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PlayStation emulators

50,726 bytes added, 24 April
Enhancements
{{Infobox console|title = PlayStation|logo = sony-1.png|developer = [[File:PSX.jpgSony]]|type = [[:Category:Home consoles|Home video game console]]|generation = [[:Category:Fifth-generation_video_game_consoles|Fifth generation]]|release = 1994|thumbdiscontinued = 2006|250pxsuccessor = [[PlayStation 2 emulators|The Sony Playstation (PSX/PS1)PlayStation 2]]|emulated = {{✓}}}} {{for|other emulators that run on PS1 hardware|Emulators on PS1}}  The '''[[gametechwikipedia:PlayStationPlayStation_(console)|PlayStation]]''' (known frequently referred to in shorthand as the '''PS1 or PSX''') is a 5th fifth-generation console produced released by [[wikipedia:Sony Computer Entertainment|Sony Computer Entertainment ]] on December 3, 1994, in 1994Japan and September 9, 1995, in the US, and retailed for {{Inflation|USD|299.99|1995}}. It had an R3000 CPU (which was used by NASA to take pictures of Mars because of its reliability) at 33.8688 MHz with 2 MBs of RAM and 1 MB of VRAM. It used a commercial success in part to being relatively easy to program proprietary MDEC video compression unit integrated into the CPU, allowing for compared playback of full-motion video at a higher quality than other consoles of its generation. It had better stereo sound than that of other stereos at that time. The PS1 was particularly attractive 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.
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==Emulators==
<div style="overflow-x:auto;width:100%">{| class="wikitable"|+PC|style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Operating SystemPlatform(s)! scope="col"|Latest Version! scope="col"|Plugins<small>[[#Arcade_variations|Arcade<br/>Variations]]</small>! scope="col"|<small>[[libretro#Hardware_features_and_peripherals|Libretro CoreHardware features<br/>and peripherals]]</small>! scope="col"|[[Accuracy#Enhancements|Enhancements]]! scope="col"|Compatibility! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>! scope="col"|Active
! scope="col"|[[Recommended emulators|Recommended]]
|-
| style! colspan="text10"|PC / x86|-|[[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 Latest]<br />[https: center;//github.com/stenzek/duckstation/releases/tag/v0.1-4918 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>]|{{✗}}|{{~}}|{{✓}}|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]|{{✓}}|{{✓}}|{{✓}}|-|[[Mednafen]]| stylealign=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 API."text>Beetle/Beetle HW</abbr>]|{{✗}}|{{~}}|{{~}}|[https://forum.fobby.net/index.php?t=msg&th=1114&start=0& ?]|{{✓}}|{{✓}}|{{✓}}|-|[[XEBRA]]|align=left|{{Icon|Windows}}|[https://drhell.web.fc2.com/ps1/xebra221106.zip {{XebraVer}}]|{{✗}}|{{~}}|{{✗}}|?|{{✗}}|{{✓}}|{{~}}|-|[[BizHawk]]|align=left|{{Icon|Windows|Linux}}|[http: center;"//tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br/>[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]|{{✗}}|{{~}}|{{✗}}|?|{{✓}}|{{✓}}|{{~}}|Multi-platform| style[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="textOnly available as a libretro core.">PCSX-ReARMed</abbr>]<br/>''<small>[[PCSX-Reloaded|PCSX-R]]/[[PCSX-Reloaded|PGXP]] (Obsolete)</small>''|align=left|{{Icon|Windows|Linux|macOS}}|[https://buildbot.libretro.com/nightly/ PCSX-ReARMed]<br/>''<small>[http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP build] (Obsolete)<br />[http://www.emucr.com/2019/03/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: center;"//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 [http[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].sourceforge</ref>|-|[[ares]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.netcom/ares-emulator/ares/releases{{aresVer}}]<br >[https://github.com/ares-emulator/ares/actions git]|{{✗}}|{{✗}}|{{✗}}|[https:// 0ares-emu.9net/compatibility 54%<br/><small>90 out of 165 reported titles</small>]|{{✓}}|{{✓}}|{{✗}} <small>(WIP)</small>|-|[https://pcsx-redux.36consoledev.2net/ PCSX-Redux]| stylealign="textleft|{{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]]|align=left|{{Icon|Windows}}|[http: center;"//problemkaputt.de/psx.htm 2.2]|{{✗}}|{{~}}|{{}}| style[https://www.psxdev.net/forum/viewtopic.php?t="text3848 ?]|{{✗}}|{{✓}}|{{✗}} <small>(WIP)</small>|-|[https://sourceforge.net/projects/hpsx64/ hpsx64]|align=left|{{Icon|Windows}}|[https: center;"//sourceforge.net/projects/hpsx64/files/Source/ {{hpsx64Ver}}]|{{✗}}|?|{{✗}}|?