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PlayStation 3 emulators

625 bytes added, 14:15, 14 September 2022
https://rpcs3.net/compatibility
|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]]
|generation = [[:Category:Seventh-generation video game consoles|Seventh generation]]
|release = 2006
|discontinued = May 2017(Japan)
|predecessor = [[PlayStation 2 emulators|PlayStation 2]]
|successor = [[PlayStation 4 emulators|PlayStation 4]]
|emulated = {{✓}}
}}
 
{{for|other emulators that run on PS3 hardware|Emulators on PS3}}
 
The '''PlayStation 3''' (known shorthand as '''PS3''') is a seventh-generation console released by [[wikipedia:Sony|Sony]] in 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]], 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|2006}}.
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|[[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 February September 1st 2022, 2080 2254 titles (6568.0706%) are playable, 946 938 titles (2928.5832%) boot in-game, 167 117 titles (53.2253%) display the intros and 5 3 titles (0.1509%) are loadable.<ref name="Compatibility Page">https://rpcs3.net/compatibility</ref>As of April 13, 2022, builds for macOS have started being officially distributed for Intel and ARM Macs.<!-- RPCS3 runs on Rosetta for Macs with M-series processors, while Intel Macs run the application natively. --> <ref>https://twitter.com/rpcs3/status/1514302544750780417?s=20&t=e1g7-9NzgIehtodHmXYytQ</ref> ;[[Nucleus]]:A one-man project aiming that aimed for LLElow-level emulation, some AOT emulation, and portability. Made by AlexAltea.;Short Waves:Made by InoriRus, lead coder who later became the developer of the PlayStation 4 and 5 emulator, [[OrbitalKyty]].;Short Waves:Made by InoriRusin 2021. 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==
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 introduce produce an official PS3 emulator on for the PlayStation 4newer PlayStations, simply because they wouldn't be able to justify the potentially high cost of development 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]]''' : 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 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 [[Xbox PlayStation 4 emulators|XboxPlayStation 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 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).
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 [[wikipedia: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 [[wikipedia:PlayStation_Eye|PSEye]], the successor of the PS2's [[PlayStation_2_emulators#EyeToy|EyeToy]].
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