Tutorial  Updated

PS5 Exploit Guide

PS5 Hack Status:


FW Ranges:
2.XX = KEX+HV: PS4/5 backups, possible keys exploit (WK: 2.50 best / 2.7X max)
3.XX = KEX+HV+Linux: PS4/5 backups, possible keys exploit (WK/BD/LUA: 3.20 best / 3.21 max)
4.XX = KEX+HV+Linux: PS4/5 backups (WK/BD/LUA (Y2/NF/YARPE 4.03+): 4.50 best / 4.51 max)
5.XX = KEX+HV+Linux: PS4/5 backups (
WK/BD/Y2/NF/LUA/YARPE: 5.50 best + max)

6.XX = KEX: PS4/5 backups (KEX+HV+Linux: 6.02 max) (WK/BD/Y2/NF/LUA/YARPE: 6.02 for Linux / 6.50 max)
7.XX = KEX: PS4/5 backups (KEX+HV+Linux: 7.61) (
WK/BD/Y2/NF/LUA/YARPE: 7.61 best + max)
8.XX-10.00 = KEX: PS4/5 backups, no HV (WK/BD/Y2/NF/LUA/YARPE)
10.01-12.70 = KEX: PS4/5 backups, no HV (
WK/BD/Y2/NF/LUA/YARPE)
13.XX = HV+KEX+WK (
WK/BD (13.42)/Y2/LUA/YARPE)
14.XX = No KEX/UL only (LUA/YARPE)

NOTE 1: Recommended firmware is subjective. Staying low is always recommended.
NOTE 2: Do not update too many major versions (e.g., 4.xx to 5.xx or 7.xx to 8.xx). Remain low unless all you want is backups.
NOTE 3: P2JB can take over an hour to exploit on FW up to 12.70.


Hypervisor (HV):
Highest released HV: 7.61
Highest unreleased HV: 13.60 (SlopVisor)
*unreleased/unimplemented


Kernel (KEX):
Highest released KEX:
13.60 (ReLapse)
Highest unreleased KEX: 13.60 (SlopSploit)
UMTX2:
1.00-7.61 (*WK to 5.50 / BDJB to 7.61)
Lapse: 1.00-10.01
Relapse/Prolapse: 7.00-13.60
Poopsploit:
4.03-12.00 (*BD to 12.00)
P2JB: 9.00-12.70 (*WK: Lapse to 10.01 / P2JB to 12.70)

Userland (UL):
LUA (Artemis): 2.00-LATEST (LUA exploit, + Lapse up to 10.01)
Y2JB: 4.03-13.40 (YouTube exploit, + Lapse: 10.01 / P2JB: 12.70)
NFNH: 4.03-12.XX (Netflix exploit, + Lapse: 10.01)
YARPE: 4.03-12.XX (Ren'Py exploit, + Lapse: 10.01 / P2JB: 12.70)
BD-JB: 1.00-13.42 (BD exploit + UMTX2: 7.61 / BD-JB5 + Poops to 12.00)
Webkit: 1.00-5.50 (PSFREE +UMTX2: 5.50 / 7.00-13.60 (RELAPSE)
Mast1C0re: 1.00-7.61 (Depreciated for LuaC0re)
LuaC0re: 1.00-12.70 (Poops: 4.03-12.00/P2JB: 9.00-12.70)
REDIS: 1.00-5.50 (Jordy's untethered JB on boot)

NOTE 1: A userland entry point (UL) chained to kernel exploit (KEX) is required to exploit your console.
NOTE 2: Consoles 7.00-13.60 can use WebKit and RELAPSE (Recommended)


Useful Applications:
FPKG: 3.00-11.60 with KStuff Lite / 12.XX-13.60 SOON
Kstuff Lite: 3.00-12.70
HERE
Kstuff Toggle: 3.00-12.00 HERE
PS5 App Dumper: 3.00-12.00 HERE
Dump Runner: 3.00-12.00 HERE
Dump Installer: 3.00-12.00 HERE
Backporting: Possible (backpork / Porkfolio)
PS4/PS5 DLC: Work with Kstuff Lite
Trophies: Work with Kstuff Lite
Compression: Works with Kstuff Lite
Homebrew Enabler: etaHEN (3.00-10.01) latest HERE
PS5 Backup manager: ItemzFlow Compatibility list: HERE
PS4 Backup Loading: Works (rest mode & backports work, can crash).
PS5 Debug NG: 3.XX-13.XX
HERE
PS5 Remote Play: Works HERE & HERE
PS5 Trainers/Cheats: Work

UART:
HERE
Linux: (OG: 3.00-7.61, Slim: 7.61) HERE
Kldload (wip): 3.00-6.50 HERE
PSN access: NEVER
Latest OFW: 14.00 (16/9/26)
Summarised OFW/Model guide: HERE
1.XX-7.61 compatibility list:
HERE
PS5 SDK Repo: HERE
Legit PKG Updates: HERE or HERE
OFW Updates: HERE (history HERE)