|{{✓}}|{{}}|{{✗}} <small>(WIP)</small>|-|[[MAME]]| stylealign=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|<abbr title="Latest development version"text>git artifacts</abbr><ref group=N>[https://nightly.link/mamedev/mame/workflows/ci-windows/master CI-Windows] [https://nightly.link/mamedev/mame/workflows/ci-linux/master CI-Linux] [https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-Macos]</ref></br>[http://www.mamedev.org/release.html {{MAMEVer}}]<br/>[https://buildbot.libretro.com/nightly/ libretro core]|{{~}}[[#Arcade_variations|*]]|{{~}}|{{~}}|[http://adb.arcadeitalia.net/lista_mess.php?software_list_name=psx&compatibility= ?]|{{✓}}|{{✓}}|{{✗}} <small>(WIP)</small>|-|[[ePSXe]]|align=left|{{Icon|Windows|Linux|macOS}}|[http: center;//www.epsxe.com/download.php {{EpsxeVer}}]|{{✗}}|{{~}}|{{~}}<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>|{{✗}}|{{✗}}|{{✗}}|-|HighPSXACT| stylealign="textleft|{{Icon|Windows}}|[https://gitlab.com/beannaich/psxact git]|{{✗}}|{{✗}}|{{✗}}|?|{{✓}}|{{✗}}|{{✗}}|-|[[Rustation]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://gitlab.com/flio/rustation-ng#build git](Rustation NG)<br/>[http: center;//github.com/simias/rustation git]|{{✗}}|{{✗}}|{{✗}}|?|{{✓}}|{{~}}[https://gitlab.com/flio/rustation-ng/-/commits/master <abbr title="Rustation NG still active.">*</abbr>]|{{✗}}
|-
| style="text-align: center;"|[[PCSX-RAvocado]]| stylealign="text-align: center;"left|{{Icon|Windows|Multi-platformLinux}}| style="text-align: center;"|SVN ([httphttps://www.emucrgithub.com/search/label/PCSX-ReloadedJaCzekanski/ WindowsAvocado git],[http://consoleemu.com/emulator/pcsx-reloaded OS X])| style="text-align: center;"{{✗}}|?| style{{~}}<abbr title="text-align: center;Only Resizable Internal Resolution supported">*</abbr>|?| style="text-align: center;"{{✓}}|Plugin dependent{{~}}| style="text-align: center;"|✓{{✗}}
|-
| style="text-align: center;"|[[XEBRApSX]]| stylealign="text-align: center;"left|{{Icon|Windows|Linux}}| style="text-align: center;"|[http://www.mediafireemulator-zone.com/downloaddoc.php/vdk4iyvdcsbarlnpsx/xebra140719psx_em.html 1.zip 07/19/2014 Build13]| style="text-align: center;"{{✗}}|{{}}| style="text-align: center;"|{{}}| style="text[https://psxemulator.proboards.com/board/4/game-align: center;"compatibility ?]|High{{✗}}| style="text-align: center;"{{✗}}|{{<!-- Still highly accurate, but A/V out is weaker than Mednafen, closed source and it's Windows only. -->}}
|-
| styleConnectix VGS|align="text-align: center;"left|{{Icon|Windows|macOS}}|[[ePSXe]]1.4.1| style="text-align: center;"{{✗}}|Windows, Linux{{✗}}| style="text-align: center;"{{✗}}|[httphttps://wwwweb.epsxearchive.comorg/web/20070624204547/downloadhttp://mac-psx.php 1hansr.9.0 net/ ?]| style="text-align: center;"|✓{{✗}}| style="text-align: center;"|{{}}| style="text-align: center;"|Plugin dependent| style="text-align: center;"|{{<!-- Around the same accuracy and everything as PCSXR, but has less features (GTE, widescreen, native controller plugin support). No reason to say use this over that when it's the same, but with less things. -->}}
|-
| style="text-align: center;"|[[pSXBleem!]]| stylealign="text-align: center;"left|{{Icon|Windows, Linux}}|1.6b|{{✗}}| style="text-align: center;"{{✗}}|{{✗}}|[http://psxemulatorwww.gazaxianwhipassgaming.com/ 1genesisreviews/Bleemcast/bleemcastcompatibility.13htm ?]| style="text-align: center;"|{{}}| style="text-align: center;"|{{}}| style="text-align: center;"|Mid| style="text-align: center;"|{{}}
|-
| styleSSSPSX|align=left|{{Icon|Windows}}|[http://www.emulator-zone.com/doc.php/psx/ssspsx.html 0.0.34]|{{✗}}|{{✗}}|{{✗}}|?<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>|{{✗}}|{{✗}}|{{✗}}|-! colspan="10"text|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 0.1-5494]<br/>[https://buildbot.libretro.com/nightly/android/latest/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation</abbr>]<br/>[https: center;//pyra-handheld.com/repo/apps/177 0.0.1.02 Pyra]|{{✗}}|{{~}}|{{✓}}|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]|{{✓}}<abbr title="Android Only">*</abbr>|{{Y}}|{{✓}}|-|[[No$Mednafen]]<abbr title="Only available on mobile as a libretro core (Beetle/Beetle HW).">*</abbr>|align=left|{{Icon|Android|NO$iOS}}|[https://buildbot.libretro.com/nightly/ <abbr title="This is port of Mednafen PSXcore to the libretro API.">Beetle/Beetle HW</abbr>]|{{✗}}|{{~}}|{{~}}|[https://forum.fobby.net/index.php?t=msg&th=1114&start=0& ?]|{{✓}}|{{✓}}|{{✓}}|-|[[XEBRA]]| stylealign=left|{{Icon|Android}}|[https://play.google.com/store/apps/details?id=com.dokutajigokusai.xebra {{XebraAndroidVer}}]|{{✗}}|{{~}}|{{✗}}|?|{{✗}}|{{?}}|{{~}}|-|[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="textOnly available on mobile as a libretro core.">PCSX-ReARMed</abbr>]|align=left|{{Icon|Android|iOS|Lin|Pyra}}|[https://buildbot.libretro.com/nightly/ libretro core]</br>[https://pyra-handheld.com/repo/apps/42 0.1 Pyra]|{{✗}}|{{~}}|{{~}}|[https: center;"//docs.libretro.com/library/pcsx_rearmed/#compatibility ?]