PlayStation Portable emulators

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PlayStation Portable
PSP-1000
Developer Sony
Type Handheld game console
Generation Seventh
Release date 2004
Discontinued 2014
Predecessor PocketStation
Successor PlayStation Vita
Emulated
For emulators that run on the PlayStation Portable, see Emulators on PSP.

The PlayStation Portable (PSP) is a handheld game console made by Sony. The system was released in Japan on December 12, 2004, in North America on March 24, 2005, and in the PAL region on September 1, 2005. It was retailed for $249 ($411 in 2026). It had a MIPS R4000 CPU at 333 MHz with 32 MB of RAM. Later revisions of the PSP came with 64 MB of RAM, allowing for faster load times.

The PSP had one of the most active modding scenes of any handheld console starting from the very early days of its life, used for homebrew, emulation, and piracy. Additionally, the PSP's software architecture that required the use of Sony's static libraries for many console functions made the simple and fast HLE approach both reasonable and accurate. Emulation efforts began as early as 2006, with games booting two years later, although overall game compatibility was poor. This early work was used as a basis for PPSSPP at the start of the 2010s, which has developed PSP emulation into a polished, fast, and accurate experience.

Emulators

Name Platform(s) Latest version Enhancements Hardware features Compatibility License Active Recommended
x86
PPSSPP Windows Linux macOS FreeBSD Dev Builds
Dev Builds (Artifacts)
libretro core[N 1]
1.20.4
~ 84.52%
3391 out of 4012 reported titles
GPLv2 (Copyleft)
JPCSP Java 2024-08 ~ ~ 78.37%
837 out of 1068 reported titles
GPLv3 (Copyleft) ~* ~*
cspspemu Windows macOS git ? GPLv3 (Copyleft)
jspspemu Web git ? GPLv3 (Copyleft)
PCSP Windows 0.5.5 ? Proprietary
Potemkin Windows 1.00 Alpha ? GPLv2 (Copyleft)
PSPE Windows 0.9b ? Proprietary
ARM
PPSSPP Android iOS Pandora Dragonbox Pyra
BlackBerry MeeGo
Symbian
Dev Builds
Dev Builds (Artifacts)
1.20.4
0.1 Pyra
libretro core[N 1]
~ 84.52%
3391 out of 4012 reported titles
GPLv2 (Copyleft)
PSPe+ (PPSSPP fork) Android 3.2.1 ? GPLv2 (Copyleft)
DamonPSP (呆萌PSP模拟器) Android Proprietary (stolen PPSSPP code)
Console
Adrenaline PlayStation Vita 7.1.2 ~ ~ ?* GPLv3 (Copyleft) ~
PPSSPP Switch Xbox 360 Wii U
Xbox One Xbox Series X/S
Switch
Xbox 360
Wii U
libretro core[N 1]
~ 84.27%
3219 out of 3820 reported titles
GPLv2 (Copyleft) ~[N 2]
Official Sony emulators PlayStation 3
PlayStation Vita
PlayStation 4 PlayStation 5
psp_emulator (PS3)
PspEmu (Vita)
SYRUP (PS4/PS5)
48.48%
414 out of 854 reported titles

26.67%
52 out of 195 reported titles
Proprietary ~ ~
  1. 1.0 1.1 1.2 This build using upstream repo for libretro from now on. But, similar to Citra and melonDS libretro cores, the standalone version of PPSSPP is highly recommended over the libretro core as the libretro core version can be slow and unstable.
  2. Libretro core is still active.

Comparisons

PPSSPP
An HLE approach PSP emulator and released in November 2012. Compatibility is higher than JPCSP and games runs significantly faster. Despite limitations in its PSP hardware feature support, PPSSPP shines as an emulator with impressive enhancement capabilities. The emulator is currently capable of playing the vast majority of the PSP library, while remaining 3687 titles are still unreported.
JPCSP
An LLE approach PSP emulator, and it requires the Java Runtime Environment to be installed. It is also slower compared to PPSSPP, and it was built around debugging and was never really meant to be a standard emulator. They made it so they could understand the PSP's inner workings better. Thanks to the JPCSP team, and other PSP homebrew teams, PPSSPP developed at breakneck speeds. Both teams communicate a lot and contribute with each other.
Official Sony emulators
Emulating some PSP library of games is possible with a Jailbroken PS3. Using the unlocked firmware's internal PSP emulator, there are 2 available modes: Remaster & Mini's we can utilize each giving different result depending on the title. See this guide for more information.
Potemkin
A very old open-source project from around the time of Ben Vanik's original PSP Player. It originated from Dolphin and a failed multi-system emulator, and it could run a few 2D commercial games. In 2012 it was cleaned up to serve as the basis for PPSSPP, which inherited its HLE kernel design.

