RPCS3 is an open-source PlayStation 3 emulator and debugger written in C++, developed for Windows, Linux, macOS and FreeBSD
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We do not condone piracy of any kind. Asking for, providing or discussing illegal download links is not allowed in our communities.
Purchasing legitimate game copies, through the PlayStation Store or through acquiring game discs, and using those copies with RPCS3 is the best way to ensure you will have a clean copy that will work with the emulator. You can use your legal copies with RPCS3 by following the instructions in our Quickstart guide.
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Yes, you’ve read correctly. Many of the much awaited exclusives are now finally starting to be emulated by RPCS3. In this blog post, you’ll learn which games we know to have improved and how we’ve done it.
But first, check out this awesome teaser:
There were two main changes to the SPU emulation that brought us to this point of allowing so many newer titles to progress past ‘Intro.’ Let’s take a quick look at both individually.
SPU Interrupt Fix
Many titles in RPCS3 ‘hang’, but in the case of the titles mentioned above, they do not actually crash, and the fps counter would still change with just a black screen. This normally would be mistaken for RPCS3 just being slow and the game taking a bit to load, but opening up the debugger in RPCS3 tells a different story. The games would loop over the same code on both the PPU side and SPU side. In this case, they are waiting on something, but what?
‘The Last of Us’. More like – ‘The Last Loop That Will Ever Execute’
Moving the PC to address 0 of an SPU thread explains more. Most games will have just 0 (null) written there, but some actually have a branch there.
October was a huge month for RPCS3. Our lead graphics developer, kd-11, implemented High Resolution Rendering and made many improvements to the emulator. While Nekotekina made some general improvements to the emulator, which will be discussed in this report, he also bought some parts and assembled a new computer with a future-proof CPU which will allow him to debug RPCS3 more efficiently, faster, and allow him to make sure newer instruction sets like AVX-512 work properly with RPCS3 when the right time comes. You can find more details on the latter and also discuss further on it at https://www.patreon.com/posts/pursuing-avx-512-15151688
Starting off with the compatibility statistics as usual, the Intro/Loadable/Nothing categories keep growing small and Ingame/Playable titles keep increasing. We’ve also hit 500 playable games this month!
Looking at the GitHub statistics, 16 authors have pushed 131 commits to the master branch. Here 180 files have changed and there have been 12,626 additions and 5,068 deletions of lines of code. Below some of the major improvements from these code changes are summarized.
Veteran RPCS3 graphics developer kd-11 is joining Nekotekina’s Patreon. kd-11 has worked on RPCS3 since January 2016 and has since then fixed countless bugs in all graphics renderers and implemented a lot of missing functionality. Without his dedicated work, RPCS3 would certainly not be where it is today.
As you know lead core developer Nekotekina, who has worked on RPCS3 since 2013, launched his highly successful Patreon in January this year. Thanks to the overwhelming amount of support, he has been able to work on RPCS3 full time for 5 months now and the progress he has done is staggering. The RPCS3 team has discussed the best course of action for the road forward and have decided that the time is now right for kd-11 to join Nekotekina’s Patreon in order for him to obtain hardware necessary for development and testing.
As kd-11 works on the graphics side of things, especially the renderers using OpenGL, Vulkan, and D3D12 (Direct3D 12), modern hardware is required for development and testing. Ideally, he needs a modern AMD, Nvidia, and Intel GPU to easier identify bugs specific to one platform. Furthermore, kd-11 works as a consultant and therefore has the possibility to accept or turn down certain jobs. If support on Patreon reaches a certain level, he may be able to spend more time on the project.
As of now the goal is obtaining necessary hardware for development and testing:
– A modern AMD GPU that supports DirectX12 and Vulkan.
– A modern Nvidia GPU that supports DirectX12 and Vulkan.
– A modern Intel CPU where the iGPU supports DirectX12 and Vulkan
With the support of generous patrons kd-11 will be able to work on the following tasks:
– Investigate game specific bugs like the overly bright bloom in [redacted] or the overly dark lighting in Demon’s Souls.
– Improve performance and compatibility of all renderers.
– Enable Vulkan on Linux, which will bring a tremendous performance improvement for some games.
– Implement missing functionality that will fix various bugs in different games. For example, the broken shadows in many games including Demon’s Souls depend on this task.
– Properly support some PlayStation 3 features like MSAA that are lacking at the moment.
– Implement RSX reports which are missing at the moment.
– Enable higher rendering resolution to play games at any resolution, for example 4K instead of 720p in Demon’s Souls or [redacted].
– Enable extra graphics options to support extra rendering features, such as custom anti-aliasing modes.