|{{✓}}|{{✓}}|{{~}}|Windows-| style[[ePSXe]]<abbr title="text-Payware. Recommended that you use patched versions.">*</abbr>|align=left|{{Icon|Android}}|[https: center;//play.google.com/store/apps/details?id=com.epsxe.ePSXe {{EpsxeAndroidVer}}]|{{✗}}|{{~}}|{{~}}<abbr title="Only Resizable Internal Resolution and Widescreen hack are supported">*</abbr>|[https://webwww.archivengemu.com/threads/compatibility-list-for-epsxe-1-6-0.org49711/ ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>|{{✗}}|{{✓}}|{{~}}|-|[[MAME]]|align=left|{{Icon|Android|iOS}}|[https://webbuildbot.libretro.com/20140702100935nightly/libretro core]|{{~}}[[#MAME_0.254_compatibility_status_for_all_these_variations|*]]|{{~}}|{{✗}}|[http://problemkaputtadb.arcadeitalia.denet/lista_mess.php?software_list_name=psx&compatibility= ?]|{{✓}}|{{✓}}|{{✗}} <small>(WIP)</small>|-|[[Avocado]]|align=left|{{Icon|Android}}|[https://github.htm 1.9com/JaCzekanski/Avocado git]| style{{✗}}|?|{{~}}<abbr title="textOnly Resizable Internal Resolution supported">*</abbr>|?|{{✓}}|{{~}}|{{✗}}|-|[http://www.fpsece.net/faq.html FPse]<abbr title="Payware. Recommended that you use patched versions.">*</abbr>|align=left|{{Icon|Android}}|[https: center;//play.google.com/store/apps/details?id=com.emulator.fpse {{FpseAndroidVer}}]|{{✗}}|?|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>|[http://www.fpsece.net/compatibility.html ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>|{{✗}}|{{}}|{{✗}}| style-! colspan="text10"|Console|-|[[DuckStation]]|align=left|{{Icon|NX|XB1|SXS}}|[https://archive.org/details/duckstation-uwp_20221203 20221203-uwp]<br/>[https: center;//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/RSDuck/duckstation git]|{{}}|{{~}}|{{✓}}|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]|{{✓}}|{{✓}}|{{✓}}| style="text-|[[Official_emulators#Sony|Official Sony emulators]]|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)|{{✗}}|{{~}}|{{~}}|[https: center;"//www.psdevwiki.com/ps3/PS1_Classics_Emulator_Compatibility_List 99%<br/><small>1354 out of 1367 reported titles</small>]|{{✗}}|{{✗}}|{{✓}}|Mid-| style[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="textOnly available as a libretro core.">PCSX-ReARMed</abbr>]|align=left|{{Icon|PS4|}}<br/>{{Icon|PSV}}<br/>{{Icon|3DS|Switch}}|[https: center;"//www.retroarch.com/?page=platforms {{RetroArchVer}}]|{{}}|{{~}}|{{~}}|[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|WiiU}}|[https://github.com/niuus/WiiSXRX/releases git]|{{✗}}|?|{{✗}}|?|{{✓}}|{{✓}}|{{✓}}|- Even toasters can run PCSXR and Mednafen these days|[[Bleem!|Bleemcast]]|align=left|{{Icon|DC}}|?|{{✗}}|{{✗}}|{{✗}}|[http://www.whipassgaming.com/genesisreviews/Bleemcast/bleemcastcompatibility. -->htm ?]|{{✓}}|{{✗}}|{{~}}
|}
</div>
<references group=N />
 
===Comparisons===
====PC====
;[[DuckStation]]
: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 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. Duckstation has modern [[#Enhancements|enhancements]] built-in (one of the best emulator when it comes to enhancement capabilities, similar to Mesen, Bsnes, Dolphin, Flycast, BigPEmu, PPSSPP and PCSX2) and supports some of the [[#Hardware_features_and_peripherals|hardware features, peripherals]]. An Android version is also available, although it doesn't have feature parity with the desktop builds.
 
;[[Mednafen]]
:Is heavily focused on [[Emulation accuracy|accuracy]], and also it has very good compatibility. It's even been known to outperform Sony's official 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 specific BIOS for each region, and the program interfaces from a shell only; it has no GUI. You can still drag-and-drop CUE files 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]]
: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 deliver a working application out of the box.
 
;PCSX
:PCSX is a playstation emulator by the same team that announced the first Playstation 2 emulator.
 
:;[[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 the same benefits as 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. It was given the seal of approval by Sony after being used in the official PlayStation Classic emulation box.<ref>[https://youtu.be/FQWzpnoiLbI?t=103 MVG: The Sony PlayStation Classic - One Week Later]</ref>
 
:;[https://pcsx-redux.consoledev.net/ PCSX-Redux]
::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 still perfectly usable to run PlayStation 1 titles. PCSX-Redux also supports [https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/openbios OpenBIOS] - a free, truly open source bios replacement for the ps1, which works on the real hardware and emulators.
