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PlayStation 3 emulators

3,144 bytes added, 14:04, 31 May 2020
Undo revision 33850 by 173.245.54.90 (talk)
{{Infobox console
|title = PlayStation 3
|logo = PlayStation 2006.png|image = PS3_Original.png|image2 = Sony-playstation-3-slim-1.jpg|imagecaption = '''Top''': Original (2006)<br/>'''Bottom''': Slim (2009)|developer = [[:Category:Sony consoles|Sony]]
|type = [[:Category:Consoles|Home video game console]]
|generation = [[:Category:Seventh-generation video game consoles|Seventh generation]]
|emulated = {{~}}
}}
[[File:PlayStation 2006.png|thumb|300px|The original PlayStation logo at launch.]][[File:Sony-playstation-3-slim-1.jpg|thumb|The PlayStation 3 slim console]]The '''PlayStation 3''' (known shorthand as '''PS3''') is a seventh-generation video game console released by [[wikipedia:Sony|Sony]] released on November 17in late 2006. The successor to the [[PlayStation 2 emulators|PlayStation 2]], it began development in 2001 when Sony partnered with Toshiba and IBM to create the [[wikipedia:Cell_%28microprocessor%29|Cell Broadband Engine]]. The console was launched a year after the [[Xbox 360 emulators|Xbox 360]], 2006 and around the same time as the [[Wii emulators|Wii]]. While it was debatably the most powerful console of the seventh generation, it was also difficult to program for, as its architecture was even more complex than its competitors. It retailed for ${{Inflation|USD|599 ($749.23 in 2018 money)|2006}}.  The Cell Broadband Engine CPU at consists of a 3.2 GHz with 1 Power Processing Element (PPE ) and 8 seven Synergistic Processing Elements (SPE),<ref group=N>You might see listings of eight SPEs, but that's because there are eight on the die; one of them is disabled to prevent the manufacturer from yielding too many bad units. Another SPE is reserved for the console's operating system. It has 265MB </ref> and the system contains 256 MB of RAM XDR DRAM main memory at 3.2 GHz and 256MB 256 MB of VRAM. The GPU is a GDDR3 video memory at 650 MHz for the Nvidia/SCEI RSX Reality SynthesizerGPU. This console was considered hard The GPU ran at 500 MHz and has to program for early communicate forth and back with both RAMs. The complexity of the SPEs bogged down the PlayStation 3 in its lifecycle due multi-platform titles, as it required developers to the newly-introduced [[wikipedia:Cell_%28microprocessor%29|Cell Broadband Engine]] architecture that no game developer outside of Sony had worked with prior either learn it enough to launchuse it, or don't use it at all. Because of thisAs a result, many multiplatform multi-platform games ran worse with lower framerates or had worse graphics . The number of units sold worldwide were about the same as the Xbox 360. The PlayStation 3 initially included a feature called OtherOS,<ref group=N>Which allowed the console to run many distributions of Linux and BSD in a separate partition as long as they supported PowerPC.</ref> but once it was removed shortly after the PS3 Slim model was released citing "security concerns", fail0verflow had a jailbreak detailed in 2010, giving way for [[PS3 Modding|modders to downgrade firmware on a specific version]] and install a custom firmware, something Sony would patch in newer updates until an exploit was released for 4.82. Emulation only started gaining traction in the PS3late 2010s, despite it being as [[RPCS3]] had made strides in improving its largely HLE-based emulation. It has since become the more powerful systememulator of choice.
==Emulators==
{| class="wikitable" style="text-align:center;"
|+PC
|-
! scope="col"|Name
! scope="col"|Operating SystemPlatform(s)
! scope="col"|Latest Release Version
! scope="col"|Active
! scope="col"|[[Recommended Emulators|Recommended]]
|-
! colspan="5"|PC / x86
|-
|[[RPCS3]]
|align=left|{{Icon|Windows, |Linux, BSD|FreeBSD}}|[https://github.com/RPCS3/rpcs3 0.0.5 Alpha/releases {{RPCS3Ver}}]<ref group=N>The developers are currently treating version increments as milestones, not as stables.</ref>
|{{✓}}
|{{✓}}
|-
|[[Nucleus]]
|align=left|{{Icon|Windows, |Linux}}
|[https://github.com/AlexAltea/nucleus/releases 0.1.0]
|{{✗}}
|-
|Short Waves
|align=left|{{Icon|Windows}}
|[http://wololo.net/downloads/index.php/download/8128 0.0.2]
|{{✗}}
|{{✗}}
|-
|PS3F
|align=left|{{Icon|Windows}}
|[https://web.archive.org/web/20161029044210/http://www.geocities.jp/mj3kj8o5/ps3f/index.html 0.0.0]
|{{✗}}
|{{✗}}
|}
<references group=N />
===Comparisons===
;[[RPCS3]]:It An open-source emulator for 64-bit Windows, Linux and BSD. While it isn't anywhere near as compatible as [[Dolphin]] is for [[GameCube emulators|GameCube]] or Wii, it has still made immense progress compared to its early days where development was slow and seemed like it wasn't really going anywhere. Over 1,000 titles are now playable, with many more that go in-game and others that are at least loadable.<ref name="Compatibility Page">https://rpcs3.net/compatibility</ref>
;[[Nucleus]]:A one-man project aiming for LLE, some AOT emulation, and portability. Made by AlexAltea, lead coder of PlayStation 4 emulator, [[Orbital]].
