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PlayStation 4 emulators

4,745 bytes added, 21 March
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Compatibility layers (...)
==Emulators==
<div style="overflow-x:auto;width:100%">{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Platform(s)
| N/A
| {{✓}}
| {{~}}
| {{✗}}
|-
| {{✗}}
|}
</div>
==Compatibility layers [[Compatibility layers|(...)]]==
<div style="overflow-x:auto;width:100%">{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Platform(s)
| {{✗}}
| {{✗}}
| [https://fpps4.net/compatibility/ 6%<br/><small>102 106 out of 1720 1780 reported titles</small>]
| {{✓}}
| {{✓}}
| [https://shadps4.net/ shadPS4]
| align=left|{{Icon|Windows|Linux}}
| [https://github.com/georgemoralisshadps4-emu/shadPS4 {{shadPS4Ver}}]
| {{✗}}
| {{✗}}
| {{✗}}
|-
| [[Kyty]https://github.com/SysRay/psOff_public psOff]
| align=left|{{Icon|Windows}}
| [https://github.com/InoriRusSysRay/KytypsOff_public/releases {{KytyVerpsOffVer}}]
| {{✗}}
| {{✗}}
| {{✗}}
| N/A?| {{✓}}
| {{✓}}
| {{✗}}
| {{✗}}
|-
| {{✗}}
| {{✗}}
| <small>[[GPCS4|2 playable titles]]</small>| {{✓}}| {{?}}| {{✗}}|-| [[Kyty]]| align=left|{{Icon|Windows}}| [https://github.com/InoriRus/Kyty/releases {{KytyVer}}]| {{✗}}| {{✗}}| {{✗}}| <small>[[Kyty|2 playable titles]]</small>
| {{✓}}
| {{✗}}
| {{✗}}
| {{✗}}
|}
</div>
 
==Native==
<div style="overflow-x:auto;width:100%">
{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Latest Version
! scope="col"|[[#Dissidia_Final_Fantasy_Arcade_variant|Arcade<br/>variant]]
! scope="col"|[[#Hardware_features_and_peripherals|Hardware features<br/>and peripherals]]
! scope="col"|[[#Enhancements|Enhancements]]
! scope="col"|Compatibility
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended emulators|Recommended]]
|-
! colspan="11"|Console
|-
| PlayStation 5
| align=left|{{Icon|PS5}}
| Patch based
| {{?}}
| {{✓}}
|}
</div>
===Comparisons===
;Emulators
:; RPCS4
:; [[Orbital]]
:: An open-source low-level emulator based on [[QEMU]]by Alexandro Sanchez (AKA 'AlexAltea', [https://youtu.be/4joCMfTPP4M?t=30 who is also one of the developers of the RPCS3 and Nucleus projects]), Orbital uses Intel HAXM to speed up performance. A surprising amount of progress has been made for an emulator of its kind, having to emulate the kernel used by the PS4; It's stuck at the console's Safe Mode<ref>https://www.youtube.com/watch?v=IBBHisNM74o</ref> and, thus, can't boot any games.
:; psuv
:; [[Spine]]
:: In stark contrast to other closed-source emulators, Spine is Linux-exclusive; the creator has opted not to release the source code out of caution for a Windows-exclusive variant emerging from his work,<ref>[https://www.reddit.com/r/emulation/comments/pkc8oe/spine_ps4_emulator_v20210901_released_with/hc3coog/ devofspine] on Reddit. "I wouldn't mind open-sourcing it at some point in time , but there are several things that stop me from doing this in the near future: a) there are some parts in the code that are a mess and I wouldn't feel comfortable releasing them for public consumption, b) I enjoy the freedom to develop it in the way I want to, c) I would be a bit afraid of losing control, open source brings with it a risk of forks for example and I wouldn't like to see my work used to do for example a Windows exclusive variant, and d) PS4 is still a current-gen console." (Edited)</ref> despite the fact that there is already interest in getting it working through WSLg.<ref>[https://github.com/microsoft/wslg/issues/445#issuecomment-921119545 Spine PlayStation 4 emulator does not work in WSLg with GPU enabled] issue at the WSLg repository (#445). GitHub. "no need to close the issue, we will use this to track the GPU acceleration issue. Unfortunately, I don't have access to PlayStation firmware and thus am not able to repro, but we will see what we can do to investigate this, thanks!"</ref> Its authenticity has been verified by lead Orbital developer AlexAltea.<ref>[https://www.reddit.com/r/emulation/comments/bz4ikp/orbital_a_playstation_4_emulator_that_is/eqq6lxt/ AlexAltea] on Reddit. "I've analyzed the Spine demo in IDA Pro (reverse engineering tool), and everything checks out. It's a very early release, with lots of unimplemented parts, but it's real. More importantly, we have tested it locally and it works."</ref> [https://www.youtube.com/playlist?list=PL4PD8cV5ypNAn-4DuWPx0RgNLOxPu5LPn It was truly a promising emulator project], even though it was abandoned in its early days.
;Compatibility layers [[Compatibility layers|(...)]]
:; fpPS4
:: A PlayStation 4 compatibility layer made with Free Pascal. It currently offers the best game compatibility.
:; Obliteration
:: An PS4 compatibility layer. It can only run a simple graphics demo at the moment.
:; psOff:: Yet another compatibility layer. Developer solely focused on the rendering part and recently started to implement the system functions to run some binaries. It renders decently fast, the planned changes will make it almost perfect. It currently doesn't support: multiple command buffer submits, for loops in shader, missing opcodes.[https://github.com/SysRay/psOff_public?tab=readme-ov-file#description] :; [[Kyty]]
:: A compatibility layer for the PS4 and PS5 made by InoriRus, the creator of Short Waves. It's in the early stages of development. It can boot commercial games such as ''Blackhole'', ''Worms W.M.D'', and some PS5 homebrews with 0.2.0. This is also the first-ever PlayStation 4 emulator with a GUI, and like GPCS4, the emulator is Windows-exclusive.
:; [[GPCS4]]:: A compatibility layer for the PlayStation 4. It can show the logos in [https://en.wikipedia.org/wiki/Nier:_Automata ''Nier: Automata''] and ran its first commercial games, ''We Are Doomed'' and [https://en.wikipedia.org/wiki/Sonic_Mania ''Sonic Mania''], in February 2020. It can only run homebrew tests as of June 2022. It Furthermore, it appears to be only a side project to test 3D graphics and may or may not become anything serious, but this is unknown as the project's development has halted. As of June 2022, GPCS4 is now a one-person project.
:; PS4Delta
:: A compatibility layer for the PlayStation 4. It's unable to boot any commercial games and appears to do almost nothing than load some firmware modules. Development has stopped, and the project is archived on GitHub.
 
