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A PSP emulator for Android, Windows, Mac and Linux, written in C++.
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The PPSSPP core supports [OpenGL](#opengl), [Vulkan](#vulkan), and [Direct3D 11](#d3d11) rendering.
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A fast and portable PSP emulator written in C++. No BIOS file required to play, PPSSPP is an "HLE" emulator. Default settings balance good compatibility and speed.
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The PPSSPP core has been authored by
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A summary of the licenses behind RetroArch and its cores can be found [here](../development/licenses.md).
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## Requirements
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- OpenGL/Open GL ES 2.0 or higher for the OpenGL renderer.
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- Vulkan for the Vulkan renderer.
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- Direct3D 11 for the Direct3D 11 renderer.
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## BIOS
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## Setup (Required!!)
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The PPSSPP core requires assets files to be fully functional.
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The PPSSPP core requires some helper files to be fully functional, including assets such as fonts and backgrounds that are required for memory card screens, and per-game settings that are loaded automatically for compatibility/bugfixing.
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Assets such as fonts and backgrounds that are required for memory card screens.
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In order to acquire PPSSPP's assets files and install them succcessfully, follow these steps.
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In order to acquire PPSSPP's assets files and install them succcessfully, follow these steps:
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!!! info
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Lakka users do not need to follow these steps. Lakka image ships with the assets already included. Those assets are compatible with the version of the core provided in the Lakka image. Using not compatible assets may lead to unexpected results.
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### Installing from the 'Core System Files Downloader'
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If your frontend version has `Main Menu > Online Updater > Core System Files Downloader` then that's the easiest solution, just download 'PPSSPP.zip' from that menu and you're all done!
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If your frontend version has `Main Menu > Online Updater > Core System Files Downloader` then that's the easiest solution. Just download 'PPSSPP.zip' from that menu and you're all done!
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### Installing from the GitHub repo
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- .cso
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- .prx
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- .pbp
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- .chd
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RetroArch database(s) that are associated with the PPSSPP core:
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| Crop Overscan | ✕ |
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| LEDs | ✕ |
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**Texture Replacement Packs**
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High-resolution texture packs can be used by extracting any archives and placing the contents into the frontend's 'saves' directory, in a directory under PSP/TEXTURES, named for the [game's ID code](https://www.scribd.com/document/515954071/PSP-Game-IDs).
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**Netplay**
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PPSSPP-libretro can utilize the same netplay services provided by the standalone PPSSPP application by entering the desired network address in the core options, under the 'network' category. See [the upstream documentation](https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP) for further details on setup.
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## Directories
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The PPSSPP core's library name is 'PPSSPP'
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├── flash0/ (Font override for real fonts dumped from PSP system)
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├── Cheats/ (Internal Cheats directory, disabled by default)
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├── GAME/ (DLC directory)
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└── SYSTEM/
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├── SYSTEM/
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└── CACHE/ (Shader cache)
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└── TEXTURES/
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└── [GAME_ID] (Extracted textures; enabled via core option)
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```
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**Frontend's State directory**
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RetroArch\saves\PPSSPP\PSP\GAME\
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## OpenGL
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PPSSPP's OpenGL renderer can be used by setting RetroArch's video driver to gl.
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## Hardware Rendering
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The common option for all operating systems is OpenGL, requiring hardware that supports OpenGL/Open GL ES 2.0 or higher. It is an older, pre-Vulkan API, slower than Vulkan but with better compatibility. If you encounter problems with other APIs, try this one.
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-**OpenGL**
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## Vulkan
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PPSSPP's OpenGL renderer can be used by setting RetroArch's video driver to gl or glcore (where available).
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PPSSPP's Vulkan renderer can be used by setting RetroArch's video driver to vulkan.
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This renderer requires hardware that supports OpenGL/Open GL ES 2.0 or higher. It is an older, pre-Vulkan API, which is slower but with better compatibility. If you encounter problems with other APIs, try this one.
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This is the latest and fastest API currently. It is most recommended for demanding less of your CPU, thus being the fastest.
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-**Vulkan**
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## D3D11
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PPSSPP's Vulkan renderer can be used by setting RetroArch's video driver to vulkan. This is the latest and fastest API currently. It is most recommended for demanding less of your CPU, thus being the fastest.
