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PlayStation Portable emulators

834 bytes added, 27 March
Emulators
==Emulators==
<div style="maxoverflow-x:auto;width:100%; overflow:auto;">{| class="wikitable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Platform(s)
|{{✓}}
|{{~}}
|[https://report.ppsspp.org/games 84%<br/><small>3152 3171 out of 3726 3764 reported titles</small>]
|{{✓}}
|{{✓}}
|{{✓}}
|{{~}}
|[https://report.ppsspp.org/games 84%<br/><small>3152 3171 out of 3726 3764 reported titles</small>]
|{{✓}}
|{{✓}}
|{{✓}}
|{{~}}
|[https://report.ppsspp.org/games 84%<br/><small>3152 3171 out of 3726 3764 reported titles</small>]
|{{✗}}
|{{~}}<ref group=N>Libretro core is still active.</ref>
;[[PPSSPP]]:An [[High/Low_level_emulation|HLE approach]] PSP emulator and released in November 2012. Compatibility is higher than [[JPCSP]] and games runs significantly faster. Despite limitations in its [[#Hardware features|PSP hardware feature support]], PPSSPP shines as an emulator with [[#Enhancements|impressive enhancement capabilities]]. The emulator is currently capable of playing the vast majority of the PSP library, while [https://report.ppsspp.org/games?compat=unknown remaining 3571 titles are still unreported].
;[[JPCSP]]:An [[High/Low_level_emulation|LLE approach]] PSP emulator , and it requires the Java Runtime Environment to be installed. It is also slower compared to [[PPSSPP]] , and it was built around debugging and was never really meant to be a standard emulator. They made it so they could understand the PSP's inner workings better. Thanks to the JPCSP team, and other PSP homebrew teams, PPSSPP developed at breakneck speeds. Both teams communicate a lot and contribute with each other.
;PlayStation®Portable REMASTER Launcher: See [https://www.psx-place.com/threads/playing-playstation-portable-psp-games-on-your-ps3.38830/ this guide] for more information.
==Hardware features==
<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
| {{✓}}
|}
</div>
<references group=N2 />
*Adrenaline [https://old.reddit.com/r/VitaPiracy/comments/unb0r1/heres_how_to_watch_your_umd_movies_on_your_vita/ never had UMD Video support].
:See [[Home_Media_Player|this dedicated page]] for more information about interactive media and home media playback support for emulation softwares.
:See [[Ripping_games]].
===XMB and apps===
==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>| 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.<br/>[https://www.youtube.com/watch?v=t8x5TWsYAdg Demonstration][https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access]</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.<br/>Besides any GPU that can use DLSS can run PPSSPP at 8k native with ease anyway.</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>
|-
| rowspan=4 6 | Post-Processing
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>
| {{Y}}
| {{?}}
|-
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
| {{Y}}
| {{?}}
| {{?}}
|-
| [[Shaders_and_filters|Filters]]<br/><small>[[Shaders_and_filters#NTSC_Filters|NTSC filters]], [[Shaders_and_filters#Tonemapping|HDR tonemapping]] etc.</small>
| {{Y}}
| {{?}}
| {{?}}
|-
|[[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}}
|-
| [[Shader_Presets|Shader Chain]]
| {{Y}}<abbr title="Standalone version has no support for bezels and overlays like libretro core though. See 'Shader Presets' page for more information.">*</abbr>
| {{N}}
| {{N}}
|-
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
| {{?}}
| {{?}}
| {{N}}
|-
| {{N}}
|}
</div>
<references group=N3/>
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