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    You are at:Home » ESP32-P4 Tomb Raider Port Runs at 30 FPS on a £5 Chip
    Technology

    ESP32-P4 Tomb Raider Port Runs at 30 FPS on a £5 Chip

    Mark SpicerBy Mark SpicerOctober 1, 2026No Comments4 Mins Read
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    ESP32-P4 Tomb Raider port
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    The ESP32-P4 Tomb Raider port built by [alexkid77] is exactly the kind of project that makes you stare at your old PlayStation collection and feel genuinely conflicted. Running the classic game at a smooth 30 frames per second with fully integrated stereo audio, on hardware that costs a fraction of a vintage console, it is a demonstration of just how far the microcontroller world has travelled.

    What [alexkid77] has built is not a PlayStation emulator. Instead, the project takes OpenLara, an open-source re-implementation of the original Tomb Raider engine, and ports it to run natively on the ESP32-P4. That distinction matters. OpenLara gives the project a clean, well-understood codebase to work with rather than asking the chip to pretend to be a MIPS-based console from 1994. The game is recognisably Tomb Raider, Lara and all, but the path to getting it running is altogether more elegant.

    What the ESP32-P4 Tomb Raider Port Actually Does

    The rendering runs in software at 320×240 pixels, which is then hardware-scaled up to 1024×600 via the Pixel Processing Accelerator (PPA) built into the chip. That hardware scaler is doing real work here: software rendering at native 1024×600 on a microcontroller would be a very different proposition. The result, according to the GitHub project README, is a steady 30 FPS with audio running alongside without compromise.

    Audio comes via a stereo ES8311 codec, and input is handled through a USB HID keyboard. Neither of those is a dramatic hack: the ESP32-P4’s peripheral support makes both straightforward to wire up. The result is something genuinely playable rather than a technical curiosity that judders along at single-digit frame rates.

    Processing headroom comes from the chip’s dual-core architecture. The ESP32-P4 runs two cores at up to 400 MHz each, giving the software renderer enough breathing room to keep pace with OpenLara’s demands. That is a long way from the 3.58 MHz of a ZX Spectrum, or even the 7.16 MHz of a BBC Micro Model B, and it is a measure of how the microcontroller landscape has shifted that we are now talking about dual-core 400 MHz parts in the same breath as hobbyist weekend projects.

    Silicon That Was Designed for Bigger Things

    It is worth understanding what the ESP32-P4 actually is, because Tomb Raider barely scratches its ceiling. Espressif Systems built the chip around a dual-core RISC-V CPU, and alongside the PPA it integrates hardware H.264 video encoding capable of handling 1080p at 30fps. There are also hardware security accelerators on board. This is a chip designed with embedded vision, audio processing and secure IoT applications in mind. Running a 1996 game engine in software is, from the chip’s perspective, a light afternoon’s work.

    That H.264 capability is an interesting footnote here. The same hardware that could be encoding security camera footage at full HD resolution is instead standing by while the software renderer pushes Tomb Raider’s polygon count around at 320×240. The PPA picks up the scaling duties, and the rest of the silicon sits largely idle. Future projects pushing the ESP32-P4 harder in the media processing direction would be well worth watching.

    The broader point [alexkid77] illustrates is one the retro-computing community has been tracking for years. As Hackaday notes, the economics of getting Tomb Raider running on an ESP32-P4 paired with a cheap LCD display may well undercut the cost of hunting down a working PlayStation and an original game disc in 2026. The secondary market for PlayStation hardware and PAL software is not getting cheaper, and sourcing a copy in good condition takes time as well as money.

    There is something pleasingly circular about the whole enterprise. The original Tomb Raider was a technical showpiece, pushing the PlayStation’s geometry engine and texture-mapping capabilities to demonstrate what a dedicated games console could do that a home computer could not. Now a microcontroller designed for security cameras and IoT sensors is running the same game engine in its spare time, scaled up to a higher resolution than the PlayStation ever managed, and doing it for considerably less than the price of a memory card.

    The project files and build instructions are available on the GitHub repository, and the OpenLara engine it builds on is open-source, so the path from chip to playable game is well-documented for anyone who wants to follow it.

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    Mark Spicer

    Mark Spicer has been working in and writing about technology for the better part of two decades. He started as a systems administrator at a financial services firm, moved into IT consulting, and spent six years at a fintech building payment infrastructure before going freelance. He writes about fintech, enterprise software, cybersecurity, and the technology decisions that companies make badly and expensively. He has migrated enough legacy systems to know that 'digital transformation' usually means 'we should have done this five years ago'. Mark lives in Reading. He still builds PCs for fun and considers the command line a perfectly good user interface.

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