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PlayStation emulators

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{{for|other emulators that run on PS1 hardware|Emulators on PS1}}
The '''[[wikipedia:PlayStation_(console)|PlayStation]]''' (frequently referred to in shorthand as the '''PS1''') is a fifth -generation console released by [[wikipedia:Sony Computer Entertainment|Sony Computer Entertainment]] on December 3, 1994 , in Japan and September 9, 1995 , in the US. It was , and retailed for {{Inflation|USD|299.99|1995}}. It had a an R3000 CPU (which was used by NASA for a space craft to take pictures of Mars because of it's reliablityits reliability) at 33.8688 MHz with 2MB 2 MBs of RAM and 1MB 1 MB of VRAM. It used a proprietary MDEC video compression unit, which is integrated into the CPU, allowing for playback of full -motion video at a higher quality than other consoles of its generation. It actually had better stereo sound than that of other stereos at that time.
It The PS1 was a commercial success, partly due particularly attractive to being relatively easy to program for compared to others at developers because of the time relative ease of programming and because its the low cost of CD-based media . Sony also had a more inclusive policy towards third party developers, resulting in more third party games than the N64. A PS1 CD had a maximum capacity of 600MB, while the N64's was cheaper limited to 64MB. [[History_of_emulation#PlayStation|PlayStation emulation has been available since the late 1990s]], and was generally better than the competitioncomparable Nintendo 64 offerings despite the use of a plugin system. The plugins and emulators were often closed-source, rarely updated, and of questionable accuracy, but new offerings emerging starting in the mid-2010s offer high accuracy, many enhancements over the original hardware, or both.
__TOC__
==Emulators==
<div style="overflow-x:auto;width:100%">{| class="wikitable" style="text-align: center;width:100%"
! scope="col"|Name
! scope="col"|Platform(s)
! scope="col"|Version
! scope="col"|Plugins<small>[[#Arcade_variations|Arcade<br/>Variations]]</small>! scope="col"|<abbr title="Resizable Internal Resolution"small>[[#Hardware_features_and_peripherals|Hardware features<br/>RIRand peripherals]]</abbrsmall>! scope="col"|[[Emulation accuracy#Enhancements|AccuracyEnhancements]]! scope="col"|[[libretro]]Compatibility
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
|[[DuckStation]]
|align=left|{{Icon|Windows|Linux|Mac}}
|[https://github.com/stenzek/duckstation/releases/tag/preview Preview]<br />[https://github.com/stenzek/duckstation/releases/tag/latest Dev BuildsLatest]<br/>[https://github.com/stenzek/duckstation/releases/tag/preview Preview Buildsv0.1-4918 Legacy]<abbr title="If you are having problems with the new builds, you can use this one instead.">*</abbr><br/>[https://buildbot.libretro.com/nightly/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation</abbr>]
|{{✗}}
|{{~}}
|{{✓}}
|High|{{✓}}[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}
|{{✓}}
|[[Mednafen]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br/>[https://buildbot.libretro.com/nightly/ <abbr title="This is port of Mednafen PSX core to the libretro coreAPI.">Beetle/Beetle HW</abbr>]
|{{✗}}
|{{~}}<ref group=N name=mednafenRIR>Exclusive to Libretro "mednafen_psx_hw" core, but comes with significant slowdown and |{{~}}|[https://wwwforum.libretrofobby.comnet/index.php/beetle-psx-dynarec-public-beta-out-now-fast-and-accurate-wins-the-race/ issues] (e.g. [[RetroArch?t=msg&th=1114&start=0& ?]]). Recommended to use DuckStation for "RIR" otherwise use mednafen standalone version.</ref>|High
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[XEBRA]]
|align=left|{{Icon|Windows}}
|[https://drhell.web.fc2.com/ps1/xebra221106.zip {{XebraVer}}]
|{{✗}}
|{{~}}
|{{✗}}
|?
|{{✗}}
|{{✓}}
|{{~}}
|-
|[[BizHawk]]
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br/>[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]
|{{✗}}
|{{~}}
|{{✗}}
|High|{{✗}}?
|{{✓}}
|{{✓}}
|{{~}}[https://www.speedrun.com/twl/thread/nl2de *]
|-
|[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="Only available as a libretro core.">PCSX-ReARMed</abbr>]<br/>''<small>[[PCSX-Reloaded|PCSX-R]]/[[XEBRAPCSX-Reloaded|PGXP]](Obsolete)</small>''|align=left|{{Icon|Windows|Linux|macOS}}|[https://buildbot.libretro.com/nightly/ PCSX-ReARMed]<br/>''<small>[http://drhellngemu.webcom/threads/pcsxr-pgxp.fc2186369/ PGXP build] (Obsolete)<br />[http://www.emucr.com/ps12019/ {{XebraVer}}03/pcsx-reloaded-git-20190307.html PCSX-R SVN builds](Obsolete)</small>''
|{{✗}}
|{{~}}
|{{~}}
|[https://docs.libretro.com/library/pcsx_rearmed/#compatibility ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✓}}
|{{~}}<ref group=N>[https://docs.libretro.com/library/pcsx_rearmed/ PCSX-ReARMed fork is still active.]</ref>
|{{~}}<ref group=N>If you have a potato/low-end tier setup or incompatibility issues with [[DuckStation]]/[https://buildbot.libretro.com/nightly/ <abbr title="unofficial libretro core">SwanStation</abbr>], [[mednafen]]/[https://buildbot.libretro.com/nightly/ <abbr title="This is port of Mednafen PSX core to the libretro API.">Beetle/Beetle HW</abbr>] or [[XEBRA]] try your luck with [https://buildbot.libretro.com/nightly/ PCSX-ReARMed].</ref>
|-
|[[ares]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/ares-emulator/ares/releases {{aresVer}}]<br >[https://github.com/ares-emulator/ares/actions git]
|{{✗}}
|High
|{{✗}}
|{{✗}}
|[https://ares-emu.net/compatibility 54%<br/><small>90 out of 165 reported titles</small>]
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[https://pcsx-redux.consoledev.net/ PCSX-Redux]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/grumpycoders/pcsx-redux#where Dev Builds]
|{{✗}}
|{{~}}
|{{✗}}
|[https://github.com/grumpycoders/pcsx-redux/issues ?]
|{{✓}}
|{{✓}}
|{{✗}} <small>([https://github.com/grumpycoders/pcsx-redux#what-works WIP])</small>
|-
|[[No$|NO$PSX]]
|[http://problemkaputt.de/psx.htm 2.2]
|{{✗}}
|{{~}}
|{{✗}}
|Mid-High[https://www.psxdev.net/forum/viewtopic.php?t=3848 ?]
|{{✗}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[https://sourceforge.net/projects/hpsx64/ hpsx64]
|align=left|{{Icon|Windows}}
|[https://sourceforge.net/projects/hpsx64/files/Source/ {{hpsx64Ver}}]
|{{✗}}
|{{✓}}?
|{{✗}}
|-|[[PCSX-Reloaded|PCSX-R-PGXP]]|align=left|{{Icon|Windows|Linux}}|[http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP build] ([https://github.com/iCatButler/pcsxr git])?
|{{✓}}
|{{✓}}
|[[Recommended_PS1_plugins|Plugin dependent]]|{{✗}}|{{✓}}|{{✗}}|{{✗}}<small>(WIP)</small>
|-
|[[PCSX-Reloaded|PCSX-RMAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|<abbr title="Latest development version">git artifacts</abbr><ref group=N>[httphttps://wwwnightly.emucrlink/mamedev/mame/workflows/ci-windows/master CI-Windows] [https://nightly.comlink/mamedev/2019mame/03workflows/pcsxci-reloadedlinux/master CI-gitLinux] [https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-20190307Macos]</ref></br>[http://www.mamedev.org/release.html Windows{{MAMEVer}}]<br/>[httphttps://consoleemubuildbot.libretro.com/emulatornightly/ libretro core]|{{~}}[[#Arcade_variations|*]]|{{~}}|{{~}}|[http://pcsx-reloaded macOSadb.arcadeitalia.net/lista_mess.php?software_list_name=psx&compatibility= ?]
|{{✓}}
|{{✓}}
|[[Recommended_PS1_plugins|Plugin dependent]]|{{✗}}|{{✓}}|{{✗}}|{{✗}}<small>(WIP)</small>
|-
|[[ePSXe]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[http://www.epsxe.com/download.php {{EpsxeVer}}]
|{{✓}}
|{{✓}}
|[[Recommended_PS1_plugins|Plugin dependent]]
|{{✗}}
|{{~}}
|{{~}}<abbr title="Only Resizable Internal Resolution and Widescreen hack are supported">*</abbr>
|[https://www.ngemu.com/threads/compatibility-list-for-epsxe-1-6-0.49711/ ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|Mid-High
|{{✗}}
|?