 
;[[MAME]]
:By nature of supporting arcade systems similar to the PlayStation, MAME's "Sony PlayStation" driver (<code>psj</code>) is considered "preliminary", but it works; it can boot to the BIOS and launch games but expect bugs, especially between hardware revisions. The MAME project as a whole remains active, but there's no incentive for any of its developers to work on the PS1 driver.
 
;[[ePSXe]]
:Despite having widespread name recognition, it is unfortunately not an emulator we recommend using on PC anymore. The [[source code]] is closed, meaning development is beholden to the original developers. Updates have brought it on par with PCSX-R, but that isn't enough. They are also selling a paid 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.
 
;[[RPCS3]]
: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 moment, only 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." [[Official_emulators#PlayStation_2|ps2_emu]] used for PlayStation 2 emulation, [[Official_emulators#PlayStation|ps1_emu]] used for disc based PlayStation games and [https://github.com/RPCS3/rpcs3/issues/14632 ps1_netemu for PlayStation Classics from PSN].
 
:See [[PlayStation_3_emulators#Hardware_features_and_peripherals|PlayStation 3 emulators hardware features and peripherals section]] for more information.
 
====Consoles====
* POPS (short for PlayStation On PSP System) is Sony's official PS1 emulator for their PlayStation Store releases. It utilizes [[PSP Eboots|EBOOTs]], a form of binary file for PSP, instead of BIN/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 consoles as a libretro core (e.g., RetroArch). It can run on various handheld consoles with fairly strong specs, like the 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) from the mid-2010s to 2019; now it uses a port of PCSX4ALL's Unai renderer, which is less accurate, but much faster (e.g., 10-20 FPS faster). The CHD compression format, which shrinks disc images into more manageable sizes, is enabled on this emulator on the 3DS. 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 PS1 releases on the PlayStation Store 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. ==Enhancements==''Side note: Please don't bump/spam GitHub threads/issues and 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|+ConsoleOfficial Sony emulators]]
|-
! scope| rowspan=11 | Graphics| [[Resolution|Resizable Internal Resolution]]| {{✓}}| {{~}}<ref group=N3 name=BeetleHW>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 "colblocky"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 [https://youtu.be/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|displays]], producing nicer looking gradients.</small>| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|Name{{?}}! scope| {{N}}[https://youtu.be/bi-Wzl6BwRM?t=476 *]|-| 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 '''when 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://github.com/stenzek/duckstation/pull/3089#issue-2089318371 *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| Scaled [[Dithering|Dithering]]<br/><small>Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less obvious at higher resolutions.</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_'''hw'''_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://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 unlikely to be feasible in the near future.<br/>However you can try "col[[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>|-| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]| colspan=9 | <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<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 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>| ?| ?| ?| ?| ?| {{✗}}| {{✗}}|Operating System-| [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=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'srecommended 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 disc 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 is '''likely''' doesn't offer enough benefit to justify the development effort.</small>|-| rowspan=7 | Post-Processing| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>! scope| {{Y}}<abbr title="colThanks 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 *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [https://www.sciencedirect.com/science/article/abs/pii/S0923596503001322 Down-Sampling]<br/><small>(Box and Adaptive)<br/>In some scenarios, you can consider this option as an [https://youtu.be/KuKdeez8I5I?t=979 alternative to Pre-rendering AA]. In mixed 2D/3D games, where some elements might be inherently pixelated (2D) and others might have smoother textures (3D), Downsampling can create a more visually consistent look by softening the pixelated elements. But 3D games already utilize techniques to create smooth textures and avoid a pixelated look. Downsampling in this case would simply blur the image unnecessarily and potentially reduce image quality.</small>| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[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]]|Latest Version{{✓}}<ref group=N3>Has glsl and [https://github.com/stenzek/duckstation/commit/8a40c7bf944b3a4209d90134a379c9d1f0cc7e20 built-in ReShade .fx] shader chain support.</ref>! scope| {{~}}<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-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 "colCustom Resolution Utility".</small>|Pluginscolspan=8 | <small>Exclusive to [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 a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>! scope| {{~}}<abbr title="colPlayStation 2 via composite/RCA/AV or PlayStation 3 via component video out.">*</abbr>|-| [[Save_disk_space_for_ISOs#PlayStation_1|Streamable compression format]]| {{✓}}| {{~}}<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}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-|[[libretroWikipedia: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|Libretro CoreBig Picture Mode]]! scope| {{Y}}| {{~}}<ref group=N3 name=BeetleHW></ref>| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| rowspan=6 | Misc| [[Netplay#PlayStation_1|<abbr title="colShouldn't be confused with PlayStation 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 [[Accuracymednafen]]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 enhancement feature that allows manipulation of the in-game camera.</small>! scope| colspan="col"9 | <small>PlayStation did not have hardware support 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-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 use dedicated tools like [https://github.com/FranklyGD/Spyro-Scope Spyro Scope].</small>|-|[[Recommended emulatorsVirtual_reality#VR_game_room_simulations|RecommendedEmuVR support]]| colspan=9 | Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.
