Il s’agit du meilleur émulateur de PlayStation One, devant ePSXe et pSX.
Caractéristiques:
– CPU Recompiler/JIT (x86-64, armv7/AArch32, AArch64, RISC-V/RV64).
– Hardware (D3D11, D3D12, OpenGL, Vulkan, Metal) and software rendering.
– Upscaling, texture filtering, and true colour (24-bit) in hardware renderers.
– PGXP for geometry precision, texture correction, and depth buffer emulation.
– Adaptive downsampling filter.
– Post processing shader chains (GLSL and experimental Reshade FX).
– « Fast boot » for skipping BIOS splash/intro.
– Save state support.
– Windows, Linux, macOS support.
– Supports bin/cue images, raw bin/img files, MAME CHD, single-track ECM, MDS/MDF, and unencrypted PBP formats.
– Direct booting of homebrew executables.
– Direct loading of Portable Sound Format (psf) files.
– Digital and analog controllers for input (rumble is forwarded to host).
– Namco GunCon lightgun support (simulated with mouse).
– NeGcon support.
– Qt and « Big Picture » UI.
– Automatic updates with preview and latest channels.
– Automatic content scanning – game titles/hashes are provided by redump.org.
– Optional automatic switching of memory cards for each game.
– Supports loading cheats from existing lists.
– Memory card editor and save importer.
– Emulated CPU overclocking.
– Integrated and remote debugging.
– Multitap controllers (up to 8 devices).
– RetroAchievements.
– Automatic loading/applying of PPF patches.
Configuration requise:
– Windows 10/11 (7/8/8.1 here), Linux (AppImage/Flatpak), macOS.
– A CPU faster than a potato. But it needs to be x86_64, AArch32/armv7, AArch64/ARMv8, or RISC-V/RV64.
– For the hardware renderers, a GPU capable of OpenGL 3.1/OpenGL ES 3.1/Direct3D 11 Feature Level 10.0 (or Vulkan 1.0) and above. So, basically anything made in the last 10 years or so.
– SDL, XInput or DInput compatible game controller (e.g. XB360/XBOne/XBSeries). DualShock 3 users on Windows will need to install the official DualShock 3 drivers included as part of PlayStation Now.
Les améliorations sont:
Preview Build:
– Clear pending bus error when interpreting block (Stenzek)
– Enable SIO2 on any unknown BIOS (Stenzek)
– Update Korean translation by Hack茶ん (Stenzek)
Stable Build (or rolling release):
– GameDB: add Digital Contoller support for The Adventure of Little Ralph (Demo) (#3401)
– Deps: April updates
– GPUDevice: Fix/improve compute shader support
– PostProcessing/FX: Allow frametime as int
– PostProcessing/FX: Allow use of fixed-size render targets
– PostProcessing/FX: Alternate between two ‘backbuffers’
– PostProcessing/FX: Add support for compute shaders
– PostProcessing: Display compile errors in OSD
– D3D12Device: Fix GPU-based validation being unconditionally enabled
– PostProcessing: Show Reshade ui_text style help text
– Hotkeys: Rearrange categories for some shortcuts and improve naming
– Achievements: Improve HC self-disable
– BIOS: SCPH-7000W is region-free
– GPU: Implement MMPX texture filter
– Data: Update SDL game controller database
– README: Add link to old releases repository
– dep/reshadefx: Don’t unconditionally emit point size variable
– FullscreenUI: Fix Toggle Fast Forward being disabled
– FullscreenUI: Fix long lists not scrolling to selected item
– Qt: Fix game list achievement icon spacing at 100% DPI
– GPU/HW: Add Scale2x/Scale3x texture filters
– ShaderGen: Emit packUnorm4x8() for GLSL ES 3.0
– CPU: Correctly mask upper 1.5GB of KUSEG
– SPU: Add VU meter display in debug/devel builds
– SPU: Devel build fix
– CI/AppImage: Include libcom_err.so.2 in cross appimages
– FullscreenUI: Android build fix
– ShaderGen: Don’t useVERSIONfor polyfill
– FullscreenUI: Fix call of moved-from function
– FullscreenUI: Fix load-and-resume-state HC popup