Editing PlayStation 5 emulators
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It uses a custom 8-core AMD Zen 2 processor running at 3.5GHz, supported by 16GB/256-bit GDDR6 Ram, with 512MB of DDR4 RAM (used as SSD controller cache). It is also the first PlayStation console to use an SSD for storage. | It uses a custom 8-core AMD Zen 2 processor running at 3.5GHz, supported by 16GB/256-bit GDDR6 Ram, with 512MB of DDR4 RAM (used as SSD controller cache). It is also the first PlayStation console to use an SSD for storage. | ||
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The console’s architecture is very similar to that of a PS4, so a PS4 emulator may support PS5 in the future, similar to how Dolphin supports Wii while originally being a GameCube emulator. | The console’s architecture is very similar to that of a PS4, so a PS4 emulator may support PS5 in the future, similar to how Dolphin supports Wii while originally being a GameCube emulator. | ||
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==Compatibility layers [[Compatibility layers|(...)]]== | ==Compatibility layers [[Compatibility layers|(...)]]== | ||
{{No playable emulators}} | {{No playable emulators}} | ||
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! scope="col"|Name | ! scope="col"|Name | ||
! scope="col"|Platform(s) | ! scope="col"|Platform(s) | ||
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|{{✗}} | |{{✗}} | ||
|} | |} | ||
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===Comparisons=== | ===Comparisons=== | ||
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==Enhancements== | ==Enhancements== | ||
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− | {|class="wikitable" style="text-align:center;vertical-align:middle; | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
! colspan=2 | Name | ! colspan=2 | Name | ||
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− | | Ray-tracing<br/> | + | | Ray-tracing<br/><small>Ray-tracing already supported on PlayStation 5 system.<br/>But there are ways to improve path-tracing implementation even further like increasing ray length or more rays per light source etc.</small> |
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| [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering AA]]<br/><small>(MSAA, SSAA)</small> | | [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering AA]]<br/><small>(MSAA, SSAA)</small> | ||
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− | | Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], | + | | Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], XeSS and FSR 2+)</small> |
− | |<small> | + | |<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.<br/>FSR 2 is already supported on PlayStation 5.</small> |
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| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix] | | [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix] | ||
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| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small> | | [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small> | ||
− | | colspan=3 | <small> | + | | colspan=3 | <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"'''. |
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| 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'''+''']) | | 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> | | 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> | ||
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− | | rowspan= | + | | rowspan=4 | Post-Processing |
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small> | | [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small> | ||
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− | | [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and | + | | [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and FSR 1)</small> |
− | |<small>FSR | + | |<small>FSR 2 is already supported on PlayStation 5.</small> |
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| [[Shaders_and_filters|Filters]] | | [[Shaders_and_filters|Filters]] | ||
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| [[Shader_Presets|Shader Chain]] | | [[Shader_Presets|Shader Chain]] | ||
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| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features] | | rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features] | ||
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<references group=N2/> | <references group=N2/> | ||
==Hardware features and peripherals== | ==Hardware features and peripherals== | ||
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|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
! colspan=2 | Hardware features | ! colspan=2 | Hardware features | ||
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:See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares. | :See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares. | ||
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:Also see [https://www.psdevwiki.com/ps4/Backwards_Compatibility#multimedia psdevwiki: multimedia support] | :Also see [https://www.psdevwiki.com/ps4/Backwards_Compatibility#multimedia psdevwiki: multimedia support] | ||
==Emulation issues== | ==Emulation issues== | ||
− | Due to the PS5's | + | ===Potential roadblocks=== |
− | + | Due to the PS5's 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 used in the PS5's APU, and it will require a complete re-implementation by emulator developers. | |
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===Fake emulators=== | ===Fake emulators=== | ||
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:*[https://www.psdevwiki.com/ps5/Main_Page PS5 Developer Wiki] | :*[https://www.psdevwiki.com/ps5/Main_Page PS5 Developer Wiki] | ||
:*Open source projects (FreeBSD, AMDGPU drivers, etc.): [https://github.com/freebsd/freebsd-src/tree/releng/9.1 FreeBSD system calls], [https://github.com/GPUOpen-Drivers/pal GPUOpen-Drivers] | :*Open source projects (FreeBSD, AMDGPU drivers, etc.): [https://github.com/freebsd/freebsd-src/tree/releng/9.1 FreeBSD system calls], [https://github.com/GPUOpen-Drivers/pal GPUOpen-Drivers] | ||
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<!-- | <!-- | ||
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[[Category:Digital Only edition]] | [[Category:Digital Only edition]] | ||
[[Category:x86-based]] | [[Category:x86-based]] | ||
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[[Category:Very early emulation]] | [[Category:Very early emulation]] |