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PlayStation 5 emulators

1,832 bytes added, 17 April
https://www.reddit.com/r/PS5/comments/juggo1/has_anyone_done_an_nmap_scan_of_the_ps5_to/
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.
 
Rumors swirl around a potential mid-generation revision of the PlayStation 5 (probably PlayStation 5 Pro), similar to [[PlayStation_4_emulators|previous console generation]].
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.
==Compatibility layers [[Compatibility layers|(...)]]==
{{No playable emulators}}
<div style="overflow-x:auto;width:100%">{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Platform(s)
|{{✗}}
|}
</div>
===Comparisons===
==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
|
|-
| 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>| <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>|
|-
| [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering AA]]<br/><small>(MSAA, SSAA)</small>
|
|-
| Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS ] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>|<small>Requires access to the depth buffer and temporal data like motion[https://gpuopen.com/fsr3-vectors so it's quite challenging and unlikely to be feasible in the near future-games-technical-details FSR 3] is already supported on PlayStation 5.<br/>FSR 2 is already supported on Rumors suggest the upcoming PlayStation 5Pro revision most likely include support for a new super-resolution technique called PSSR.</small>
|-
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
|-
| [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>Implementing frame generation technology in an emulator AFMF 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 (technically) already supported on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''PlayStation 5.</small>
|-
| 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>
|
|-
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>|<small>FSR 2 3 is already supported on PlayStation 5.</small>
|-
| [[Shaders_and_filters|Filters]]
|
|-
|[[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>
|
|-
| [[Shader_Presets|Shader Chain]]
|
|-
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
| colspan=2 | <small>PlayStation 5 system already supports HDR in some games.</small>
|-
| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features]
|
|}
</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 | Hardware features
: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 PS5's [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#x86_CPUs|x86 architecture ]] and FreeBSD-based operating system[https://www.reddit.com/r/PS5/comments/juggo1/has_anyone_done_an_nmap_scan_of_the_ps5_to/], 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. In recent years many [https://www.playstation.com/en-us/games/pc-games/ PlayStation 5 exclusive titles are now being ported to PC] with [[#Enhancements|enhancements]], so similar to [[PlayStation_4_emulators#Emulation_issues|PlayStation 4 (Pro)]], [[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 5 and Xbox Series 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.
===Fake emulators===
:*[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]
 
==External links==
*DigitalFoundry: [https://youtu.be/bKQ6NeTjccA PlayStation 5 Backwards Compatibility Tested]
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