|-
| style[[Wikipedia:Category:Debugging|Debug Features]]| {{✓}}| {{~}}<ref group="text-align: center;"N3 name=mednafenstandalone></ref>|{{✗}}[https://codewww.googlepsxdev.comnet/pforum/pcsxgc/downloads/list WiiSXviewtopic.php?t=1517 *]| style="text{{✓}}[https://problemkaputt.de/psxspx-align: center;"|[[Wii]], [[Gamecube]contents.htm *]| style="text-align: center;"|2.1 beta?| style="text-align: center;"|✗?| style="text-align{{~}}[https: center;"|✗//docs.libretro.com/development/retroarch/debugging/ *]| style="text-align: center;"|?| style="text-align: center;"|{{}}
|-
| style="text-align: center;"FreeSurround<br/><small>Converts stereo sound to surround sound.|[[Official Sony Emulators{{Y}}|POPS]]{{?}}| style="text-align: center;"{{?}}|[[PlayStation Portable emulators|PSP]]/[[PlayStation 2 emulators|PS2]]/Vita{{?}}| style="text-align: center;"|6.60/[http://theisozone.com/downloads/playstation/ps2-homebrew/popstarter-revision-12-psone-emu-for-fat-ps2-hdd/ r12]/2.60{{?}}| style="text-align: center;"|✗{{?}}| style="text-align: center;"|✗{{?}}| style="text-align: center;"|{{?}}| style="text-align: center;"|✓{{?}}
|}
</div>
<references group=N3/>
 
===Parallel/Precision Geometry Transform Pipeline===
PGXP (Parallel/Precision Geometry Transform Pipeline) is an enhancement for PlayStation emulation that produces high precision fully 3D geometry data that was not available on the original console hardware.
Features* High Precision Vertex Data (more stable geometry)* Reduced Triangle Culling (more detailed models)* Perspective Correct Texture Mapping (reduced texture distortion) First, it introduces subpixel precision to eliminate the wobbling polygon issues. Second, it adds perspective correct texturing to stop the ‘texture warping/dancing’ issues. *For mednafen, [[PGXP]] only available to libretro's "beetle-psx-'''hw'''-libretro" (mednafen_psx_'''hw'''_libretro) core but comes with significant [https://docs.libretro.com/library/beetle_psx_hw/#compatibility issues].*Recommended to use DuckStation for [[PGXP]]; otherwise use the [https://mednafen.github.io/releases/ mednafen standalone] or [https://buildbot.libretro.com/nightly/ Beetle '''SW''' (mednafen_psx_libretro)].*For PCSX-Reloaded, PGXP [http://ngemu.com/threads/pcsxr-pgxp.186369/ only available with PGXP build]. ==Hardware features and peripherals==''Side note: Please don't bump/spam GitHub threads/issues and 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$PSX! ares! PCSX-Redux! PCSX-ReARMed! MAME! [[Official_emulators#Sony|+MobileOfficial Sony emulators]]
|-
! scope| rowspan=2 | [[Wikipedia:PocketStation|PocketStation]]| [[Wikipedia:PocketStation#Compatible_games|Communication]]| {{N}}| {{N}}| {{Y}}<ref group=N2 name="col"PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the first PlayStation emulator to include compatibility with PocketStation.</ref>| {{N}}| {{N}}[https://github.com/ares-emulator/ares/issues/1087 *]| {{Y}}[https://github.com/grumpycoders/pcsx-redux/issues/1002 *]| {{N}}| {{N}}| {{Y}} [https://old.reddit.com/r/ps2/comments/5gdf49/can_i_use_a_pocketstation_with_my_ps2_79001/ (PS2)]|-| [[PocketStation_emulators|Emulation]]| {{N}}| {{N}}|Name{{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the first PlayStation emulator to include compatibility with PocketStation.</ref>! scope| {{N}}<ref group="col"N2>PocketStation emulation is possible only with [[No$#Emulators|Operating SystemNO$GBA]].[https://problemkaputt.de/gbatek-pocketstation-emulation.htm Martin Korth hasn't got around to implement ARM emulation in no$psx yet], the Pocketstation is currently emulated as part of the no$gba project (seventually it might be moving from no$gba to no$psx someday in future).</ref>| {{N}}| {{N}}| {{N}}! scope| {{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="col"2 | [[Early_Online_Services#i-mode_.28PS1.29|i-mode adaptor]]| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}| {{N}}|Latest Version-! scope| colspan="col"2 | [[#CD_player|CD player]]| {{~}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{~}}|Plugins-! scope| colspan="col"2 |[[libretroWikipedia:DexDrive|Libretro CoreDexDrive]]! scope| {{~}}<ref group=N2 name=BuiltinMemCardManager>There is no emulation for DexDrive but these emulators have built-in memory card editor anyway.</ref>| {{N}}| {{N}}| {{N}}| {{N}}| {{~}}<ref group=N2 name=BuiltinMemCardManager></ref>| {{N}}| {{N}}| {{N}}|-| colspan="col"2 |[[AccuracyDevelopment Kits]]| {{Y}}| {{TBD}}| {{TBD}}| {{TBD}}| {{TBD}}| {{TBD}}| {{TBD}}| {{TBD}}| {{TBD}}|-| rowspan=9 | Input| ''Densha De Go! scope'' 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="colNamco's unconventional twisty racing-game-oriented gamepad; NPC-101.">neGcon</abbr>]]|{{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/negcon.cpp *]| {{Y}}[Recommended emulatorshttps://mednafen.github.io/documentation/psx.html#Settings+Reference *]| ?| ?| ?| {{TBD}}|Recommended]{{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]| ?| ?
