPCS3 developers technically cheat was introduced by using aheadGalCiv, who developed [https://wiki.rpcs3.net/index.php?title=Help:Netplay RPCN] (an open-ofsource server that emulates the P2P match-time recompilation using LLVM, but because making done on the emulator constantly improves, that PlayStation 3). RPCN can also be easily excused;* '''used to communicate with [https://docs.google.com/spreadsheets/d/1Wn2EkQj_bZpgrT-xiDbqHkx91jcCHn34nXkl2Sv0GOs/edit#gid=0 private servers] for games that require a dedicated server for multiplayer features. In this regard, games that require a custom server will not work unless a fan-made, [wikipediahttps:RSX_Reality_Synthesizer|RSX (Reality Synthesizer)//docs.google.com/spreadsheets/d/1Wn2EkQj_bZpgrT-xiDbqHkx91jcCHn34nXkl2Sv0GOs/edit#gid=0 private server]]'''is created. This is outside the scope of the emulator and will have to be developed by the community.<br />: The Beyond this there is a project called [[PlayStation 4 emulators|PlayStation 4https://github.com/DestinationHome/Destination-Home-Online Destination Home]] also went unemulated for ; a long timepreservation team dedicated to restoring PlayStation Home's original online functionality and network services, simply because but progress is heavily reliant on the development of how many components were just undocumented[https://wiki.rpcs3.net/index. The same thing applies herephp?title=Help:Netplay RPCN]; the graphics card as key networking functionality is Nvidia GeForce 7800 GTXyet to be implemented.</ref>|-based, |[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 means it's not wellworks with [https://www.pcgamingwiki.com/wiki/Controller:DualShock_3#Wired_connection_-documented, _official_drivers Official Sony driver] and developers have [https://www.pcgamingwiki.com/wiki/Controller:DualShock_3#Wired_connection_-_unofficial_drivers DsHidMini community driver]. Emulator allows to assign one key to figure out how it displays graphics and graphical effectschange pressure sensitivity. Without access to NvidiaIt's resourcespossible 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, which would normally be included but only with an SDKspecial adapter emulating DualShock 3, this would be very difficultRPCS3 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>: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|-|Motion controls|{{✓}}<ref group=N3>Perfect support.Emulator supports motion controls for DualShock 3, DualShock 4 GHzand DualSense. Sony, Nintendo and 2) up to 224 MBs of the Valve controllers can emulate DualShock 3.2 GHz XDR main memory via the CPU (480 MBs max)reWASD application.</ref>|}<references group=N3/>
===PlayStation Move===
His own branch of the PSMove has advanced further, as the PSEye and PSMove controllers are already physically supported using the PSMoveAPI.
A pretty old compatibility list can be found [https://workflowy.com/s/move-compatibility/6TV4dP3JcvHwhyUC here]. Some YouTube videos are also showing the work-in-progress functionality working.<ref>[https://www.youtube.com/watch?v=rrmb_2ULbKo RPCS3 - PSMove WIP VK] (April 03, 2018)</ref> The author unfortunately stopped working on this implementation years ago.
 
==Screenshots==
<gallery widths="200" position="center" captionalign="center" >PS3_slim.png|"Slim" release in 2009
PS3_2009.png|2009 PS3 Logo
Playstation3_superslim.png|"Superslim" edition in 2012
</gallery>
==Notes==
<references group=N2 />
==Arcade Variations==
===Namco System 369===
WIP
 
==Emulation issues==
PlayStation consoles have always been notorious for system complexity. Sony's gamble of their technology being emulator-unfriendly makes them developer-unfriendly as well, and the system's weaker performance in cross-platform games proves it. Even if done properly, an LLE approach would be performance suicide, as some things just have to be abstracted enough to get high framerates in games. The situation is so bad that Sony seems to be incredibly hesitant to produce an official PS3 emulator for the newer PlayStations. Simply because they wouldn't be able to justify the extremely high potential development cost to investors.<ref>[https://youtu.be/6WkpaJkB2M8 Why PS4 Doesn't Have Backwards Compatibility and Xbox One Does] (Mystic. Aug 21, 2018.)</ref>
 
There are two major bottlenecks at play:
* '''[[wikipedia:Cell_(microprocessor)|Cell Broadband Engine]]''' - 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 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 [[PlayStation 4 emulators|PlayStation 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 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).
 
==Screenshots==
<gallery widths="200" position="center" captionalign="center" >PS3_slim.png|"Slim" release in 2009
PS3_2009.png|2009 PS3 Logo
Playstation3_superslim.png|"Superslim" edition in 2012
</gallery>
 
==Notes==
<references group=N2 />
==References==
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