|{{✓}}
|{{✗}}
|[[Rustation]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://gitlab.com/flio/rustation-ng#build git](Rustation NG)<br/>[http://github.com/simias/rustation git]|{{✗}}
|{{✗}}
|{{✗}}
|Mid-High|{{✓}}?
|{{✓}}
|{{~}}[https://gitlab.com/flio/rustation-ng/-/commits/master <abbr title="Rustation NG still active.">*</abbr>]
|{{✗}}
|-
|[https://github.com/JaCzekanski/Avocado git]
|{{✗}}
|?
|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>
|?
|{{✓}}
|Mid{{~}}
|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[pSX]]
|{{✗}}
|{{✗}}
|Mid
|{{✗}}
|[https://psxemulator.proboards.com/board/4/game-compatibility ?]
|{{✗}}
|{{✗}}
|{{✗}}
|-
|[https://sourceforge.net/projects/hpsx64/ hpsx64]
|align=left|{{Icon|Windows}}
|[https://sourceforge.net/projects/hpsx64/files/Source/ {{hpsx64Ver}}] ([http://www.emucr.com/search/label/hpsx64?&max-results=16 Alt])
|{{✗}}
|{{✗}}
|Mid
|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[MAME]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[http://www.mamedev.org/release.html {{MAMEVer}}]
|{{✗}}
|{{✗}}
|Mid
|{{✓}}
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[ares]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/ares-emulator/ares/releases {{aresVer}}]
|{{✗}}
|?
|?
|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}}
|-
|{{✗}}
|{{✗}}
|?
|{{✗}}
|[https://web.archive.org/web/20070624204547/http://mac-psx.hansr.net/ ?]
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|Low-Mid
|{{✗}}
|[http://www.whipassgaming.com/genesisreviews/Bleemcast/bleemcastcompatibility.htm ?]
|{{✗}}
|{{✗}}
|align=left|{{Icon|Windows}}
|[http://www.emulator-zone.com/doc.php/psx/ssspsx.html 0.0.34]
|{{✓}}
|{{✗}}
|[[Recommended_PS1_plugins|Plugin dependent]]
|{{✗}}
|{{✗}}
|?<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✗}}
|-
|Rustation NG
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://gitlab.com/flio/rustation-ng git]
|{{✗}}
|{{✗}}
|?
|{{✓}}
|{{✓}}
|{{✗}}
|{{✗}}
|-
|PCSX-Redux
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/grumpycoders/pcsx-redux git]
|{{✗}}
|{{✗}}
|?
|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
! colspan="10"|Mobile / ARM
|-
|[[DuckStation]]
|align=left|{{Icon|Android|Pyra}}|[https://www.duckstation.org/android/ Beta]<br/>[https://github.com/stenzek/duckstation #android git]</br>[https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation 0.1-45685494]<br/>[https://buildbot.libretro.com/nightly/android/latest/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation</abbr>]<br/>[https://pyra-handheld.com/repo/apps/177 0.0.1.02 Pyra]
|{{✗}}
|{{~}}
|{{✓}}
|High[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]|{{✓}}<abbr title="Android Only">*</abbr>|{{✓}}|{{✗Y}}
|{{✓}}
|-
|[[Mednafen]]<ref groupabbr title=N name=libretro>"Only available on mobile as a libretro core (e.g. [[RetroArch]]Beetle/Beetle HW).</ref><ref group=N">Needs a high-end phone/tablet to run at full speed.*</refabbr>
|align=left|{{Icon|Android|iOS}}
|[{{MednafenURL|releaseshttps:/}} {{MednafenVer}}/buildbot.libretro.com/nightly/ <abbr title="This is port of Mednafen PSX core to the libretro API.">Beetle/Beetle HW</abbr>]
|{{✗}}
|{{~}}|High|{{~}}|[https://forum.fobby.net/index.php?t=msg&th=1114&start=0& ?]
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[XEBRA]]|align=left|{{Icon|Android}}|[https://play.google.com/store/apps/details?id=com.dokutajigokusai.xebra {{XebraAndroidVer}}]|{{✗}}|{{~}}|{{✗}}|?|{{✗}}|{{?}}|{{~}}|-|[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="Only available on mobile as a libretro core.">PCSX-ReARMed<ref group=N name=libretro/abbr>]
|align=left|{{Icon|Android|iOS|Lin|Pyra}}
|[https://docsbuildbot.libretro.com/librarynightly/pcsx_rearmed/#external-links r22libretro core]</br>[https://pyra-handheld.com/repo/apps/42 0.1 Pyra]
|{{✗}}
|{{~}}|Mid|{{~}}|{{✓}}[https://docs.libretro.com/library/pcsx_rearmed/#compatibility ?]
|{{✓}}
|{{✓}}
|{{~}}
|-
|[[ePSXe]]<ref groupabbr title=N name=payware>"Payware, recommended . Recommended that you use patched versions.">*</refabbr>
|align=left|{{Icon|Android}}
|[https://play.google.com/store/apps/details?id=com.epsxe.ePSXe {{EpsxeAndroidVer}}]
|{{✓}}
|{{✓}}
|Mid
|{{✗}}
|{{~}}
|{{~}}<abbr title="Only Resizable Internal Resolution and Widescreen hack are supported">*</abbr>
|[https://www.ngemu.com/threads/compatibility-list-for-epsxe-1-6-0.49711/ ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✓}}
|{{~}}
|-
|[[MAME]]
|align=left|{{Icon|Android|iOS}}
|[https://buildbot.libretro.com/nightly/ libretro core]
|{{~}}[[#MAME_0.254_compatibility_status_for_all_these_variations|*]]
|{{~}}
|{{✗}}
|[http://adb.arcadeitalia.net/lista_mess.php?software_list_name=psx&compatibility= ?]
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[Avocado]]
|[https://github.com/JaCzekanski/Avocado git]
|{{✗}}
|?
|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>
|?
|{{✓}}
|Mid{{~}}
|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[http://www.fpsece.net/faq.html FPse]<ref groupabbr title=N name=payware "Payware. Recommended that you use patched versions.">*</abbr>
|align=left|{{Icon|Android}}
|[https://play.google.com/store/apps/details?id=com.emulator.fpse {{FpseAndroidVer}}]
|{{✓}}
|{{✓}}
|Mid
|{{✗}}
|?
|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>
|[http://www.fpsece.net/compatibility.html ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✓}}
|{{✗}}
|-
|[[XEBRA]]
|align=left|{{Icon|Android}}
|[https://play.google.com/store/apps/details?id=com.dokutajigokusai.xebra {{XebraAndroidVer}}]
|{{✗}}
|{{✗}}
|High
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|-
|-
|[[DuckStation]]
|align=left|{{Icon|NX|XB1|SXS}}|[https://archive.org/details/duckstation-uwp_20221203 20221203-uwp]<br/>[https://buildbot.libretro.com/stable/1.15.0/windows-msvc2019-uwp/x64/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation</abbr>]<br/>[https://github.com/stenzekRSDuck/duckstation git]
|{{✗}}
|{{~}}
|{{✓}}
|High|{{✓}}[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[Official_emulators#Sony|Official Sony emulators]]<br/>(POPS)|align=left|{{Icon|PS2}}<br/>{{Icon|PSP}}<br/>{{Icon|PS3}}<br/>{{Icon|PSV}}
|r13 (PS2)<br/>6.60 (PSP)<br/>4.82 (PS3)<br/>2.60 (PSVita)
|{{✗}}
|{{~}}|Mid-High|{{~}}|[https://www.psdevwiki.com/ps3/PS1_Classics_Emulator_Compatibility_List 99%<br/><small>1354 out of 1367 reported titles</small>]
|{{✗}}
|{{✗}}
|{{✓}}
|-
|[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="Only available as a libretro core.">PCSX-ReARMed<ref group=N name=libretro/abbr>]|align=left|{{Icon|PS4|}}<br/>{{Icon|PSV}}<br/>{{Icon|3DS|Switch}}|[https://docswww.libretroretroarch.com/library/pcsx_rearmed/#external-links r22?page=platforms {{RetroArchVer}}]
|{{✗}}
|{{~}}|Mid|{{~}}|[https://docs.google.com/spreadsheets/d/1pl2bTkzTe736EOaQjk8FBWY9ixfgoNSYSitbm5Gnyqs/edit#gid=0 65%<br/><small>214 out of 327 reported titles</small>]
|{{✓}}
|{{✓}}
|-
|WiiSXRX
|align=left|{{Icon|NGC|Wii|NGCWiiU}}
|[https://github.com/niuus/WiiSXRX/releases git]
|{{✗}}
|?