Hardware features

Name PPSSPP JPCSP Adrenaline
Connectivity Ad-Hoc
Game Sharing ? ?
Infrared
Infrastructure ~ ?
Infrastructure LAN* ?
PlayStation Network
(incl. PlayStation Room)
[N2 1]
PS2 communication * * ~[N2 2]
PS3 communication * * ~[N2 3]
External Controller Vibration* ?
Peripherals 1Seg/DMB TV Tuner ? ?
Camera * ? WIP[N2 4]
GPS [N2 5] ? ?
Microphone ~*[N2 6] ? ?
PlayStation minis and Digital PSP titles *
PSOne Classics*
Right Stick, L2, R2, L3, and R3 Buttons ~[N2 7]
UMD Music
UMD Video
UMD-PG
~
XMB and apps ~
  1. PSN account within Adrenaline will require a separate login from the one natively used by the PS Vita or unmodified PspEmu.
  2. Requires adrenaline_usb_enabler plugin or Adrenaline fork
  3. Requires adrenaline_usb_enabler plugin or Adrenaline fork
  4. Currently being worked on with Isage's fork of Adrenaline.
  5. Fully supported on Android/iOS and predefined position on other platforms.
  6. Windows and Android only.
  7. Dual analog controls can be used with TheFloW's RemasteredControls plugins for supported games. Right stick can also be remapped to the face buttons D-Pad buttons, or L/R buttons. When a PSX game is launched inside Adrenaline, you can open the official PspEmu settings from the HOME menu to configure the mapping of L2/R2/L3/R3.

Connectivity

PSP supports local multiplayer on the same network via Ad-Hoc and local multiplayer over the internet with XLink Kai (see setup guide). PSP also supports online multiplayer using private servers via Infrastructure mode. See PlayStation Network page for information about PSP↔PSN connection.

See these sources for Ad-Hoc PRO Online compatibility list and revived private servers for Infrastructure mode;

PlayStation 3 communication

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.

Using 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

UMD Music, UMD Video and UMD-PG

During the era of the PlayStation Portable (PSP), "UMD Movie" was more common as it represented the main function of the format but as UMD adoption expanded beyond movies and included other types of video content such as TV shows, music videos, and documentaries, "UMD Video" became a more generic term to encompass the full range of applications. While UMD primarily focused on movies and video content, there was also some limited use of the format for UMD Music. However, it wasn't nearly as widespread as movie or other UMD Video content. UMD-PG on the other hand stands for UMD-Players Game, and it was used for a unique type of interactive media released on UMDs for the PlayStation Portable (PSP).

See this dedicated page for more information about interactive media and home media playback support for emulation software.
See Ripping games.

XMB and apps

Vsh psp emulation using JPCSP emulator
PSDevWiki: XrossMediaBar

The XrossMediaBar (pronounced "cross-media bar" and officially abbreviated as XMB) is a graphical user interface developed by Sony Computer Entertainment. You can use various features and applications using this interface.

  • You can use custom sound files for PPSSPP UI and game list navigation feedback sounds[1]. Also, you can use custom sound files for RetroAchievement notifications[2], for setting these up you need to set "Settings> UI Sounds: On", "UI Background animation: Waves" and "Theme: Default", after these you need to change .wav files from "\PPSSPP\assets" directory with your custom .wav files. Also, there is a feature request for intro sound implementation to PPSSPP UI similar to XMB (concept demonstration).
  • PPSSPP supports music playback when a game selected in the menu screen[3] similar to XMB, but currently there is no video support on this screen for PPSSPP UI as "hrydgard" mentioned in that pull request.
  • PPSSPP supports background wallpaper change when a game selected in the menu screen[4] similar to XMB.
  • PPSSPP's UI font could be changed if you want. For this you need to change .TTF font file from "\PPSSPP\assets" directory with your custom .TTF font file, but it needs to be renamed as “Roboto-Condensed.ttf” just like original PPSSPP one (easiest solution).[5][6]
  • You can simulate boot and game launching animations of the XMB by using our script for PPSSPP's libretro core. To do this, use Launchbox as follows: right-click on the game, select 'Edit Game', go to 'Additional Apps', and then 'Add our batch script file', (use this plugin for editing multiple titles at once). Make sure to check 'Automatically Run Before Main Application' and 'Wait for Exit'. If you don't want to mess with Launchbox at all, use the alternative script that comes with it instead. Additionally, we highly recommend you to consider using Duimon's PSP shader preset for both the video file and PPSSPP libretro core, but without using the Duimon's intro animation, and make sure to use Duimon's recommended video settings for Retroarch. Also it's recommended to disable retroarch's game title splash screen.
  • JPCSP is able to boot the official PSP VSH interface, though the menus are not yet working properly, it is currently only an alpha release.

