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PlayStation 3 emulators

312 bytes added, 03:45, 4 May 2022
Comparisons
|title = PlayStation 3
|logo = PlayStation 2006.png
|image = PS3_2009.png|image2 = PS3_Original.png|image2 image3 = PS3_slim.png|image4 = PS3_slim_modelsPlaystation3_superslim.jpgpng|imagecaption = '''Top''': Original (2006)<br/>'''BottomMiddle''': Slim (2009) & <br/> '''Bottom''': Super Slim (2012)
|developer = [[:Sony]]
|type = [[:Category:Home consoles|Home video game console]]
|-
|[[RPCS3]]
|align=left|{{Icon|Windows|Linux|Mac|FreeBSD}}
|[https://github.com/RPCS3/rpcs3/releases {{RPCS3Ver}}]<ref group=N>The developers are currently treating version increments as milestones, not as stables.</ref>
|{{✓}}
===Comparisons===
;[[RPCS3]] <small class="plainlinks" style="font-weight:normal;">([https://rpcs3.net/compatibility compatibility])</small>:An open-source emulator for 64-bit Windows, GNU/Linux , BSD and BSDMacOS. 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. As of March May 2022, 2140 2207 titles (6667.3616%) are playable, 912 924 titles (28.2812%) boot in-game, 168 151 titles (54.2160%) display the intros and 5 4 titles (0.1513%) are loadable.<ref name="Compatibility Page">https://rpcs3.net/compatibility</ref>As of April 13, 2022, builds for MacOS have started being officially distributed. <ref>https://twitter.com/rpcs3/status/1514302544750780417?s=20&t=e1g7-9NzgIehtodHmXYytQ</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 InoriRus. It could run a few complex tests that RPCS3 couldn't at the time it released, but it hasn't been updated since.
There are two major bottlenecks at play:
* '''[[wikipedia:Cell_(microprocessor)|Cell.Broadband Engine]]''' : It 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 SIX 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 [[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 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).
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