|{{✗}}
|Mid?|{{}}
|{{✓}}
|{{✓}}
|{{TBD}}
|-
|[[Bleem!|Bleemcast]]
|{{✗}}
|{{✗}}
|Low-Mid
|{{✗}}
|[http://www.whipassgaming.com/genesisreviews/Bleemcast/bleemcastcompatibility.htm ?]
|{{✓}}
|{{✗}}
|{{~}}
|}
</div>
<references group=N />
===Comparisons===
====PC====
;[[DuckStation]] <small class="plainlinks" style="font-weight:normal;">([https://docs.google.com/spreadsheets/d/1H66MxViRjjE5f8hOl5RQmF5woS1murio2dsLn14kEqo/edit#gid=0 compatibility]) ([https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues unofficial-compatibility])</small>:Quickly became a top contender on the basis that it has high compatibility and a built-in modern QT GUI. Its stated goal is to be "as [[Emulation accuracy|accurate ]] as possible while maintaining performance suitable for low-end devices." While PCSX-R has long dethroned ePSXe in features, DuckStation is the first to actually address all the shortcomings of plugin-based offerings thus far, as all of its features are available out-of-the-box, and no configuration is necessary to get games running outside of obtaining the original system firmware. The graphics emulation core<!-- is a brand new, from-scratch implementation (todo: verify) and--> Duckstation has modern [[#Enhancements|enhancements ]] built-in like PGXP(one of the best emulator when it comes to enhancement capabilities, upscalingsimilar to Mesen, texture filteringBsnes, hardware (D3D11Dolphin, D3D12Flycast, OpenGLBigPEmu, VulkanPPSSPP and PCSX2) and software rendering (both of which have true colour (24-bit) support). It also natively supports MAME's Compressed Hunks some of Data (CHD) formatthe [[#Hardware_features_and_peripherals|hardware features, which shrinks the size of CDs losslessly while also storing all of its data under a single fileperipherals]]. An Android version is also available, but although it doesn't have feature parity with the desktop builds. The unofficial libretro core (swanstation) and standalone version is Retroachievements compatible.
;[[Mednafen]]
:Is heavily focused on [[Emulation accuracy|accuracy]], which makes and also it has very compatible, and itgood compatibility. It's even been known to outperform Sony's official PSone PlayStation emulator in some of the accuracy tests.<!-- Do note if you find an exception, though. --> However, there are a few hurdles to using it; it requires a very specific BIOS for each region, and the program itself interfaces from a shell only; it has no GUI. You can still drag-and-drop cue CUE files onto into the executable to load games, and the program will log errors to a text file called <code>stdout</code> whenever a crash happens. External GUI launchers are available.
:;Beetle PSX
::This fork by the RetroArch developers has several experimental modifications and [[#Enhancements|enhancements ]] that aren't present in the standalone version, including a widescreen hack, CPU overclocking for smoother framerates, and increasing the internal resolution up to 8x. Increasing the resolution carries a ''heavy'' performance cost, however, since graphics are rendered in -software; , an alternative core exists for hardware rendering. See [https://www.maketecheasier.com/retroarch-ps1-emulation/ this 2018 guide] for setting up Beetle HW in RetroArch. Needs high-end specifications to run at full speed for Android and iOS devices. ;[[XEBRA]]:An emulator made in Japan that also has high compatibility though games that require subchannel data are not supported. It is heavily focused on [[Emulation accuracy|accuracy]] similar to Mednafen. The UI is in English, but because it's not the developer's native language, some of the naming conventions may seem weird compared to other emulators (for example, the BIOS is referred to as OSROM). Luckily, there's a [https://www.reddit.com/r/emulation/comments/9a4mwk/xebra_guide_ps1_emulator/ guide] that helps explain how each option works. Also supports some of the [[#Hardware_features_and_peripherals|hardware features and peripherals]] which is not found in other recommended emulators.
;[[BizHawk]]
:Uses two cores ported from [[Mednafen]] for PlayStation emulation: "Octoshock" core (by zeromus) and "[https://github.com/TASEmulators/BizHawk/pull/3093 Nymashock]" core (by CasualPokePlayer). [https://www.speedrun.com/twl/thread/nl2de BizHawk emulator is accepted by Speedrun community] and actually more preferred compared to other recommended emulators because: it's more suitable for catching those who try and pass off RTA runs as TASes. The "Nymashock" core is more preferred between the two, with public talks about removing the "Octoshock" core. Further that [https://www.speedrun.com/ctr/forums/sqeu6 only Mednafen and BizHawk accepted for certain games like CTR]. ;[[No$|NO$PSX emulation (ported from mednafen ]]:Has two versions, but standard users will want to use the cut-down gaming version. Made in the same style as NO$GBA, where it handles the PocketStation, it offers decent compatibility with very low-spec requirements – the programmer's philosophy is to Bizhawk by zeromus)deliver a working application out of the box.
;[[PCSX-Reloaded]]:An open-source plugin-based emulator based on PCSX-df, itself based on PCSX. It is no longer recommended, as DuckStation has all of a playstation emulator by the same benefits of PCSX-R without needing to use forks or old plugins.:;PCSX-ReARMed::An ARM fork whose biggest draw is its NEON software renderer, which is both fast and accurate and can render at higher resolutions without resorting to HLE plugins. Was given team that announced the seal of approval by Sony after being used in the official PlayStation Classic emulation boxfirst Playstation 2 emulator.
:;[[ePSXePCSX-Reloaded]]:Despite having widespread name recognition:An open-source, it is unfortunately not an plugin-based emulator we recommend using based on PCSX-df, itself based on PC anymorePCSX. The [[source code]] It is no longer recommended, as DuckStation has all the same benefits as PCSX-R without needing to use forks or old plugins.::;PCSX-ReARMed:::An ARM fork whose biggest draw is closedits NEON software renderer, meaning development which is beholden both fast and accurate and can render at higher resolutions without resorting to HLE plugins. It was given the original developersseal of approval by Sony after being used in the official PlayStation Classic emulation box. Updates have brought it on<ref>[https://youtu.be/FQWzpnoiLbI?t=103 MVG: The Sony PlayStation Classic - One Week Later]</ref> :;[https://pcsx-par with redux.consoledev.net/ PCSX-RRedux]::Latest iteration of PCSX but without plugin system and create a single monolithic codebase that handles all aspects of the playstation emulation. Heavily focused on development, debuggability, and reverse engineering, but that isn't enoughstill perfectly usable to run PlayStation 1 titles. They are PCSX-Redux also selling supports [https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/openbios OpenBIOS] - a paid Android portfree, truly open source bios replacement for the ps1, which works on the real hardware and emulators.
;[[XEBRAMAME]]:An emulator made in Japan that has high compatibility. The UI is in English butBy nature of supporting arcade systems similar to the PlayStation, because itMAME's not the developer's native language"Sony PlayStation" driver (<code>psj</code>) is considered "preliminary", some of the naming conventions may seem weird compared but it works; it can boot to other emulators (for example, the BIOS is referred to and launch games but expect bugs, especially between hardware revisions. The MAME project as OSROM). Luckilya whole remains active, but there's a [https://www.reddit.com/r/emulation/comments/9a4mwk/xebra_guide_ps1_emulator/ guide] that helps explains how each option works. Games that require subchannel data are not supported, but most other games run flawlesslyno incentive for any of its developers to work on the PS1 driver.
;[[No$|NO$PSXePSXe]]:Has two versionsDespite having widespread name recognition, but standard users will want it is unfortunately not an emulator we recommend using on PC anymore. The [[source code]] is closed, meaning development is beholden to use the cut-down gaming versionoriginal developers. Made in the same style as NO$GBA, where Updates have brought it handles the PocketStationon par with PCSX-R, it offers decent compatibility with very low spec requirements – the programmerbut that isn's philosophy is to deliver t enough. They are also selling a working application out of the boxpaid Android port.
;[[PSX]]fin
:A simpler emulator with a lot of compatibility issues.<ref name="psXcompat">http://psx.silvanthalas.com/psx.html</ref> Development has been halted , and it remains closed-source. It's really only useful for very old toasters.
;[[Avocado]]
:Was slated to become an open-source , full-system emulator like DuckStation, with the caveat being that it could load games without a BIOS. That never panned out, as development has largely stopped. ====Backwards-compatible emulators====;[[PCSX2]]:This emulator supports PlayStation 2 backwards compatibility [[PlayStation_2_emulators#Hardware_features_and_accessories|hardware feature]]. However, one thing to note is that backward compatibility in the original PlayStation 2 hardware didn't cover all the games in the PlayStation 1 library, and naturally these limitations carry forward to PCSX2's emulation, on top of that PCSX2's backwards compatibility emulation still not perfect at the moment. :See [[PlayStation_2_emulators#Hardware_features_and_accessories|PlayStation 2 emulators hardware features and peripherals section]] for more information.