;Short Waves:Made by an unknown developerInoriRus. It could run a few complex tests that RPCS3 couldn't at the time it released, but it hasn't been updated since.;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 issues==
The PlayStation consoles have always been notorious for system complexity . Sony's gamble of the Cell processor architecturetheir technology being emulator-unfriendly makes them developer-unfriendly as well, plus and the fact that system's weaker performance in cross-platform games proves it . Even if done properly, an LLE approach would take significantly more resources be performance suicide as some things just have to be abstracted enough to get such games emulated (in comparison, see specifications high framerates in [[Dolphin]] and [[PCSX2]] for their respective consoles), makes emulating and running games a challenge. It The situation is for so bad that Sony seems to be incredibly hesitant to introduce an emulator on the PlayStation 4, simply because they wouldn'unfortunate' choice t be able to justify the potentially high cost of using the Cell CPU in the console that even development to investors.<ref>[https://youtu.be/6WkpaJkB2M8 Sony couldnWhy PS4 Doesn't emulate Have Backwards Compatibility and Xbox One Does] (Mystic. Aug 21, 2018.)</ref> There are two major bottlenecks at play:* '''Cell.''' It consists of two architectures that developers have to program for; PowerPC, and... whatever the PS3 games SPEs really are. Add to that the fact that there are SIX that could be in their succeeding consoleuse by a game, the PS4] when rival Microsoft could do so with their original Xbox and equal competitor, Xbox 360, you have a great formula for the Xbox Onehigh system requirements. And add on top The RPCS3 developers technically cheat by using ahead-of -time recompilation using LLVM, but because the emulator constantly improves, that the need to emulate Nvidiacan be easily excused.* '''s [https[wikipedia://en.wikipedia.org/wiki/RSX_Reality_Synthesizer |RSX (Reality Synthesizer)] ].''' The [[Xbox emulators|Xbox]] 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 which was also managed by two different memory units with very disparate frequency speeds - ; 1) 256 MB of GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.4 GHz, and 2) up to 224 MB of the 3.2 GHz XDR main memory via the CPU (480 MB max). Expect  In short: expect game-breaking issues of one kind or another in the vast majority of titles at this point in time.
==PlayStation Move==
The [https[wikipedia://en.wikipedia.org/wiki/PlayStation_Move |PlayStation Move]] is a controller similar to a Wiimote, shaped to be held into hand and play with motion detection. It is detected by the [https[wikipedia://en.wikipedia.org/wiki/PlayStation_Eye |PSEye] which is ], the successor of the PS2's [[http://emulation.gametechwiki.com/index.php/PlayStation_2_emulators#EyeToy |EyeToy] but for the PS3].The PSEye is usable on PC as it benefits from [https://github.com/cboulay/PSMoveService/wiki/PSEye-Software-Setup-(Windows) unofficial drivers] made by the comunnitycommunity. It is not yet implemented in a PS3 emulator.
[[RPCS3]] had some [https://github.com/RPCS3/rpcs3/commit/504e3112ddc440f1d4eb4f236d4d39ab0f016513 first steps implemented] for PSMove use but the controllers aren't working yet.
The author of this preliminary implementation, [https://github.com/VelocityRa velocityra], is a dedicated developer for [[RPCS3]] and [[Vita3K]].
In his His own branch of the PSMove that is has advanced further advanced, 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 YouTube videosare 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> are also showing the work-in-progress functionality The author unfortunately stopped workingon this implementation a few months ago.
Unfortunately the author stopped working on this implementation a few months ago.==Notes==<references group=N />
==References==
Anonymous user

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