|-
| style[[Wikipedia:GunCon#PS_games|<abbr title="textNamco's light gun; NPC-align103.">GunCon</abbr>]][https: center;"|PCSX//en.wikipedia.org/wiki/List_of_light-ReARMed*gun_games#PlayStation]| style="text-align{{Y}}[https: center;"|iOS, Android//github.com/stenzek/duckstation/blob/master/src/core/guncon.cpp *]| style="text-align{{Y}}[https: center;"//mednafen.github.io/documentation/psx.html#Settings+Reference *]|r15?| style="text-align: center;"?|?| style="text-align: center;"|✓{{TBD}}| style="text{{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-align: center;"options *]|mid?| style="text-align: center;"|✓?
|-
| style="text-align[[Wikipedia: center;"Konami_Justifier#PlayStation|[[ePSXeKonami Justifier]]| style="text[https://en.wikipedia.org/wiki/List_of_light-align: center;"|Androidgun_games#PlayStation]| style{{Y}}<ref group="text-align: center;"|N2>You can use nixxou's [https://play.googlegithub.com/store/appsnixxou/detailsduckstation?idtab=comreadme-ov-file#duckstation---lightgun-edition DuckStation LightGun Edition] fork.epsxe.ePSXe 1.9.4]</ref>| style="text-align: center;"{{?}}|{{?}}| style="text-align: center;"{{?}}|{{?}}| style="text-align: center;"{{?}}|mid{{?}}| style="text-align: center;"{{?}}|{{?}}
|-
| style="text-align[[Wikipedia: center;"PlayStation_Multitap#Supported_games|FPseMultitap]]| style="text-align: center;"|Android| style="text-align: center;"|{{Y}}[https://play.googlegithub.com/storestenzek/appsduckstation/details?id=comblob/master/src/core/multitap.emulatorcpp *]| {{Y}}[https://mednafen.fpse 0github.11io/documentation/psx.136html#Section_multitap *]| style="text-align: center;"?|?| style="text-align: center;"?|{{TBD}}| style="text{{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-align: center;"options *]|mid?| style="text-align: center;"|✓?
|}
<nowiki/div>*<references group=N2/nowiki>Only available on mobile as a libretro core (e.g. [[RetroArch]]).
===Comparisons[[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'']]The PlayStation Link Cable (SCPH-1040) is a peripheral cable for the PlayStation console. Utilizing the serial I/O port found on the back of most PlayStation models, it allows for two consoles to be connected in order to play compatible multiplayer games on separate consoles. ===''Densha De Go!'' controller===Also available for the [[Nintendo 64 emulators|Nintendo 64]], ''Densha De Go!'' is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller.<ref name="Youtube">{{cite web|url=https://www.youtube.com/watch?v=xuxf5QhdWIo|title=Densha de Go! gameplay with controller - Playstation PS1|publisher=Youtube|accessdate=2018-04-03|date=2017-05-05}}</ref> No emulator is known to support it. ===CD player===PlayStation CD player supports Audio CD and PlayStation format CD-ROM. However there is only one PlayStation model can play VCDs, and that is the PlayStation SCPH-5903, released in Asia only[https://www.psxdev.net/forum/viewtopic.php?t=703][https://youtu.be/y1vo3-uEBRM]. They're hard to find and expensive. Also there is a third-party peripheral called Gamars Movie Card (similar to Dreammovie for Sega Dreamcast) gives you the ability to play Video CDs (VCD) through your PlayStation and it is compatible with all types of PlayStations (PAL and NTSC), this third-party peripheral is very user friendly as it works by just attaching the unit to the back of the PlayStation. *Duckstation has Audio CD and CD-ROM support so you can boot directly your physical discs but there is no VCD support at the moment.*PlayStation 2 and PlayStation 3 (backwards compatibility) have support for Audio CD and PlayStation format CD-ROM discs but no support for Video CD/VCDs. ::See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares.::See [[Ripping_games]]. ==[https://www.system16.com/base.php#1 Arcade variations]==There were numerous PlayStation-based arcade systems. Most PlayStation-based arcade games extended the system in different ways. They often had more RAM, ran at higher clock speeds, had additional sound hardware, added additional I/O, and/or used ROM or Flash media rather than CDs. The Konami Twinkle games have a separate DVD player controlled via a serial link to provide background video/audio.<ref>[https://old.reddit.com/r/emulation/comments/137ic8b/why_ps1_emulation_ignores_ps1based_arcades/jiuptk5/ "cuavas" comment about arcade variations].</ref> ===[https://www.system16.com/hardware.php?id=540 Namco System 10], [https://www.system16.com/hardware.php?id=533 Namco System 11] and [https://www.system16.com/hardware.php?id=PC535 Namco System 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.] [https://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.] ===[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.
* [[Mednafen|Mednafen PSXMAME]] is an emulator focused on and [[accuracyZiNc]]. It seems extremely compatible since 0.9.28WIP. Do note if you find an exception, though. Requires a minimum of a Core 2 Duo at 2 GHz clock. Mednafen itself is command line only and has no frontend. There are external frontends available. Savestates recently implementedprovides support for this variation.
* ===[[RetroArchhttps://www.system16.com/hardware.php?id=827 Konami Twinkle]] uses a Mednafen PSX core and includes some bonuses===Konami Twinkle is an arcade system based on Sony Playstation hardware, such as superior synchdesigned for Beatmania IIDX series games, strong shader support with an extra hard disk for storing (lots of!) sounds and a built in frontend. Much easier to use than the standalone, so it's recommendedDVD player for full-motion video.