;[[MAMERPCS3]]:By nature of supporting arcade systems similar to This emulator supports PlayStation 3 backwards compatibility [[PlayStation_3_emulators#Hardware_features_and_peripherals|hardware feature]]. However there is no [[PocketStation_emulators|PocketStation]] communication and [[Official_emulators#PlayStation|ps1_emu]] support at the PlayStationmoment, MAMEonly ps1_netemu is supported. [https://twitter.com/rpcs3/status/1125179092507201537?lang=en Tweet from 6 May 2019]: "RPCS3 supports Sony's PS1_netemu as of today. PS2emu is not yet supported. Both these emulators are present in the PS3 Firmware for backwards compatibility."Sony [[Official_emulators#PlayStation_2|ps2_emu]] used for PlayStation 2 emulation, [[Official_emulators#PlayStation|ps1_emu]] used for disc based PlayStation" driver (<code>psj<games and [https://code>) is considered "preliminary" but it works; it can boot to the BIOS and launch games but expect bugs, especially between hardware revisionsgithub. The MAME project as a whole remains active, but there's no incentive com/RPCS3/rpcs3/issues/14632 ps1_netemu for any of its developers to work on the PS1 driverPlayStation Classics from PSN].
;:See [[PCSX2PlayStation_3_emulators#Hardware_features_and_peripherals|PlayStation 3 emulators hardware features and peripherals section]]:Support for a hardware feature has been merged into the main project that allows the same backward compatibility with PS1 games. However, one thing to note is that backward compatibility in the original PS2 hardware didn't even cover all the games in the PS1 library, and these limitations carry forward to PCSX2's emulationmore information.
====Consoles====
* POPS (short for PlayStation On PSP System) is Sony's official PSone Classics PS1 emulator for their PlayStation Store releases. It utilizes [[PSP Eboots|EBOOTs]], a form of binary file for PSP, instead of binBIN/cue CUE disc dumps, which can be made using a converter if desired. Compatibility is very high due to similar hardware design; although the GPU is emulated, the CPU is close to the PS1 and would naturally speed up performance on its own. It includes support for multi-disc games (within the one EBOOT). Only the native PS1 resolution is supported, with games being stretched to fit the screen as the user wishes.
* PCSX-ReARMed is only available on mobile consoles as a libretro core (e.g. , RetroArch). It is available to can run on various handheld consoles with fairly strong specs , like the Sony PlayStation Vita, the Nintendo 3DS , and the Nintendo Switch. This emulator in the libretro build initially used the P.E.Op.S. graphics plugin (reasonably accurate, but slow) in from the mid-2010's 2010s to 2019; now it uses a port of PCSX4ALL's Unai renderer, which is less accurate, but much faster (ege.g. , 10-20fps 20 FPS faster). The CHD compression format, that which shrinks disc images into more manageable sizes, has been is enabled on this emulator on the 3DS, and these . These images will load and run much faster than '.bin/.cue' files - greatly reducing framerate dips, i.e. , in FMVs & loading zones.
* PS2PSXe is an unofficial PS1 emulator for the PS2. However, compatibility is very low. Double disc swapping (using the same method as a real PS1) is required for PS2s with model numbers SCPH-100xx - SCPH-390xx.
* The PlayStation 3 has a built-in software emulator with very high compatibility, which is used for PSone Classics PS1 releases on the PlayStation Store as well as and for handling PlayStation CD-ROM discs.
* WiiSX is a port of PCSX to the Wii. Compatibility is fairly low due to the weak power of the Wii and the differing hardware designs that make PowerPC requirements a little stronger. It's generally not worth using since it doesn't get updated.
==Emulation Enhancements==''Side note: Please don't bump/spam GitHub threads/issuesand feature request pages.''<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! Duckstation! Mednafen! XEBRA! No$PSX! ares! PCSX-Redux! PCSX-ReARMed! MAME! [[Official_emulators#Sony|Official Sony emulators]]|-| rowspan=11 | Graphics| [[Resolution|Resizable Internal Resolution]]| {{✓}}| {{~}}<ref group=N3 name=Rendering quirksBeetleHW>Standalone [[mednafen]] do not support these features while Beetle libretro core does. Keep in mind that graphics enhancements exclusive to Beetle '''HW''' core.</ref>| {{✗}}| ?| {{✗}}| {{✓}}| {{✓}}| ?| {{~}}<ref group=N3 name=PlayStationOriginals>No PSX backwards compatible game has trophy support or enhancements for PS2/PS3 or PSP/Vita via these official emulators. But [[Wikipedia:High-definition_remasters_for_PlayStation_consoles#PlayStation_4|PSX games that received HD '''ports''' for PS4]], do.</ref>|-| [[#Parallel.2FPrecision_Geometry_Transform_Pipeline|Parallel/Precision Geometry Transform Pipeline]]| {{✓}}| {{~}}<ref group=N3 name=BeetleHW></ref>| {{✗}}| {{✗}}| {{✗}}| {{✗}}| ?| {{✗}}| {{✗}}|-| [[Texture_filtering|Texture filtering]]<br/><small>(Nearest-Neighbor, Bilinear, JINC2, xBR)<br/>Textures on the PlayStation are typically displayed with "blocky" edges due to lack of texture filtering.<br/>This enhancement is software-based solution that can significantly enhance texture appearances.</small>| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Wikipedia:24-bit_color#True_color_(24-bit)|True Color]] Rendering<br/><small>In practice [Filehttps:Cheryl_compared//youtu.pngbe/bi-Wzl6BwRM?t=246 PlayStation games stored colour in 15 bits. 24 bit colour mode was mostly used for still images].<br/>This enhancement forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per channel.<br/>It is useful especially on non-CRT [[Displays|thumbdisplays]], producing nicer looking gradients.</small>|left{{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{N}}[https://youtu.be/bi-Wzl6BwRM?t=476 *]|300px-| True [[Wikipedia:Colour_banding|Color Debanding]]<br/><small>Applies modern [[Dithering|dithering]] techniques (performed during rendering as opposed to a post-processing step) to further smooth out gradients '''Leftwhen true color is enabled'''.<br/>You can use one of the existing deband post-processing shader for this, but this one works with internal rendering which makes it both faster and more precise. No loss of detail occurs, and no tweaking of thresholds is required.</small>| {{Y}}[https: Native //github.com/stenzek/duckstation/pull/3089#issue-2089318371 *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| Scaled [[Dithering|Dithering]]<br/><small>Scales the dither pattern to the resolution and unblended ditheringscale of the emulated GPU. This makes the dither pattern much less obvious at higher resolutions.<br/small>| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Widescreen_hacks#PlayStation|Widescreen Hack]]| {{✓}}| {{~}}<ref group=N3 name=BeetleHW></ref>| {{TBD}}| ?| ?| ?| ?| ?| {{~}}<ref group=N3 name=PlayStationOriginals></ref>|-| [[Texture Packs#PlayStation|Texture Replacement]]| {{~}}<ref group=N3 name=Texture>Both [https://github.com/stenzek/duckstation/pull/2224 DuckStation's texture-replacement-PR] and [https://docs.libretro.com/library/beetle_psx_hw/#texture-replacements-vulkan-only beetle-psx-'''hw'''-libretro (mednafen_psx_'''Righthw'''_libretro)] support this feature but still work-in-progress/experimental and incompatible with each others implementation.</ref>| {{~}}<ref group=N3 name=Texture></ref>| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{~}}<ref group=N3 name=PlayStationOriginals></ref>|-| Pre-rendering AA<br/><small>(MSAA, SSAA)</small>| {{Y}}| {{?}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{?}}| {{✗}}| {{?}}|-| Ray-tracing<br/><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https: Higher internal resolution //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=9 | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and no ditheringunlikely 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.[https://www.youtube.com/watch?v=tyOkw2efQPM][https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access]</small>|-| [[Filehttps:Ps1_jitter//github.gifcom/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]|thumbcolspan=9 |Jittering <small>Implementing RTX Remix technology in games an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>Besides, DuckStation already supports most of RTX Remix features such as texture replacement and post-processing effects etc.<br/>On top of that you can stick use ReShade for post-processing.</small>|-| rowspan=5 | Performance| [[Overclocking#PlayStation|Overclock]]| {{✓}}| {{~}}<ref group=N3 name=BeetleHW></ref>| {{✗}}| ?| {{✗}}| ?| {{✓}}| {{✗}}| {{✗}}|-| [[30/60_FPS_cheat_codes#PlayStation|Internal Framerate Hack]]| {{Y}}| {{~}}<ref group=N3 name=BeetleHW></ref>| ?| ?| ?| ?| ?| {{✗}}| {{✗}}|-| [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 more -now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>| colspan=9 | <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"'''.