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Despite the general idea that the complexity of the PlayStation 3's Cell architecture would prevent it from being emulated,[4] RPCS3 released on May 23, 2011, by programmers DH and Hykem as a working emulator.[5] The developers initially hosted the project on Google Code and eventually moved it to GitHub on August 27, 2013. The emulator was first able to successfully run simple homebrew projects in September 2011[6] and got its first public release in June 2012 as v0.0.0.2.[7]

On February 9, 2017, RPCS3 received its first implementation of a PPU thread scheduler, enhancing its emulation of the many-core Cell microprocessor.[8] On February 16, 2017, RPCS3 gained the ability to install official PlayStation 3 firmware directly to its core file system.[9] In May 2017, it was reported that the implementation of the Vulkan graphics API had shown some performance improvements approaching 400%, pushing several games into "playable" status.[10]

Atlus DMCA takedown notice


RPCS3 received significant media attention in April 2017 for its ability to emulate Persona 5, achieving playability prior to the game's Western release date.[11][12][13][14] In September 2017, Persona developer Atlus issued a DMCA takedown notice against RPCS3's Patreon page. The action was motivated by the Patreon page making frequent mentions on the emulator's progress on emulating Persona 5. The demand, however, was settled by only removing all Persona 5 references from the page.[15][16]

Cloud gaming platforms operate in a similar manner to remote desktops and video on demand services;[3] games are stored and executed remotely on a provider's dedicated hardware, and streamed as video to a player's device via client software. The client software handles the player's inputs, which are sent back to the server and executed in-game.[3] Some cloud gaming services are based on access to a virtualized Windows environment, allowing users to download and install service clients and games as they normally would on a local computer.[4][5][6]

Cloud gaming can be advantageous as it eliminates the need to purchase expensive computer hardware or install games directly onto a local game system. Cloud gaming can be made available on a wide range of computing devices, including mobile devices such as smartphones and tablets, digital media players, or a proprietary thin client-like device.[7][3][8] Some services may offer additional features to take advantage of this model, including the ability for a viewer to join a player's session and temporarily take control of the game.[9]

However, cloud gaming requires a reliable, high-speed connection to the Internet. This can be a limitation for users in areas with lack of such options or where data caps may limit usage. Even with high-speed connections available, traffic congestion and other issues affecting network latency can affect the performance of cloud gaming.[7] Further, the costs of cloud gaming shift from traditional distribution through retail outlets and digital storefronts to the data servers that run the cloud gaming services. 

Novel cost structures are required to cover these operating costs compared to traditional distribution. This had typically be a base subscription model but service have also included costs to buy games to be run on the cloud service, even through the user does not own the game in the same fashion as with retail or digital distribution.[7]



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