;Native
:; PlayStation 5
:: The PlayStation 5 boasts extensive backwards compatibility with a vast library of PlayStation 4 titles. [[PlayStation_5_emulators#Hardware_features_and_peripherals|This functionality]] allows users to play the overwhelming majority of physical PS4 discs and digital games downloaded through the PlayStation Store directly on their PS5 console. Additionally, some PS4 games may benefit from [[#Enhancements|enhancements]] on the PS5 hardware (similar to PlayStation 4 Pro) if it supports "Game Boost" option, such as experiencing higher or more stable frame rates.
==Enhancements==
<div style="overflow-x:auto;width:100%">{|class="wikitable" style="text-align:center; vertical-align:middle;width:100%"
|- style="font-weight:bold;"
! colspan=2 | Name
! PlayStation 5
|-
| rowspan=6 7 | Graphics
| [[Resolution|Resizable Internal Resolution]]
| {{N}}
| {{N}}
|-
| Ray-tracing<br/><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>
| colspan=3 | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.</small>
|-
| {{?}}
|-
| Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], XeSS and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>
| colspan=3 | <small>Requires access to the depth buffer and temporal data like motion-vectors so it's quite challenging and unlikely to be feasible in the near future.</small>
|-
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]| colspan=9 | <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.</small>|-| rowspan=3 4 | Performance
| [[Overclocking|Overclock]]
| {{N}}
| colspan=4 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.
|-
| Rendering latency reduction technologies<br/><small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])| colspan=4 | <small>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 benefit to justify the development effort.</small>|-| rowspan=4 6 | Post-Processing
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>
| {{N}}
| {{?}}
|-
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
| {{N}}
| {{N}}
| {{?}}
|-
| [[Shaders_and_filters|Filters]]<br/><small>[[Shaders_and_filters#NTSC_Filters|NTSC filters]], [[Shaders_and_filters#Tonemapping|HDR tonemapping]] etc.</small>
| {{N}}
| {{N}}
| {{N}}
|-
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]<br/><small>([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])</small>
| {{?}}
| {{?}}
| {{N}}
|-
| {{N}}
| {{N}}
|-
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
| colspan=3 | <small>PlayStation 4 (Pro) system already supports HDR in some games.</small>
|-
| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features]
| {{N}}
|-
| rowspan=3 4 | Misc
| RetroAchievements
| {{N}}
| {{N}}
| {{N}}
|-
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]
| colspan=3 | <small>Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores]. So there is no support at the moment.</small>
|-
| Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small>
| {{N}}
|}
</div>
<references group=N2/>
==Hardware features and peripherals==
<div style="overflow-x:auto;width:100%">{|class="wikitable" style="text-align:center; vertical-align:middle;width:100%"
|- style="font-weight:bold;"
! colspan=2 | Name
| {{Y}}
|}
</div>
===PlayStation Dynamic Menu and apps===
*See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares.
*See [[Ripping_games]].
*Also see [https://www.psdevwiki.com/ps4/Backwards_Compatibility#multimedia psdevwiki: multimedia support]
==Emulation issues==
===Potential roadblocks===Due to the PS4's [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#x86_CPUs|x86 architecture ]] and FreeBSD-based operating system, emulators for the device will, by and large, be very unconventional. Despite the x86's instruction set being huge<ref>{{cite web | url= https://en.wikipedia.org/wiki/x86_instruction_listings | title= x86 instruction listings | Wikipedia}}</ref>, a trait that would typically lead to years of development time by emulators, it opens the ability for pre-existing hypervisors to do the heavy lifting, eliminating the need for a recompiler. There is also, as of this time, little to no documentation on the GPU (a modified Radeon 7970M with disabled stream processors) used in the PS4's APU, and it will require a complete re-implementation by emulator developers. In recent years many [https://www.playstation.com/en-us/games/pc-games/ PlayStation 4 (Pro) exclusive titles are now being ported to PC] with [[#Enhancements|enhancements]], so similar to [[PlayStation_5_emulators#Emulation_issues|PlayStation 5]], [[Xbox One emulators#Emulation issues|Xbox One (X|S)]] and [[Xbox_Series_X_and_Series_S#Emulation issues|Xbox Series X|S]] situations this '''could''' lead to a decreased interest in development. Having said that, there are still considerable amount of games exclusive to those consoles, this includes games for both PlayStation 4 (Pro) and Xbox One (X|S) that haven't been ported and titles lacking enhanced/next-gen update for PC. See [[List of notable ports#External_links]] section for all of those games.
===PCSX4 & fake emulators===
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