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PlayStation emulators

580 bytes added, 13:40, 22 July 2017
Rendering Quirks
==Emulation issues==
===Rendering Quirks===
[[File:Cheryl_compared.png|thumb|350pxleft|300px|'''Left showing native ''': Native resolution and unblended dithering. <br/>'''Right showing HD ''': Higher internal resolution and no dithering.]][[File:Ps1_jitter.gif|thumb|left|Example of jittering Jittering in PS1 games, which is can stick out more noticeable when emulating at using higher internal resolutions. (Click <small>This full-color GIF may require you to play)view its page to see the animation.</small>]]The PS1 used some PlayStation takes shortcuts when rendering shortcuts to make the as a result of making most of the hardware available at the time, which and this can cause some quirks that become even more noticeable when rendering with an increased the internal resolutionincreases.
Jittering polygons are caused by Polygons can jitter as a result of low-precision fixed-point (to the native resolution) math. This issue , but this is mostly unnoticeable at native resolutions. [[Mednafen|Mednafen-libretro]] and PGXP attempt Emulators that have the ability to increase the internal resolution have attempted to fix this.
The PS1 hardware didn't have a There is no [https://en.wikipedia.org/wiki/Z-buffering z-buffer]in the hardware. The lack of a z-buffer causes This can cause things like polygons popping to pop over others. ; the limbs on Tekken character limbs characters are a good example to see thatof this. It's is theoretically possible to implement z-buffer in PS1 emulators/GPU pluginsthis, but it wouldn't be accurate to the hardware.<ref>[https://translate.google.com/translate?sl=ru&tl=en&u=http://forum.emu-russia.net/viewtopic.php?p=17237 gpuBladeSoft discussion]</ref>
No texture When textures don't have perspective correction causes distortion applied to textures at them, certain viewing anglescan make them distorted, notably at more so when an object is near the bottom near edge of the cameraup close. Along with low-precision math, this is a major factor in the apparent jitteryness of PS1 games. Perspective-correct texture mapping This has recently been added to PCSX-R solved in the PGXP forkat least one emulator.
On real hardware, many PS1 Many PlayStation games displayed dithering dither to varying degrees due to having a low color depth. This On most TVs, this dithering would blend on most TVs in order to make new colors and smooth gradients. Most hardwarePlugin-rendered 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. A few The emulators that use software-rendered emulators, such as PCSX-reARMed rendering and [[Mednafen|Mednafen-libretro]], can increase the internal resolution are capable of increasing internal resolution while still retaining dithering, which keeps for the shading/and texturing aspect while making , and it 's made more subtle by making shrinking the dithering artifacts smaller. ===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 that has connectable parts and plugs 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 common game.*No third-party controller and memory card connector has gotten support by 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===
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