<br/>While '''AFMF''' or '''LSFG''' could be used with DuckStation or Mednafen?, please be aware that some visual glitches and artifacts may occur at this time.|-| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when using higher internal resolutionsdisc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>| {{Y}}| {{Y}}[https://mednafen.github.io/documentation/mednafen.html#cd.image_memcache *]| ?| ?| ?| ?| ?| ?| {{✗}}|-| 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=9 | <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This fullis '''likely''' doesn't offer enough benefit to justify the development effort.</small>|-| rowspan=6 | Post-Processing| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>| {{Y}}<abbr title="Thanks to reshade .fx implementation it's possible to use post-rendering AA such as FXAA.">*</abbr>| {{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}}| {{Y}}[https://mednafen.github.io/documentation/#Global+Settings+Reference *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[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]]| {{✓}}<ref group=N3>Has glsl and [https://github.com/stenzek/duckstation/commit/8a40c7bf944b3a4209d90134a379c9d1f0cc7e20 built-in ReShade .fx] shader chain support.</ref>| {{~}}<ref group=N3 name=BeetleHW></ref>| {{✗}}| {{✗}}| {{Y}}[https://github.com/ares-emulator/ares/pull/1397 *]| {{✗}}| {{Y}}| {{Y}}| {{✗}}|-|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features]| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]| {{✓}}| {{N}}| ?| ?| ?| ?| {{N}}| {{Y}}[https://docs.mamedev.org/plugins/inputmacro.html *]| {{N}}|-| Rewind| {{✓}}| {{✓}}| ?| ?| ?| ?| {{Y}}| ?| {{N}}|-| Fast-Forward/Turbo Speed| {{✓}}| {{✓}}| ?| ?| ?| ?| {{Y}}| ?| {{N}}|-| Savestates| {{✓}}| {{✓}}| ?| ?| ?| ?| {{Y}}| ?| ?|-| [https://tasvideos.org/Movies Movie recording/playback]| {{Y}}| ?| ?| ?| ?| ?| ?| ?| ?|-| rowspan=3 | Controls| [[Controllers#True.2Fdual_analog_control|True/dual analog control]]| {{Y}}[https://github.com/VanLaser/analog-controls-for-armored-core-ps2#qol-enhancements-analog-controls-for-armored-core-ps1-series-ac1-ac-project-phantasma-and-ac-master-of-arena *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]]| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]| {{~}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]| {{N}}| {{N}}| {{N}}| {{N}}| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]| {{N}}| {{N}}|-| [[Input_lag|Input lag-mitigating technique]]| {{✓}}| {{~}}<ref group=N3 name=BeetleHW></ref>| {{N}}| {{N}}| {{N}}| {{N}}| ?| {{N}}| {{N}}|-| rowspan=9 | Quality of life| Built-in [[Mods,_hacks_and_fan-translations#Built-in_graphics_mod_editor.2Fmanager_for_emulators|Graphics mod editor/manager]]| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}|-| Built-in [[Cheats_and_patches|Cheat Manager]]| {{✓}}| {{✓}}| {{?}}| {{?}}| {{N}}[https://old.reddit.com/r/emulation/comments/1ay6fm1/ares_v136_released/krslaki/ *]| {{?}}| {{✓}}| {{✓}}| {{N}}|-| Built-color GIF may require in [http://forum.arcadecontrols.com/index.php/topic,106405 Custom resolution/CRTSwitchRes]<br/><small>For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br/>Another option is using EDID editor tool such as "Custom Resolution Utility".</small>| colspan=8 | <small>Exclusive to view its page [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment.<br/>Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to see a core running on MiSTer, it basically turns the MiSTer into a GPU for the animationemulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>| {{~}}<abbr title="PlayStation 2 via composite/RCA/AV or PlayStation 3 via component video out.">*</abbr>|-| [[Save_disk_space_for_ISOs#PlayStation_1|Streamable compression format]]The | {{✓}}| {{~}}<ref group=N3 name=BeetleHW></ref>| {{N}}| {{✓}}| {{N}}| {{N}}| {{✓}}| {{✓}}| {{N}}|-| Per-Game Profiles| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| Command Line Options| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| On-Screen Display<br/><small>Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.</small>| {{Y}}| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Wikipedia:Variable_refresh_rate|Variable Refresh Rate compatible]]| {{Y}}[https://github.com/stenzek/duckstation/commit/a1d7d214cfb7491b8ba54081b5c40825055f4bc7 *]| {{~}}<ref group=N3 name=BeetleHW></ref>| {{?}}| {{?}}| {{?}}| {{?}}| {{Y}}| {{Y}}[https://docs.mamedev.org/usingmame/commonissues.html#gsync-freesync *]| {{N}}|-| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]| {{Y}}| {{~}}<ref group=N3 name=BeetleHW></ref>| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| rowspan=5 | Misc| [[Netplay#PlayStation_1|<abbr title="Shouldn't be confused with PlayStation takes shortcuts when rendering as Link, see #Hardware Features and Peripherals section for more information.">Netplay</abbr>]]| {{~}}<ref group=N3>There is a [https://github.com/HeatXD/duckstation-netplay/releases Duckstation fork for GGPO implementation] and also [https://github.com/stenzek/duckstation/pull/3000 Pull request for rollback netplay implementation].</ref>| {{~}}<ref group=N3 name=mednafenstandalone>Libretro version do not support netplay while standalone [[mednafen]] version does. Also standalone version has more advanced debugging features.</ref>| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}|-| [https://retroachievements.org/gameList.php?c=12 RetroAchievements]| {{✓}}| {{~}}<ref group=N3 name=RALibretro>[https://docs.libretro.com/guides/retroachievements/#sony Only available on libretro cores]</ref>| {{N}}| {{N}}| {{N}}| {{N}}| {{Y}}| {{N}}| {{~}}<ref group=N3 name=PlayStationOriginals></ref>|-| Free Look<br/><small>Free Look is a result of making most enhancement feature that allows manipulation of the in-game camera.</small>| colspan=9 | <small>PlayStation did not have hardware availablesupport for a Z-buffer or floating-point operations. However, the system used various techniques to giving the appearance of depth[https://www.quora.com/Playstation-1-does-not-have-z-buffer-and this -floating-points-yet-how-could-it-play-3D-games].<br/>You can use cheat menu for [https://www.youtube.com/watch?v=Nis-qVSSzEw certain games] to use Free Look.<ref>[https://old.reddit.com/r/RetroArch/comments/q4is0t/is_there_a_free_camera_cheat_for_n64_andor_ps1/ Reddit Thread: Is there a free camera cheat for N64 and/or PS1?]</ref>Also you can cause some quirks that become even more noticeable when use dedicated tools like [https://github.com/FranklyGD/Spyro-Scope Spyro Scope].</small>|-| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]| colspan=9 | Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the internal resolution increasesmoment.|-| [[Wikipedia:Category:Debugging|Debug Features]]| {{✓}}| {{~}}<ref group=N3 name=mednafenstandalone></ref>| {{✗}}[https://www.psxdev.net/forum/viewtopic.php?t=1517 *]| {{✓}}[https://problemkaputt.de/psxspx-contents.htm *]| ?| ?| {{~}}[https://docs.libretro.com/development/retroarch/debugging/ *]| ?| {{✗}}|}</div><references group=N3/>
Polygons may jitter as a result of low-precision fixed-point ===Parallel/Precision Geometry Transform Pipeline===PGXP (to the native resolutionParallel/Precision Geometry Transform Pipeline) math, but this is mostly unnoticeable at native resolutions. Emulators an enhancement for PlayStation emulation that have the ability to increase produces high precision fully 3D geometry data that was not available on the internal resolution have attempted to fix thisoriginal console hardware.
There is no [[wikipedia:Z-buffering|z-buffer]] in the hardware. This can cause things like polygons to pop over others; the limbs on Tekken characters are a good example of this. It is theoretically possible to implement this, but it wouldn't be accurate to the hardware.<ref name="forum.emu-russia">{{cite web|url=https://translate.google.com/translate?sl=ru&tl=en&u=http://forum.emu-russia.net/viewtopic.php?p=17237|title=Plugin info, news. / Information about the plugin, news. Features* High Precision Vertex Data (gpuBladeSoft discussionmore stable geometry)* Reduced Triangle Culling (more detailed models)* Perspective Correct Texture Mapping (reduced texture distortion) |publisher=forum.emu-russia|accessdate=2018-04-03|date=2011-09-16}}</ref>
When perspective correction isn't applied First, it introduces subpixel precision to textures, certain viewing angles can make them distorted, more so when an object is near eliminate the edge of the camera up closewobbling polygon issues. ''Tenchu: Stealth Assassins'' is particularly infamous for texture distortionSecond, most noticeably in it adds perspective correct texturing to stop the [https://www.youtube.com‘texture warping/watch?v=5oBeO-cui_c training level] where floor textures appear wavy at oblique angles; developers typically mitigate this by adding polygons to walls, floors, and other scenery, though at the cost of filling the PlayStation's geometry rate. This has been solved in at least one emulatordancing’ issues.
Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs*For mednafen, this dithering would blend in order [[PGXP]] only available to make new colors and smooth gradients. Pluginlibretro's "beetle-based emulators usually have graphical plugins that use a 32psx-bit color depth, which removes dithering, while software'''hw'''-rendered plugins and emulators tend to retain itlibretro" (mednafen_psx_'''hw'''_libretro) core but comes with significant [https://docs.libretro. While higher color depth can be considered an enhancement, since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygonscom/library/beetle_psx_hw/#compatibility issues]. The emulators that *Recommended to use software rendering and can increase the internal resolution are capable of retaining dithering DuckStation for [[PGXP]]; otherwise use the shading and texturing aspect[https://mednafen.github.io/releases/ mednafen standalone] or [https://buildbot.libretro.com/nightly/ Beetle '''SW''' (mednafen_psx_libretro)].*For PCSX-Reloaded, and it's made more subtle by shrinking the artifactsPGXP [http://ngemu.com/threads/pcsxr-pgxp.186369/ only available with PGXP build].
==Hardware features and peripherals==Less''Side note: Please don't bump/spam GitHub threads/issues and feature request pages.''<div style="overflow-notable games using special peripheralsx:auto;width:100%">{|class="wikitable" style="text-align:center;vertical-align:middle;width:100%"|- style="font-weight:bold;"! colspan=2 | NameZXE! Duckstation! Mednafen! XEBRA! No$PSX! ares! PCSX-Redux! PCSX-ReARMed! MAME! [[Official_emulators#Sony|Official Sony emulators]]|-D| rowspan=2 | [[Wikipedia:PocketStation|PocketStation]]| [[Wikipedia: Legend of Plasmalite requires PocketStation#Compatible_games|Communication]]| {{N}}| {{N}}| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the use of a special peripheral first PlayStation emulator to play include compatibility with PocketStation.</ref>| {{N}}| {{N}}[https://github.com/ares-emulator/ares/issues/1087 *]| {{Y}}[https://github.com/grumpycoders/pcsx-redux/issues/1002 *]| {{N}}| {{N}}| {{Y}} [https://old.reddit.com/r/ps2/comments/5gdf49/can_i_use_a_pocketstation_with_my_ps2_79001/ (PS2)]|-| [[PocketStation_emulators|Emulation]]| {{N}}| {{N}}| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the gamefirst PlayStation emulator to include compatibility with PocketStation.</ref>| {{N}}<ref group=N2>PocketStation emulation is possible only with [[No$#Emulators|NO$GBA]].[https://problemkaputt.de/gbatek-pocketstation-emulation. It htm Martin Korth hasn't got around to implement ARM emulation in no$psx yet], the Pocketstation is a robot that has connectable parts and plugs into currently emulated as part of the no$gba project (eventually it might be moving from no$gba to no$psx someday in future).</ref>| {{N}}| {{N}}| {{N}}| {{Y}}[http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=pockstat *]| {{N}}|-| colspan=2 | [[#PlayStation_Link|PlayStation Link]]| {{N}}| {{N}}| {{N}}| {{✓}}[https://old.reddit.com/r/EmuDev/comments/15kxu0i/playstation_1_link_cable_plugin_emulation/ *]| {{N}}| {{~}}| {{N}}| {{N}}| {{TBD}}|-| colspan=2 | [[Early_Online_Services#i-mode_.28PS1.29|i-mode adaptor]]| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}|-| colspan=2 | [[#CD_player|CD player]]| {{~}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{~}}|-| colspan=2 | [[Wikipedia:DexDrive|DexDrive]]| {{~}}<ref group=N2 name=BuiltinMemCardManager>There is no emulation for DexDrive but these emulators have built-in memory card slot, which is then replicated in the editor anyway.</ref>| {{N}}| {{N}}| {{N}}| {{N}}| {{~}}<ref group=N2 name=BuiltinMemCardManager></ref>| {{N}}| {{N}}| {{N}}|-| rowspan=9 | Input| ''Densha De Go!'' controller| {{N}}| {{N}}| ?| ?| ?| {{TBD}}| {{TBD}}| ?| ?|-| [[Wikipedia:Pop'n_Music#Gameplay|Pop'n Music Controller]]| ?| {{Y}}| ?| ?| ?| {{TBD}}| {{TBD}}| ?| ?|-| [[Wikipedia:PlayStation_Mouse#List_of_games_compatible_with_the_PlayStation_Mouse|PlayStation Mouse]]| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/playstation_mouse.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]| ?| ?| ?| {{Y}}[https://github.com/grumpycoders/pcsx-redux#what-works *]| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]| ?| ?|-| [[wikipedia:Namco_Arcade_Stick|Namco Arcade Stick]]| ?| ?| ?| ?| ?| ?| ?| ?| ?|-| [[wikipedia:Jogcon|Jogcon]]| ?| ?| ?| ?| ?| ?| ?| ?| ?|-| [[wikipedia:NeGcon#Supported_games|<abbr title="Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.">neGcon</abbr>]]| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/negcon.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]| ?| ?| ?| {{TBD}}| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]| ?| ?|-| [[Wikipedia:GunCon#PS_games|<abbr title="Namco's light gun; NPC-103.">GunCon</abbr>]][https://en.wikipedia.org/wiki/List_of_light-gun_games#PlayStation]| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/guncon.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]| ?| ?| ?| {{TBD}}| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]| ?| ?|-| [[Wikipedia:Konami_Justifier#PlayStation|Konami Justifier]][https://en.wikipedia.org/wiki/List_of_light-gun_games#PlayStation]| {{Y}}<ref group=N2>You can use nixxou's [https://github.com/nixxou/duckstation?tab=readme-ov-file#duckstation---lightgun-edition DuckStation LightGun Edition] fork.</ref>| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Wikipedia:PlayStation_Multitap#Supported_games|Multitap]]| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/multitap.cpp *]| {{Y}}[https://mednafen.github.io/documentation/psx. No emulator has ever focused on it, probably due to a number of reasonshtml#Section_multitap *]| ?| ?| ?| {{TBD}}| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]| ?| ?|}</div><references group=N2/>
*It===[[Wikipedia:PlayStation_Link_Cable|PlayStation Link]]===:[[Wikipedia:PlayStation_Link_Cable#List_of_games_compatible_with_the_PlayStation_Link_Cable|''List of games compatible with the PlayStation Link Cable's not a common game.']]*No thirdThe PlayStation Link Cable (SCPH-party controller and memory card connector has gotten support by emulators 1040) is a peripheral cable for the same way that Nintendo's official GameCube controller adapter hasPlayStation console.*To emulate this purely in software means Utilizing the serial I/O port found on the back of most PlayStation models, it has allows for two consoles to be reverse engineered, which can take a bit of timeconnected in order to play compatible multiplayer games on separate consoles.
===CD format''Densha De Go!'' controller===PS1 games use Also available for the CD[[Nintendo 64 emulators|Nintendo 64]], ''Densha De Go!'' is a Japan-ROM XA (eXtended Architecture) format which only train simulator released by [[Wikipedia:Taito|Taito]] that is based on CDi and allows developers to use both CD-ROM and CD-DA (audio) tracks on the same disccompatible with an optional special controller.<ref name="PSX_CD-DA_CDsYoutube">[{{cite web|url=https://ipfswww.ioyoutube.com/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/List_of_PlayStation_games_with_CD_audio_tracks.html List of PlayStation games watch?v=xuxf5QhdWIo|title=Densha de Go! gameplay with CDcontroller - Playstation PS1|publisher=Youtube|accessdate=2018-04-DA] (From deprecated Wikipedia article 03|date=2017-05- dated 11/27/2016)05}}</ref>No emulator is known to support it.
