ScePSX Beta 0.1.6

Felipe

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ScePSX - A Lightweight PS1 emulator Fully Developed in C#​

License GitHub Release Language Build Status

Key Features 🎮


  • Save States: Save and load game progress at any time.
  • Multi-Renderer Support: Dynamically switch between D2D, D3D, OpenGL, and Vulkan renderers to adapt to different hardware configurations.
  • ReShade Integration: ReShade post-processing effects supported on D3D, OpenGL, and Vulkan for enhanced graphics.
  • Resolution Scaling: Hardware backend supports up to 4K native resolution output, while the software backend improves visuals through xBR and JINC scaling.
  • Memory Tools: Memory editing and search functionality for advanced users to modify game behavior.
  • Cheat Support: Enable cheat codes to unlock hidden content or adjust game difficulty.
  • Online Multiplayer: Supports networked gameplay to relive classic gaming experiences.
  • Save Management: Easily manage multiple save files.

The English version is available starting from Beta 0.1.0.

Version 0.1.6 Release Notes​


Vulkan Hardware GPU Backend​


  • New Hardware GPU Backend:
    • Integrated Vulkan graphics interface, enabling dual hardware acceleration architecture (OpenGL/Vulkan).
    • Resolution scaling: Supports up to 12x native resolution output.
    • Dynamic Rendering Mode:
      • New intelligent adaptation strategy:
        • OpenGL/Vulkan hardware acceleration enabled by default (OpenGL recommended)
        • Switch to software rendering mode in settings when using pixel art with ReShade post-processing
  • Compatibility Notes:
    • System Requirements: Vulkan backend requires GPU supporting Vulkan 1.1+ (NVIDIA/AMD mainstream models compatible).
    • Known Issues:
      • Some ReShade effect scripts may conflict with instant save/load.
      • Temporary solution: Switch to D2D mode before save/load operations.

Custom Game Support​


  • Supports loading unpackaged indie games (single-file/multi-file structures)
  • Note: Slightly longer loading times due to real-time resource parsing
  • Developer-friendly: Direct execution of raw project files

Peripheral Compatibility Improvements​


  • Extended controller support:
    • Place ControllerDB.txt configuration file in emulator root directory
    • Emulator will auto-detect and load new device drivers

PGXP Feature Update​


  • PGXP precision optimization fixes postponed to v0.1.7 due to Vulkan backend prioritization

 
...or you could just use Duckstation.
duckstation don't have online support and it don't support custom games from what i know, and it's always good to see this kind of project, after all, years ago duckstation was unthinkable to become better than epsxe... and look at it now, it's become the best ps1 emulator, so i really wanna see if this emulator does what the others couldn't do with the online play, and hope they add achievement support via retroachievements too, even if i don't use it, others does
 
"Sir, I see that you have a wonderful car already; perfectly balanced, sleek, modern and economical. That said, we have an all new car for you to ponder on!"

"Uhh..."
 
I agree, more options that are easy on CPU/RAM/GPU the better. Specially when there are games that dont run well in certain emulators.

I need to check their ReShade integration. Last time I checked Duckstation only came with maybe CRTLottes. If they get the full package of CRT shaders ported from Retroarch already integrated it could be really interesting.
 
Jokes aside on my part, this is really cool. I wonder if their PXGP implementation will differ.
 
I need to check their ReShade integration. Last time I checked Duckstation only came with maybe CRTLottes. If they get the full package of CRT shaders ported from Retroarch already integrated it could be really interesting.
Never used filters with duckstation. MSAA/SSAA dont make the games look good, at least not in my opinion. Also. I got a weird bug with duckstation with legend of dragoon where the characters would always run even with the running button not being pressed. I played with it nevertheless but it's good to have options.
 
I need to check their ReShade integration. Last time I checked Duckstation only came with maybe CRTLottes. If they get the full package of CRT shaders ported from Retroarch already integrated it could be really interesting.
They have a few more now, but you can freely add .gsl shaders into the /shaders directory.
 
what i like in this new emu is the build with the ReShade already configured and included
 
They have a few more now, but you can freely add .gsl shaders into the /shaders directory.

They added a few more rudimentary ones but it's not there yet to the level of Retroarch IMO. I wish it had the same level of tweakability with in game menu parameters, and slang.

In the end I could still use ShaderGlass anyway, but capturing adds a bit of latency I think.
 
Looks interesting, will check this out later.
 
another update :

Version 0.1.6.3 Update Notes

Added CDROM Speed Adjustment Feature

  • Added CDROM speed adjustment (1-10x).
  • Note:
    • Some games may experience compatibility issues if the speed is adjusted too high/low.

Compatibility Fixes

  • Added CDROM speed adjustment to resolve missing textures in certain games.
    • Example: For games like Captain Commando with texture loss, setting the speed to 1x resolves the issue.
 

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