Preparing Your Console:


It is recommended to either self-host offline or block these addresses in your router to avoid accidental updates or getting an update nag. Using the DNS method is no longer failsafe, as these are not guaranteed to be running 24/7.


dau01.ps5.update.playstation.net
dbr01.ps5.update.playstation.net
dcn01.ps5.update.playstation.net
deu01.ps5.update.playstation.net
dhk01.ps5.update.playstation.net
djp01.ps5.update.playstation.net
dkr01.ps5.update.playstation.net
dmx01.ps5.update.playstation.net
dru01.ps5.update.playstation.net
dsa01.ps5.update.playstation.net
dtw01.ps5.update.playstation.net
duk01.ps5.update.playstation.net
dus01.ps5.update.playstation.net
fau01.ps5.update.playstation.net
fbr01.ps5.update.playstation.net
fcn01.ps5.update.playstation.net
feu01.ps5.update.playstation.net
fhk01.ps5.update.playstation.net
fjp01.ps5.update.playstation.net
fkr01.ps5.update.playstation.net
fmx01.ps5.update.playstation.net
fru01.ps5.update.playstation.net
fsa01.ps5.update.playstation.net
ftw01.ps5.update.playstation.net
fuk01.ps5.update.playstation.net
fus01.ps5.update.playstation.net
hau01.ps5.update.playstation.net
hbr01.ps5.update.playstation.net
hcn01.ps5.update.playstation.net
heu01.ps5.update.playstation.net
hhk01.ps5.update.playstation.net
hjp01.ps5.update.playstation.net
hkr01.ps5.update.playstation.net
hmx01.ps5.update.playstation.net
hru01.ps5.update.playstation.net
hsa01.ps5.update.playstation.net
htw01.ps5.update.playstation.net
huk01.ps5.update.playstation.net
hus01.ps5.update.playstation.net
sgst.prod.dl.playstation.net
gs2.ww.prod.dl.playstation.net

Alternative DNS IP:
62.210.38.117 - User Guide = ES7in1
or
45.56.67.85
(Leave DNS 2 blank)

To determine your OFW version:
Go to settings > system > console information.

Version string info:
Year.Half (1st/2nd half of the year)-Major Version No.Minor Version No.Extended info-Further Info.Retail/Debug

21.02-04.03.00.00-00.00.00.0.1

It is recommended to keep your console as low as possible to have access to better jailbreak stability and features. Stay as low as possible within the "Golden" firmware brackets that apply to your current firmware, see the top of this page.

(No jailbreak is ever guaranteed. No developer is obliged to release anything publicly)

WARNING:

Only update OFW manually via USB by getting the firmware file from HERE and installing from <USB>:/PS5/UPDATE/PS5UPDATE.PUP
(Updating with RECOVERY PUP will perform a factory format and will wipe your internal HDD)

PS5 factory mode PUP installation path:
/usb/PROSPERO/UPDATE/PROSPEROUPDATE.PUP

NOTE: Make a system back up before attempting any modifications.
On console: go to [Settings] > [System] > [System Software] > [Back Up and Restore] > [Back Up Your PS5]

Select Your Jailbreak:


WEBKIT:BD-JB:LUA:Y2JB:NFNH:YARPE:LuaC0re:BD-UN-JB:


  1. Information:
    Firmware 1.00-5.50 or 7.00-13.60 is required for the webkit exploit.

    Enabling web browser:
    Open [Settings] > select [Users & Accounts] > select [YouTube] > click "Link" > click "use browser" > click "terms" (bottom right) > click google apps icon (top right) > select Google Search.

    Exploiting 1.00-5.50:
    Enter https://zecoxao.github.io/luasauce/ or https://github.com/kmeps4/PSFree into google > click “Jailbreak" or wait for it to complete.

    Exploiting 7.00-13.60:

    https://ntfargo.github.io/Relapse-Exploit/

    https://zecoxao.github.io/bagagwa/

    https://soniciso1.github.io/poopicker/

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  2. Important:
    You will need a BD dive paired to your Slim/Pro console or an OG Phat model . Consoles must be on 1.00-13.42 to run this exploit.


    Recommended ISO: Viktorious AIO Auto BD-JB ISO for 4.XX-7.61

    Exploiting: 1, Burn ISO to a blank BD-R or BD-RE > Insert into console > click on the [DISC PLAYER] icon.

    2, Highlight [PIPELINE RUNNER] > click option 2 [Normaljailbreak-etaHEN-UMTX1.pipe] to auto load etaHEN ready for ItemzFlow.