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PPSSPP's Direct3D 11 renderer can be used by setting RetroArch's video driver to d3d11.
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-**D3D11**
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In some cases Direct3D 11 may offer better performance than OpenGL, especially on integrated Intel graphics.
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PPSSPP's Direct3D 11 renderer can be used by setting RetroArch's video driver to d3d11. In some cases Direct3D 11 may offer better performance than OpenGL, especially on integrated Intel graphics.
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## Core options
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The PPSSPP core has the following option(s) that can be tweaked from the core options menu. The default setting is bolded.
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Settings with (Restart) means that core has to be closed for the new setting to be applied on next launch.
The jit setting enables the Dynamic Recomplier (Dynarec) for CPU emulation. The Dynarec is much faster than the interpreter setting and is the default, recommended mode for supported architectures.
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The IR jit setting might be worth trying against games which are broken in the other two settings.
This option avoids some memory accesses by caching information, however a few games may have problems when this option is enabled, most run with no problem.
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-**Ignore Bad Memory Accesses**
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-**I/O Timing Method**
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-**Force Real Clock Sync**
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-**Locked CPU Speed**[ppsspp_locked_cpu_speed] (**off**|222MHz|266MHz|333MHz)
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Allows you to lock the internal CPU clock of the emulator (of the emulated CPU).
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Buffered mode renders graphics close to what is in the actual PSP, with all the effects and with the least possible bugs.
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### Video
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Nonbuffered mode skips most heavier graphics effects like blur, bloom, reflections, shadows, and more. It can be used as a speed hack if it is underperforming because of a weak GPU.
**The 'Software Rendering' core option must be set to OFF for this to have any effect.**
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This option only selects the optimal number of frames to skip to not to compromise both gameplay. The max frames to be skipped can be limited in the Frameskip option.
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Controls the internal resolution of the graphics, significant performance impact if your GPU is not powerful enough for certain resolutions.
This option skips image frames to increase the emulation speed. They can be skipped between 1 and 8 frames every second. Using this option can give the impression of the game running faster but with stuttering, and this increases the amount of frames to be skipped you select. This option is only effective when your processor is powerful enough.
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-**Force Max FPS**[ppsspp_force_max_fps] (**disabled**|enabled)
This option only selects the optimal number of frames to skip to not to compromise both gameplay. The max frames to be skipped can be limited in the Frameskip option.
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Prevents FPS form exceeding 60.
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-**Render Duplicate Frames to 60 Hz**
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This option was created in order to help God of War games that used to have a performance problem because the FPS were higher than normal. This option locks the FPS to 60 to avoid this problem.
Controls the internal resolution of the graphics, significant performance impact if your GPU is not powerful enough for certain resolutions.
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Choose the Texture Upscale Type.
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xBRZ is overall the best option while Hybrid is a slower version of xBRZ and doesn't offers much difference, Hybrid + Bicubic is the slowest one using two effects.
This option avoids some memory accesses by caching information, however a few games may have problems when this option is enabled, most run with no problem.
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-**Analog Deadzone**
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Additional deadzone to apply after frontend input.
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-**Block Transfer GPU**[ppsspp_block_transfer_gpu] (**enabled**|disabled)
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-**Analog Axis Scale**
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Additional sensitivity to apply after frontend input.
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This option simulates support for rendering effects not supported by current hardware, but supported by PSP hardware. Fixes multiple graphics problems in a number of games, but decreases performance on weaker GPUs (on smartphones). Disabling can greatly impact performance, and can be a great help in games that do not need this option enabled.
Faster, but can cause text problems in a few games.
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Choose the Texture Upscale Type.
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-**Spline/Bezier Curves Quality**
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Only used by some games, controls smoothness of curves.
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xBRZ is overall the best option while Hybrid is a slower version of xBRZ and doesn't offers much difference, Hybrid + Bicubic is the slowest one using two effects.
Uses the hardware to generate lighting and shading effects. With this option disabled performance may drop a lot on weak GPUs. Bugs are rare, but if found, can be disabled for testing.
Uses vertex cache to improve performance in few games, in rare cases can cause glitches in geometry. Some games have reduced performance with this option enabled. This option mostly benefits OpenGL API, doesn't need to be enabled to other backends.
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