* [[PCSX-RMAME]] is actively developed (though mostly OSX and Linux versions), and is open source. Also a plugin based emulator similar to ePSXesupports this variation, but is active and has more features. It has a widescreen hack, rewind save feature , fewer glitches, proper [[Cue_sheet_(.cue)#Multithe full-track_game|multitrack CUE]] support, and support for superior [[Recommended_PSX_Plugins|plugins]], such as LilyPad. Though please do note if you actually find an issue, as whatever it motion video won't be shown in the game because the DVD video decoder is could likely yet to be looked into through their [http://pcsxr.codeplex.com/workitem/list/ issue tracker]emulated. However, the Windows version is currently unmaintained and doesn't have newer features that OSX/Linux have.<ref>A [https://pcsxr.codeplexgithub.com/discussions987123879113/542531</ref><ref>https:mame/tree/pcsxr.codeplex.com/discussions/542581bemani fork] of MAME reads mpg videos as background animations from </refcode>iidx_videos<ref>https://pcsxr.codeplex.com/discussions/542614</refcode><ref>https://pcsxrfolder 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.codeplex.com/discussions/540312</ref>
* ===[[XEBRA]] has very high compatibilityhttps://www. Games that require subchannel data are not supported, but most other games run flawlesslysystem16. Obtuse user interface as the developer is Japanese, so be prepared. ARBEX is an alternate build of XEBRA that doesn't require a PSX bioscom/hardware.php?id=582 Konami System 573]===
* [[EPSXe|ePSXeMAME]] is a fairly standard plugin based emulator, and since it's closed source it only gets updates from the main developers, and only a few minor updates once every few years. Though 1.8.0's biggest addition was the Android version's advertisement. Closed source, focused on profit, and out dated. Although the basic program is near identical to PCSXR there are subtle differences, and ePSXe does have less features. Once the king of PSX emulation; like ZSNES it retains its high usage out of sheer notorietyprovides support for this variation.
* ===[[No$|NO$PSX]] is a well-rounded emulator by the same author of [[No$|NO$GBA]]https://www. There are two versions of the emulator, but standard users may want to use the cut-down gaming versionsystem16. It offers decent compatibility with very low spec requirements – the programmer's philosophy is to deliver a working application out of the boxcom/hardware. It includes a BIOS clone, which reproduces most of a genuine BIOS' functionality, although you can also use a standard BIOS too. As of today, it's still being developed. PocketStation is emulated through [[No$|NO$GBAphp?id=577 Konami GV & Baby Phoenix]].===
* [[PSX|PSXfinMAME]] is simple and has a "standard" interface, which is easy to get into. It has a lot of compatibility issues<ref name="psXcompat">http://psx.silvanthalas.com/psx.html</ref>. Dead development, closed source, no hope. Despite provides support for this, it has many hangers-on that continue to praise it as the best PlayStation emulator. Really only useful for very old toastersvariation.
===[https://www.system16.com/hardware.php?id=576 Konami GQ]===
It's generally recommended to use Mednafen or PCSX-R. Many use Mednafen for its accuracy at native resolution, and PCSX-R for 3D games because of support for plugins which allow for better graphics quality than original hardware. Unfortunately the best PSX plugins which can increase internal resolution and have [[MAME]] provides support for shaders (Pete OpenGL2 v2.9 and Edgbla gpuBladesoft v1.42a) are closed source and weren't updated for years so they are quite outdated and are not bug freethis variation.
===Consoles[https://www.system16.com/hardware.php?id=672 Taito G-NET]===
* POPS (short for PlayStation On PSP System) is the PS1 emulator for PSP made by Sony. It utilizes [[PSP Eboots|EBOOTsMAME]], a form of binary file for PSP, instead of bin/cue/etc, which can be made using a converter if required. Compatibility is very high due to being made by Sony for their PSN releases of PS1 games, including provides support for multi-disc games (within the one EBOOT). Only native PS1 resolution is supported, with games being stretched as the user wishes to fit the screen. POPS is also available on the PlayStation 2, although compatibility is not as high. The main method of installation is on a hard drive, although this can be changed with a hex editor. Saves occur on the hard drivevariation.
* PS2PSXe is another PS1 emulator for the PS2, however, this one is unofficial===[https://www. Compatibility is very lowsystem16. It is generally recommended to disc swap for the PS2, which in turn will utilize the builtcom/hardware.php?id=669 Taito FX-in PS1 1A] and [https://www.system16.com/hardware available in every PS2. Double swapping (using the same method as a real PS1) is required for PS2s with model numbers SCPHphp?id=670 Taito FX-100xx - SCPH-390xx.1B]===
* PlayStation 3 has a built-in software emulator with high compatibility, as it is used [[MAME]] and [[ZiNc]] provides support for PSN releases of PS1 games, not unlike the PSPthese variations.
* WiiSX is a port of PCSX to the Wii [https://old. Compatibility is fairly low due to the weak power of the Wii, plus the lack of updates to this reddit.com/r/emulation/comments/137ic8b/why_ps1_emulation_ignores_ps1based_arcades/jj2kiik/ MAME Developer "cuavas" comment about ZiNc emulator mean that it generally isn't worth ]: "No-one should be usingZiNc any more. Still the best PS1 emulator on Wii, thoughMAME now does everything ZiNc did better, which isn't saying muchand supports more games."