Enhancements

Name PPSSPP JPCSP Adrenaline
Graphics Resizable Internal Resolution ?
Ultrawide hack
Widescreen already supported on PSP system.
But there is no support by system for render games in other ratios such as ultrawide 21:9 and 32:9.
?
Texture Replacement ?
Pre-rendering AA
(MSAA, SSAA)
* ? ?
Ray-tracing
(DXR, VRT and MRT)
Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be possible in the near future.
However, you can try "Screen-Space Ray Traced Global Illumination" shader using ReShade.[4][5]
Super-resolution techniques
(DLSS, XeSS and FSR 2+)
Requires access to the depth buffer and temporal data like motion-vectors, so it is quite challenging and unlikely to be feasible in the near future.
Besides, PSP games don't support motion-vectors[6] and any GPU that can use DLSS can run PPSSPP at 8k native with ease anyway.
RTX Remix Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be possible in the near future.
Besides, PPSSPP already supports most of RTX Remix features such as texture replacement and post-processing effects, etc.
On top of that you can use ReShade for post-processing.
Performance Overclock ? ?
Internal Framerate Hack ? ?
Frame generation technologies
(LSFG, DLSS-G, XeSS-FG and AFMF)
Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be possible in the near future, however post-processing techniques such as motion interpolation is quite possible. Input latency will be a crucial factor, but its impact likely varies depending on the specific technique used, it is recommended to use after applying the "Internal Framerate Hack".
While AFMF or LSFG can be used with PPSSPP, please be aware that some visual glitches and artifacts may occur at this time.
Preload optical disc image to RAM
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.
Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.
? ?
Rendering latency reduction technologies
(LatencyFleX, Reflex, Xe-LL and Anti-Lag+)
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 benefits to justify the development effort.
Post-Processing Post-rendering AA
(FXAA, TXAA and MLAA/SMAA)
? ?
Post-rendering scaling
(Sharp bilinear, Lanczos and FSR 1)
? ?
Filters ? ?
AI-powered filter compatible
(Freestyle)
? ?
Shader Chain *
Inverse tone mapping compatible ? ?
TAS features Macros/Scripts/Lua * ?
Rewind * ? *
Fast-Forward/Turbo Speed ? ~*
Savestates ? *
Movie recording/playback ~[N3 1] ?
Controls True/dual analog control * ? ~[N3 2]
Mouse Injector Compatible *
Input lag-mitigating technique *
Quality of life Pause/Resume Emulation ? ?
Built-in save manager ? ? ?
Built-in mod editor and manager
Built-in Cheat Manager ?
Built-in Patch Manager ? ? ?
Streamable compression format
Per-Game Profiles * ? ?
Command Line Options * ? ?
Variable Refresh Rate compatible ? ? ?
Big Picture Mode
Automatic Updater ? ? ?
Portable and Stealth
Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, it still requires necessary prerequisites and dependencies for your operating system.
? ?
Misc Free Look
Free Look is an enhancement feature that allows manipulation of the in-game camera.
PPSSPP VR is a PPSSPP build for the Oculus Rift that lets you actually be inside PSP games.
You are not playing on a virtual handheld or screen, you're inside the virtual world.
Also, there is a feature request for adding VR capabilities to PPSSPP windows builds.
See Virtual Reality page for more information about PPSSPP VR build.
EmuVR support Exclusive to libretro cores at the moment.
AI Service
With the help of OCR and other techniques, the AI service can provide a live translation of a game, or text-to-speech capabilities for the visually impaired among other things, either on demand or automatically.
Exclusive to libretro cores at the moment. But there is a pull request for integrating NVDA API to the PPSSPP standalone version.
RetroAchievements
Debug Features
  1. Supports initial basic replay recording but it is not advanced enough for TAS. There is a feature request for advanced TAS features.
  2. Dual analog controls can be used with TheFloW's RemasteredControls plugins for supported games. Right stick can also be remapped to the face buttons D-Pad buttons, or L/R buttons.

Emulation issues

For more information about PSP hardware and reverse engineering;

References