Certain image formats ===CD player===PlayStation CD player supports Audio CD and PlayStation format CD dumping methods don't support this format correctly -ROM. However there is only one PlayStation model can play VCDs, and end up with that is the CDPlayStation SCPH-DA tracks missing or corrupted5903, hence no audio. The ISO format released in particular Asia only stores the content of a CD-ROM filesystem and cannot store CD-DA tracks at all so it's generally a very bad idea to use ISO for PS1 games (even though it should work for games which are single track)[https://www.psxdev. Even running an ISO file based on a PS1 game (inet/forum/viewtopic.ephp?t=703][https://youtu. ''Ridge Racer, Tomb Raider 1be/y1vo3-2'uEBRM]. They') with CD-DA audio may often cause an emulator such as '''ePSXe''' and other peers re hard to freeze find and/or hang up, especially during loading of expensive. Also there is a saved data or inthird-game levels and transactions.* However, a mounted image party peripheral called Gamars Movie Card (Using '''Daemon Tools'''similar to Dreammovie for Sega Dreamcast), running from a CD-ROM or using gives you the '''Mooby2''' plugin can solve these CD-DA problems. The mds/mdf format ability to play Video CDs (VCD) through your PlayStation and it is good for backing up the CD-DA audio-equipped PS1 games, although the best Image format for any PS1 game is the cue/bin format, the reason being that almost compatible with all types of the burning programs can read it PlayStations (PAL and the relevant patching programs (i.e. '''PPFNTSC), this third-O-Matic''') are designed for that format. '''Clone CD''' images in img/ccd format provide another ideal option party peripheral is very user friendly as it has virtually works by just attaching the same structure as cue/bin format (The img file is the same data as a bin file at the hex level), although unit to the available burning programs are largely not able to read Clone CD's format. '''ISObuster''' and '''ImgBurn''' are good tools for some back of the aforementioned notes.<ref name="ECM-APE_Guide">{{cite web|url=https://www.epforums.org/showthread.php?57757-ECM-And-APE-Guide|title=ECM And APE Guide |publisher=www.epforumsPlayStation.org|accessdate=2018-Oct-05|date=2011-Feb-16; Last edited: 2017-Jan-15}}</ref>
* The European regional versions of many PS1 games tended to have a copy protection embedded, Duckstation has Audio CD and CD-ROM support so they could cause problems with backing up images in that these game backups could cause hangs or show a black screen infinitely in a typical emulator. A basic way to avoid that problem you can boot directly your physical discs but there is to try no VCD support at the US regional versions. Another way is to patch it using a .sbi file which contains the protection information needed to run the gamemoment.::The perfect solution possible, at least for the '''ePSXe''' emulator (*PlayStation 2 and perhaps other similar plugins-based emulators) would be PlayStation 3 (No virtual drive mounting neededbackwards compatibility):::1. Use '''Mooby2 2.8''' cdrom plugin, uncheck 'subchannel reading' in the settings of that plugin.::(Just in case: also make sure 'repeat all cdda' is checked, have support for Audio CD and 'cdda volume' is set to something like 50 or 60. Or else you won't hear anything.)::2. Launch the game with File PlayStation format CD-> Run CDrom (browse, find and select your cd image as the window pops up.)::Recommended to use '''Eternal 1.41''' sound plugin with default settings along with this. '''SaPu''' CDRom Plugin v.1.0ROM discs but no support for Video CD/1.3 is good if running official CDs (Especially works well with '''Daemon Tools Lite''' or '''Alcohol 120%''' when mounting an image)VCDs.
* If running '''ePSXe''' or a similar emulator on an old '''Windows''' OS (Eg::See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares. 9x, ME, 2000, XP), use ::See [http://radified.com/ASPI/forceaspi.htm ForceASPI[Ripping_games]] to initialize the ASPI layer (For your disc drive) and a plugin like '''P.E.Op.S.''' CDR Version 1.4 plugin or similar. Then set the plugin to "W2K/XP IOCTL scsi commands" before running your PS1 CD's.
<!==[https://www.system16.com/base.php#1 Arcade variations]==There were numerous PlayStation-based arcade systems. Most PlayStation- Much of these notes on based arcade games extended the troubleshooting system in different ways. They often had more RAM, ran at higher clock speeds, had additional sound hardware, added additional I/O, and issues for CD images were based off collections of information at www/or used ROM or Flash media rather than CDs.epforumsThe Konami Twinkle games have a separate DVD player controlled via a serial link to provide background video/audio.org and www<ref>[https://old.ngemureddit.com's threads --/r/emulation/comments/137ic8b/why_ps1_emulation_ignores_ps1based_arcades/jiuptk5/ "cuavas" comment about arcade variations].</ref>
==Accessories=====''Densha De Go!'' controller==[https://www.system16.com/hardware.php?id=Also available for the [[Nintendo 64 emulators|Nintendo 64]540 Namco System 10], ''Densha De Go!'' is a Japan-only train simulator released by [[Wikipediahttps:Taito|Taito]] that is compatible with an optional special controller//www.system16.com/hardware.<ref name="Youtube">{{cite web|urlphp?id=533 Namco System 11] and [https://www.youtubesystem16.com/watchhardware.php?vid=xuxf5QhdWIo|title535 Namco System 12]=Densha de Go! gameplay with controller - Playstation PS1|publisher=Youtube|accessdate=2018-04Namco System 11/12 is an arcade system based on Sony Playstation hardware, with surface-03|date=2017mounted ROM chips as storage rather than CD-05-05}}</ref> No emulator is known to support itROM.
==Arcade variations=====Namco System 11/12===Namco System 11/12 is an arcade system based on Sony Playstation hardware, with surface-mounted ROM chips as storage rather than CD-ROM[[MAME]] and [[ZiNc]] provides support for this variation.
[https://old.reddit.com/r/emulation/comments/12zx5xw/mame_0254/ The first batch of Namco System 10 games have been emulated with 0.254 version.] [ZiNchttps://old.reddit.com/r/emulation/comments/164s992/mame_0258/ Two quiz games (Derby Quiz My Dream Horse, and Kaiun Quiz) running on Namco’s System 12 are now working with 0.258 version.]] provides support for this variation.
===[https://www.system16.com/hardware.php?id=796 Capcom ZN-1] and [https://www.system16.com/hardware.php?id=797 Capcom ZN-2]===Capcom ZN-1/2 is an arcade system based on Sony Playstation hardware, with ROM chips as storage rather than CD-ROM, and an extra Capcom Qsound chip for audio.
[[MAME]] and [[ZiNc]] provides support for this variation.
===[https://www.system16.com/hardware.php?id=827 Konami Twinkle]===
Konami Twinkle is an arcade system based on Sony Playstation hardware, designed for Beatmania IIDX series games, with an extra hard disk for storing (lots of!) sounds and a DVD player for full-motion video.
[[MAME]] provides support for supports this variation, but the full-motion video won't be shown in the game because the DVD video decoder is yet to be emulated. However, A [https://github.com/987123879113/mame/tree/bemani fork] of MAME reads mpg videos as background animations from <code>iidx_videos</code> folder under the root folder of MAME (like how [[LaserDisc]] game emulators work), which would solve the issue of lacking full-motion video at the sacrifice of orthodox emulation. ===[https://www.system16.com/hardware.php?id=582 Konami System 573]=== [[MAME]] provides support for this variation. ===[https://www.system16.com/hardware.php?id=577 Konami GV & Baby Phoenix]=== [[MAME]] provides support for this variation. ===[https://www.system16.com/hardware.php?id=576 Konami GQ]=== [[MAME]] provides support for this variation. ===[https://www.system16.com/hardware.php?id=672 Taito G-NET]=== [[MAME]] provides support for this variation. ===[https://www.system16.com/hardware.php?id=669 Taito FX-1A] and [https://www.system16.com/hardware.php?id=670 Taito FX-1B]=== [[MAME]] and [[ZiNc]] provides support for these variations.  [https://old.reddit.com/r/emulation/comments/137ic8b/why_ps1_emulation_ignores_ps1based_arcades/jj2kiik/ MAME Developer "cuavas" comment about ZiNc emulator]: "No-one should be using ZiNc any more. MAME now does everything ZiNc did better, and supports more games." ;MAME {{MAMEVer}} compatibility status for all these variations*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=ksys573.cpp&arcade_only=0&current_version=0 KONAMI System 573]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=twinkle.cpp&arcade_only=0&current_version=0 KONAMI Twinkle]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=namcos10.cpp&arcade_only=0&current_version=0 namco System 10]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=namcos11.cpp&arcade_only=0&current_version=0 namco System 11]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=namcos12.cpp&arcade_only=0&current_version=0 namco System 12]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=zn.cpp&arcade_only=0&current_version=0 Capcom ZN-1/2]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=taitogn.cpp&arcade_only=0&current_version=0 Taito G-Net]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=konamigq.cpp&arcade_only=0&current_version=0 Konami GQ]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_biosof=konamigv&arcade_only=0&current_version=0 Konami GV & Baby Phoenix]<br/>*[http://adb.arcadeitalia.net/lista_mame.php?game_biosof=coh1000t&arcade_only=0&current_version=0 Taito FX-1A and Taito FX-1B] ==Emulation issues=====Rendering quirks===[[File:Cheryl_compared.png|thumb|left|300px|'''Left''': Native resolution and unblended dithering.