;MAME {{MAMEVer}} compatibility status for all these variations* PCSX-ReARMed is essentially the ARM version of PCSX-R, sharing a similar core, but optimized for portable handheld devices[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. Its biggest draw is its NEON software renderer, which is both fast and accurate, and has the ability to render at a higher resolution without resorting to HLE pluginsphp?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/>*[Filehttp:Cheryl_compared//adb.png|thumb|350px|Left showing native resolution and unblended ditheringarcadeitalia.net/lista_mame.php?game_sourcefile=namcos12.cpp&arcade_only=0&current_version=0 namco System 12]<br/>*[http://adb.arcadeitalia.net/lista_mame. Right showing HD and no ditheringphp?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/>*[Filehttp:Ps1_jitter//adb.arcadeitalia.gif|thumb|left|Example of jittering in PS1 games, which is more noticeable when emulating at higher internal resolutionsnet/lista_mame. (Click to play)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>
Several problems occur when 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 gamesgame (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 they become more noticeable at resolutions higher than native internal resolution when transactions.* However, a mounted image (Using '''Daemon Tools'''), running from a CD-ROM or using plugins which 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 increase read it like Edgbla, and the relevant patching programs (i.e., '''PPF-O-Matic''s GpuBladesoft, Pete's OpenGL2 and GSDX) are designed for that format. Though they're still apparent ''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 nativethe hex level). However, the low resolutionavailable burning programs are largely unable to read Clone CD format. '''ISObuster'''s aliasing and blurriness kills almost any visibility, hiding '''ImgBurn''' are good tools for some of the issuesaforementioned 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>
Jittering polygons are caused by low* The European regional versions of many PS1 games tended to have copy-precision fixedprotection 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-point 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 native resgame with File → Run CDrom (browse, essentiallyfind and select your CD image as the window pops up.) math::It's recommended you use the '''Eternal 1.41''' sound plugin with default settings along with this. And more accurate math where relevant helps, iThe '''SaPu''' CDRom Plugin v.e1. [[Recommended_PSX_Plugins#Video|GTE Accuracy]]0/1. Though it can often create holes in the seams3 is good if you're running official CDs. It also should be possible to implement more precise texturingespecially works well with '''Daemon Tools Lite''' or '''Alcohol 120%''' when mounting an image.
The PS1 hardware didn* If running '''ePSXe'''t have or a similar emulator on an old '''Windows''' OS (E.g., 9x, ME, 2000, XP), use [httpshttp://enradified.wikipedia.orgcom/wikiASPI/Z-buffering z-bufferforceaspi.htm ForceASPI]. The lack of to initialize the ASPI layer (For your disc drive) and a z-buffer causes things plugin like polygons popping over others'''P. Tekken character limbs are a good example to see thatE.Op.S.''' CDR Version 1.4 plugin or similar.Its theoretically possible Then set the plugin to implement Z-Buffer in PSX emulators"W2K/GPU pluginsXP IOCTL scsi commands" before running your PS1 CDs.<ref!-- 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: [httphttps://translatewww.googleyoutube.com/translatewatch?depthv=x8TO-nrUtSI Why PlayStation 1&hlGraphics Warped and Wobbled so much], [https://www.youtube.com/watch?v=en&ie7HOBQ7HifLE How the Sony PlayStation PS1 Security was defeated], [https://www.youtube.com/watch?v=UTF8&prevbi-Wzl6BwRM Why did the PlayStation 1 have so much Dithering?], [https://www.youtube.com/watch?v=_t&rurl=translatertE5hmlrcBo How the Sony PlayStation Net Yaroze DevKit brought Indie Game Development to Consoles]* [https://www.googlecopetti.pl&sl=ru&tl=en&u=httporg/writings/consoles/playstation/ Rodrigo Copetti: PlayStation Architecture analysis]* [https://forumyoutu.emube/XUwSOfQ1D3c Technology Connections: Sony's Clever but Flawed PlayStation Copy Protection-russia-And How They Might Have Fixed It]* [https://psdevwiki.com/ps1/ PSDevWiki: PlayStation 1]* [https://ps1.consoledev.net/viewtopicreverse_engineering/ consoledev: PlayStation 1]* [https://problemkaputt.php%3Fp%3D17237 gpuBladeSoft discussionde/psxspx-contents.htm no$psx: Playstation Specifications]<* [https://discord.com/channels/976404869386747954/ref>976414353161080832 ares discord channel ps1 group]* DuckStation discord channel (invites are disabled at the moment)
No texture perspective correction causes distortion to texture angles at certain viewing angles==See also==*[[Controllers#DualShock. Notably at the bottom near the camera2FDual_Analog_Controller. Which probably could be mitigated with modern texture filtering methods along with Perspective-correct texture mapping if someone implemented them in PSX emulators2FPlayStation_Controller|DualShock/GPU plugins.Dual Analog Controller and PlayStation Controller]]
==Resources==
* [http://ks23364ns348841.kimsufiip-91-121-109.comeu/psxdata/databasepsx/sitenews.html PlayStation DataCenter] - Tons of PSX 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)
==References==
[[Category:Consoles]]
[[Category:Home consoles]]
[[Category:Fifth-generation_video_game_consoles]]
[[Category:Sony consoles]]
[[Category:PlayStation emulators‎|*]]
[[Category:MAME Driver Status: Preliminary]]
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