Best compatibility, best documented, and most clean "plugin" for psx is actually the vulkan renderer for beetle/mednafen core. Like hizzlekizzle said, the limitation of fixed-function is the problem (non present in vulkan). From my understanding, the main problem is that on opengl (<4.0 at least), you can not read and write to the same texture, where this is exactly what psx does with its main buffer. To overcome this limitation, the coders developed many special cases, and there is where game-specifick hacks enter the party. Meanwhile, iCatButler developed PGXP, the biggest improvment noticable from users in years. PGXP is a set of functions for getting high precision geometry from the jittering mess that is GTE: this mean swhoobly geometries and distorted textures of original hardware are (mostly) gone. It's present in the vulkan renderer, but its current edge devoloping is made here https://github.com/iCatButler/pcsxr and discussed here http://ngemu.com/threads/pcsxr-pgxp.186369/ The actual goal (with better compatibility, of course) is get a precise depth-buffer, allowing depth-shaders like ssao and dof, and in the future per-pixel lightining instead of original per-vertex. Very strangely, nobody seams to know it or care! For me, once you use it you can not come back (otherwhise using original resolution that I hate in 3d games).
>PCSX Reloaded
> XEBRA
Not open source, not sure how to verify without getting into disassembling the EXE. But it has an option to load a BIOS file, I'm guessing they're also using their own HLE implementation. If they included the original BIOS, wouldn't be much point in offering the option in loading your own.
If they're talking about iCatButler's fork of PCSXR-PGXP, it's really not bad at all. Before DuckStation was viable, I was building it from source in Visual Studio 2019 and it always worked very well for me.
>For plug and play you really can’t get better than ePSXe.
PCSXR-PGXP is definitely objectively better than ePSXe, since it's effectively the same thing at the end of the day in terms of user interface and supported plugins, but with a more up-to-date codebase and added PGXP support.
I build it directly from the Github repo I linked in Visual Studio 2019 and it works really well, but if you're not able to do that, you can grab this build of the last commit from EmuCR.
All of that said though, DuckStation is certainly really promising as well in terms of being a true "normal desktop application" successor to ePSXe / PCSXR.
Copyleft lizenzen unterbinden soetwas nicht. Copyleft sagt nur: "Wenn du das nutzt, musst du deine Version des Quelltextes anderen bereitstellen - unter der gleichen Lizenz."
Es mag vielleicht ein paar Copyleft-Lizenzen geben die kommerzielle Nutzung untersagen, aber das entspricht dann nicht mehr der OSI-Definition von "Open Source" - oder gar dem üblichem Sprachgebrauch.
Der Emulator den Sony verwendet hat ist übrigens unter der GPLv3 lizensiert:
https://github.com/iCatButler/pcsxr/blob/master/COPYING
Edit: Sony hat praktischerweise auch eine Liste mit verwendeten Open Source produkten für die PS Classic:
https://doc.dl.playstation.net/doc/psclassic-oss/
Da ist auch - Lizenzkonform - der Lizenztext und der Quellcode des Emulators verfügbar.
I don't know why you keep mentioned ePSXe.
I build this person's fork of PCSXR (which has the added PGXP functionality and is overall not "outdated" in any way) from source with Visual Studio 2019.
Putting graphics aside entirely, it's much faster than Beetle (in part just because PCSX-R has been fully DynaRec-based for a very long time).
Where can I find the linux build for pcsxr-pgxp?
It's not available in my distros repositories, so I figured I would just get it's code from github and compile it myself. Looking at the wiki (and the wiki says a linux version is available, btw), it points me here. The download only contains the Windows version. And the github link looks like it points to pcsxr (https://github.com/iCatButler/pcsxr), not the fork, pcsxr-pgxp.