<br/>'''Right''': Higher internal resolution and no dithering.]][[File:Ps1_jitter.gif|thumb|Jittering in games can stick out more when using higher internal resolutions. <small>This full-color GIF may require you to view its page to see the animation.</small>]]The PlayStation takes shortcuts when rendering as a result of making most of the hardware available. This can cause some quirks that become even more noticeable when the internal resolution increases. Polygons may jitter as a result of low-precision, fixed-point (to the native resolution) math, but this is mostly unnoticeable at native resolutions. Emulators that can increase the internal resolution of games have attempted to fix this. There is no [[wikipedia:Z-buffering|z-buffer]] in the hardware. This can cause things like polygons to pop over others; the limbs of [https://en.wikipedia.org/wiki/Tekken_(video_game) Tekken] characters are a good example of this. It is theoretically possible to implement this, but it wouldn't be accurate to the hardware.<ref name="forum.emu-russia">{{cite web|url=https://translate.google.com/translate?sl=ru&tl=en&u=http://forum.emu-russia.net/viewtopic.php?p=17237|title=Plugin info, news. / Information about the plugin, news. (gpuBladeSoft discussion) |publisher=forum.emu-russia|accessdate=2018-04-03|date=2011-09-16}}</ref><ref>[https://www.quora.com/Playstation-1-does-not-have-z-buffer-and-floating-points-yet-how-could-it-play-3D-games Playstation 1 does not have z-buffer and floating points, yet how could it play 3D games?]</ref> When perspective correction isn't applied to textures, certain viewing angles can make them distorted, more so when an object is near the edge of the camera up close. [https://en.wikipedia.org/wiki/Tenchu:_Stealth_Assassins ''Tenchu: Stealth Assassins''] is particularly infamous for texture distortion, most noticeably in the [https://www.youtube.com/watch?v=5oBeO-cui_c training level] where floor textures appear wavy at oblique angles; developers usually mitigate this by adding polygons to walls, floors and other scenery, but at the cost of filling the PlayStation's geometry rate. In DuckStation, at least, this problem has been solved. Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs, this dithering would blend in order to make new colors and smooth gradients. Plugin-based emulators usually have graphical plugins that use a 32-bit color depth, which removes dithering, while software-rendered plugins and emulators tend to retain it. While higher color depth can be considered an enhancement since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygons. The emulators that use software rendering and can increase the internal resolution of games can retain dithering for the shading and texturing aspect, and it's made more subtle by shrinking the artifacts. ===Less-notable games using special peripherals===''ZXE-D: Legend of Plasmalite'' requires the use of a special peripheral to play the game. It is a robot with connectable parts that plug into the memory card slot, which is then replicated in the game. No emulator has ever focused on it, probably due to a number of reasons: *It's not a well-known game.*No third-party controller and memory card connector has gotten support from emulators the same way that Nintendo's official GameCube controller adapter has.*To emulate this purely in software means it has to be reverse-engineered, which can take a bit of time. ===CD format===PS1 games use the CD-ROM XA (eXtended Architecture) format, which is based on CDi and allows developers to use both CD-ROM and CD-DA (audio) tracks on the same disc.<ref name="PSX_CD-DA_CDs">[https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/List_of_PlayStation_games_with_CD_audio_tracks.html List of PlayStation games with CD-DA] (From deprecated Wikipedia article - dated 11/27/2016)</ref> Certain image formats and CD dumping methods don't support this format correctly and end up with the CD-DA tracks missing or corrupted, hence no audio. The ISO format in particular only stores the content of a CD-ROM filesystem and cannot store CD-DA tracks at all. So it's generally a very bad idea to use ISO for PS1 games (even though it should work for single-track games). Even running an ISO file based on a PS1 game (i.e., [https://en.wikipedia.org/wiki/Ridge_Racer_(1993_video_game) ''Ridge Racer''], [https://en.wikipedia.org/wiki/Tomb_Raider#Games ''Tomb Raider''] [https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game) ''1'']-[https://en.wikipedia.org/wiki/Tomb_Raider_II ''2'']) with CD-DA audio may often cause an emulator such as '''ePSXe''' and other peers to freeze and/or hang up, especially during loading of a saved data or in-game levels and transactions.* However, a mounted image (Using '''Daemon Tools'''), running from a CD-ROM or using the '''Mooby2''' plugin can solve these CD-DA problems. The MDS/MDF format is good for backing up the CD-DA, audio-equipped PS1 games. However, the best Image format for any PS1 game is the CUE/BIN format. The reason being that almost all the burning programs can read it, and the relevant patching programs (i.e., '''PPF-O-Matic''') are designed for that format. '''Clone CD''' images in IMH/CCD format provide another ideal option as it has virtually the same structure as CUE/BIN format (The IMH file is the same data as a BIN file at the hex level). However, the available burning programs are largely unable to read Clone CD format. '''ISObuster''' and '''ImgBurn''' are good tools for some of the aforementioned notes.<ref name="ECM-APE_Guide">{{cite web|url=https://www.epforums.org/showthread.php?57757-ECM-And-APE-Guide|title=ECM And APE Guide |publisher=www.epforums.org|accessdate=2018-Oct-05|date=2011-Feb-16; Last edited: 2017-Jan-15}}</ref> * The European regional versions of many PS1 games tended to have copy-protection embedded, so they could cause problems with backing up images. These game backups could cause hangs or show a black screen infinitely in a typical emulator. An easy way to avoid that problem is to try the US regional versions. Another way is to patch it using a .sbi file which contains the protection information needed to run the game.::The perfect solution possible, at least for the '''ePSXe''' emulator—and perhaps other similar plugins-based emulators—would be (No virtual drive mounting needed)::::1. Use the '''Mooby2 2.8''' CD-ROM plugin, and uncheck 'subchannel reading' in the plugin's settings.::(Just in case: also make sure 'repeat all cdda' is checked, and 'cdda volume' is set to something like 50 or 60, or else you won't hear anything.)::2. Launch the game with File → Run CDrom (browse, find and select your CD image as the window pops up.)::It's recommended you use the '''Eternal 1.41''' sound plugin with default settings along with this. The '''SaPu''' CDRom Plugin v.1.0/1.3 is good if you're running official CDs. It especially works well with '''Daemon Tools Lite''' or '''Alcohol 120%''' when mounting an image. * If running '''ePSXe''' or a similar emulator on an old '''Windows''' OS (E.g., 9x, ME, 2000, XP), use [http://radified.com/ASPI/forceaspi.htm ForceASPI] to initialize the ASPI layer (For your disc drive) and a plugin like '''P.E.Op.S.''' CDR Version 1.4 plugin or similar. Then set the plugin to "W2K/XP IOCTL scsi commands" before running your PS1 CDs.<!-- Much of these notes on the troubleshooting and issues for CD images were based off collections of information at www.epforums.org and www.ngemu.com's threads -->For more information about PlayStation hardware and reverse engineering;* MVG: [https://www.youtube.com/watch?v=x8TO-nrUtSI Why PlayStation 1 Graphics Warped and Wobbled so much], [https://www.youtube.com/watch?v=7HOBQ7HifLE How the Sony PlayStation PS1 Security was defeated], [https://www.youtube.com/watch?v=bi-Wzl6BwRM Why did the PlayStation 1 have so much Dithering?], [https://www.youtube.com/watch?v=rtE5hmlrcBo How the Sony PlayStation Net Yaroze DevKit brought Indie Game Development to Consoles]* [https://www.copetti.org/writings/consoles/playstation/ Rodrigo Copetti: PlayStation Architecture analysis]* [https://youtu.be/XUwSOfQ1D3c Technology Connections: Sony's Clever but Flawed PlayStation Copy Protection--And How They Might Have Fixed It]* [https://psdevwiki.com/ps1/ PSDevWiki: PlayStation 1]* [https://ps1.consoledev.net/reverse_engineering/ consoledev: PlayStation 1]* [https://problemkaputt.de/psxspx-contents.htm no$psx: Playstation Specifications]* [https://discord.com/channels/976404869386747954/976414353161080832 ares discord channel ps1 group]* DuckStation discord channel (invites are disabled at the moment) ==See also==*[[Controllers#DualShock.2FDual_Analog_Controller.2FPlayStation_Controller|DualShock/Dual Analog Controller and PlayStation Controller]]
==Resources==
* [http://ns348841.ip-91-121-109.eu/psxdata/sitenews.html PlayStation DataCenter] - Tons of PS1 -related things. Emulator files like plugins, game manuals, game configurations, and many tutorials are just some of the things you'll find here.
* [https://archive.org/details/psx_redump_usa_20141221 ReDump PS1] USA set.
* [http://www.racketboy.com/journal/ps1-strength-and-weaknesses-vs-n64-sega-saturn PS1 Strengths and Weaknesses vs . N64 and Sega Saturn] (Journal feature at www.Racketboy.com. October 17th, 2017.)
* [https://segaretro.org/Sega_Saturn/Hardware_comparison#Graphics_comparison_table Graphics comparison table] (for Saturn as opposed to PS1, N64, Sega Model 2 arcade hardware and 1995-era PC)
[[Category:Sony consoles]]
[[Category:PlayStation emulators‎|*]]
[[Category:MAME Driver Status: Preliminary]]
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