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开源PlayStation4模拟器 ShadPS4 v0.10.0 中文绿色版

介绍

官方网站:https://shadps4.net/

ShadPS4 是一个相对较新的模拟器项目,但它的发展速度却令人瞩目。自 2024 年以来,这个由一群热情的技术爱好者和开发者组成的团队不断推陈出新,通过深度学习、机器学习以及先进的算法,如生成对抗网络(GAN)和变分自编码器(VAE),为 PC 用户带来了前所未有的游戏体验。特别是对于那些追求高画质和流畅度的玩家来说,ShadPS4 提供了一个全新的选择。

软件截图

软件特点

ShadPS4 的性能表现是其最大的亮点之一。YouTube 知名频道 BrutalSam 在其视频评测中对这款模拟器给予了高度评价。从《重力异想世界:重制版》到《血源诅咒》,ShadPS4 展现出了极高的兼容性,尽管部分游戏仍存在性能问题或画面故障,但模拟器已经成功地让这些游戏在 PC 上运行起来。尤其是《血源诅咒》,经过数月的快速迭代,该游戏的运行效果已经从勉强可玩提升到了流畅运行,给玩家带来了极大的惊喜。

hadPS4 采用模块化设计,通过 C++ 语言构建了完整的 PS4 系统模拟层。其核心组件包括:

  1. CPU 虚拟化引擎:支持 AMD Jaguar 架构指令集转译,实现与 PC 端 x86 处理器的高效协同
  2. GPU 模拟系统:基于 Vulkan API 的图形渲染管线,兼容 NVIDIA/AMD 主流显卡
  3. 内存管理模块:动态分配虚拟内存空间,支持最大 16GB 显存扩展
  4. 文件系统模拟器:完整解析 PS4 游戏 pkg 格式,支持增量更新与 DLC 安装

值得注意的是,shadPS4 创新性地采用了 “分层编译” 技术。在游戏运行时,系统会将 PS4 二进制代码分解为基础指令集和图形渲染指令,分别通过即时编译器(JIT)和着色器预编译优化执行效率。这种双轨并行的编译方式,使《血源诅咒》在 RTX 4070Ti 显卡上可稳定运行于 1080p/60 帧。

不仅如此,ShadPS4 还激发了MOD社区的热情。例如,fromsoftserve 的“Remaster”项目通过引入更多的点光源、更丰富的视差遮挡贴图以及调整反射贴图等手段,极大地提升了游戏的画面效果,使游戏更加细腻逼真。此外,该模拟器还允许玩家解锁游戏帧数,虽然目前这项功能还在实验阶段,但它无疑为未来提供了无限可能。

更新日志

ShadPS4 0.10.0
Jul 7, 2025
Core:
devtools: Add Module Viewer
equeue: fix WaitEqueue assert on nullptr and move small timer check to WaitForEvents
Memory Cleanup & Fixes (like, a lot of them)
Pthread affinity fixups
Emulate libSceGnmDriver’s init behavior
equeue: Fix passing user data in user-triggered equeue events
memory: Reduce clamp threshold to 2MB
Improved sceKernelMapNamedFlexibleMemory logging and add misc function exports
cpu_patches: Patch movntss and movntsd
equeue: HrTimer fixes
filesystem: Fixes for posix_rename and write
input: Silence unmapped keybind mappings and add XBox paddles
input: Replace Back Button Behaviour with a rebindable solution for touchpad left, right and center
input: Emulate motion controls with a mouse
input: Code and documentation cleanup
kernel: Check returned module in sceKernelGetModuleInfoFromAddr
bit_array: Remove non const operator~
settings: Update outdated config files on startup
Libs:
Added libSceCompanionUtil, libSceVoice stubs
net: Implemented sceNetInetNtop
pad: Fix touchpad handling and change gyro calculation
np_manager: Add option to fake user being signed in to PSN
zlib: Fix request queues
video_out: fix sceVideoOutGetResolutionStatus error behavior
videodec2: Update structs to match newer firmwares
np_trophy: Change initial context and handle values
np_trophy: Fix potential out of bound crash
kernel: Stub out SetGPO and GetGPI
ngs2: Initialize system handle in HLE Ngs2 library
video_out: Add alternate code paths for handling legacy struct behavior in sceVideodec2GetPictureInfo
Shader recompiler:
Fix incorrect float type on FPRecip64
Implemented opcodes: V_CVT_F64_U32, V_RCP_LEGACY_F32, S_FLBIT_I32_B64, BUFFER_ATOMIC_CMPSWAP, DS_READ_U16, DS_WRITE_B16, DS_ADD_U64, BUFFER_ATOMIC_SMAX_X2, BUFFER_ATOMIC_<U|S><MAX|MIN>_X2 and V_CMP_EQ_U64
Misc opcode fixes
Handle R128 bit in MIMG instructions
Provide custom border color to samplers
Implement dual source blending
Implement linear interpolation support
Better handling of geometry shader scenario G
Patch SRT walker on segfault
Cleanup fragment attribute handling
Various fixes to shared memory and atomics
Reduce cases where shared memory to buffer pass is needed
Fix shared memory definition when only one type is used
Handle immediate inline samplers
Fix some shared memory accesses when workgroup struct is omitted
Implement buffer atomic fmin/fmax instructions
Fix handling unbound depth image
Optimize general case of buffer addressing
Mark image as written when its used with atomics
GPU:
video_core: Implement Direct Memory Access
Fix image extent in buffer copy to image
texture_cache: Handle overlap with equal address and different tiling mode
liverpool: Stub PM4 opcodes 0x8E (GetLodStats) and 0x20 (SetPredication)
liverpool: Implement PM4 opcode 0x22 (CondExec)
texture_cache: Fix ExpandImage behaviour
buffer_cache: Better image search for buffer validation
texture_cache: Handle compressed views of uncompressed images
buffer_cache: Inline data to cpu unless gpu modified
tile_manager: Downgrade assert to error
texture_cache: Basic handling of partially resident images
liverpool: Handle PM4 type 2 in acb
vulkan: Fix two validation errors introduced by shared memory changes
texture_cache: Implement color<->depth copies
buffer_cache: Bump device local staging buffer size
texture_cache: Implement color to multisampled depth blit pass
vulkan: Enable sampleRateShading
vulkan: Log improper image format uses
video_core: Page manager/region manager optimization
video_core: Page manager and memory tracker improvements
vk_rasterizer: Use shared_first_mutex
vector_alu: Improve handling of mbcnt append/consume patterns
buffer_cache: Fix various thread races on data upload and invalidation
GUI:
translations: A yes amount of Crowdin updates
auto_update: Fix Changelog Error
game_list: Set Minimum Icon Size List to 48
qt: Update to 6.9.1
qt: save gui settings to separate file
remapping_gui: If duplicate unique inputs found, show which buttons have duplicates
remapping_gui: Update gui with new touchpad inputs
game_list: Favorites in the game list
remapping_gui: Rewrite the Controller menu and add minor fixes to the Keyboard & Mouse one
Misc:
fork_detection: Fix SSH remote links
building: Add missing dependency for Fedora
launch: Launch games by providing their folder instead of the eboot path
launch: Add option to ignore game patch
building: Changed package name to openal-soft-devel reflecting the fedora name package change
ci: Work around Qt issue on new Xcode
building: add CMakePresets.json and expand the number of configurations
building: Update note on recursive cloning
building: Autodetect Qt install path on Windows

下载地址

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