    ELF Loader uses PS5 IP: port 9021 / BIN loader uses 9020 / Jar loader uses port 9025

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  3. Important:
    LUA entry point works from 2.00 to the latest OFW, but there is no KEX above 12.70 yet.
    (A compatible PS4 game is required to launch the exploit on PS5. See below)

    Your PS5 console must be activated to use save copying for PS4 games.
    1. Insert your game disc and, as soon as possible, make a save file within it.
    2. Copy the save files to USB, go to [SETTINGS] > [STORAGE] > [CONSOLE STORAGE] > [SAVE DATA] > [PS4 GAMES] > select the game save and copy to a USB drive.
    3. On PC, using a Google Drive account, make a new folder with the GAME ID of your game, and upload the savedata & savedata.bin files to that folder.
    4. Share the folder, set it to editor mode, share with anyone, and click "copy the link".
    5. Join the HTOS Discord group: HERE type "/decrypt", select "FALSE" for including SCE_SYS, paste or type in the Google Drive link, and press enter. The bot should begin mounting your save. (If it doesn't, paste in the link again.)
    6. Click "ENCRYPTED" to remove the Sony PFS layer. Download the generated files and extract the folder to your desktop (you should have 4 files in there and be named dec_savedata_CUSA[GAME ID]).
    7. Using REMOTE LUA LOADER, open the savedata folder, copy the 20 files within into your encrypted save folder on your desktop.
    8. Upload the encrypted save folder (now with 24 files in) to your Google Drive. It should be named "dec_savedata_CUSA[GAME ID]" where GAME ID is your games 5 digit number, and set it to editor mode, share with anyone, and then click "copy the link".
    9. Go back to the HTOS discord server, and type "/encrypt", hit "FALSE" for uploading individually, and "FALSE" to include SCE_SYS. Finally, hit shared_gd_link and paste in your link to the original save (4 files) folder. (If it doesn't, paste in the link again.)
    10. When this is done, paste the link to the decrypted save (24 files) folder, and the bot will encrypt the files.
    11. Resign the files by typing "/resign" followed by your account name on the console, or PSN ID associated with that account if using the latest OFW.
    12. Download the resigned files, extract the files to your USB drive and overwrite them into the savedata folder on your USB or external drive.
    13. Copy the saves back to your console [SETTINGS] > [SAVE DATA AND GAME/APP SETTINGS] > [SAVE DATA PS4] > [COPY OR DELETE FROM USB] > [COPY TO CONSOLE STORAGE] > select your game save folder from the USB drive and copy/overwrite old save data.
    14. Load LUA game again, and you should see the LUA LOADER screen.
    15. You can use "SEND_LUA.PY" to send the UMTX files to the loader.
    (NOTE: Some games require manual loading of save game)

    On firmware up to 7.61, you can now load UMTX/2 followed by etaHEN by sending the files to your console IP on PORT 9026.
    On firmware 8.00-LATEST, you can connect with the REMOTE LUA LOADER APP to send debug notifications or FTP on port 1337.

    LUA Loader: HERE or HERE

    Auto LUA Loader Fork: HERE

    Compatible LUA games:
    Aerial Life (CUSA17122)
    Aibeya (CUSA17068)
    Aikagi 2 (CUSA19556)
    Aikagi Kimi to Issho ni Pack (CUSA16229)
    Aikano Yukizora no Triangle (CUSA19370)
    Boku to Nurse no Kenshuu Nisshi (CUSA12049)
    Boku to Joi no Shinsatsu Nisshi (CUSA18107)
    Fuyu Kiss (CUSA29745)
    Hamidashi Creative (CUSA27389)
    Hamidashi Creative Demo (CUSA27390 requires the latest OFW to download from PSN)
    Haruoto Alice (CUSA14324)
    IxSHE Tell (CUSA17112)
    IxSHE Tell Demo (CUSA17126)
    Jinki Resurrection (CUSA25179)
    Jinki Resurrection Demo (CUSA25180 requires the latest OFW to download from PSN)
    Maid-san no Iru Kurashi (CUSA18106)
    Nora Princess and Stray Cat Heart HD (CUSA13303: Rename save9999.dat into nora_01.dat)
    Nora Princess and Strat Cat Heart 2 (CUSA13586)
    Raspberry Cube (CUSA16074)
    Winter Guest (CUSA11977)

    WARNING: using demos is free but can become corrupt, and you cannot upgrade your internal HDD either. If you lose the demo you can no longer use the exploit. Disc recommended.

    Incompatible LUA games:

    Dokyusei Remake Csver (CUSA47117)
    Dōkyūsei: Bangin' Summer - Home Edition Demo (CUSA47132)
    Kiss Trilogy (CUSA19341)
    Love Clear Demo (CUSA18109)
    Mikagami Sumika no Seifuku Katsudou (CUSA11481)
    Sen no Hatou, Arazone no Hime (CUSA09647)
    Tonari ni Kanojo no Iru Shiawase: Two Farce (CUSA09825)
    Tonari ni Kanojo no Iru Shiawase Summer Surprise (CUSA18998)

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  4. Requirements:
    PS5 console must be on 4.30-12.70 and previously activated through PSN or fake activated to use the YouTube app, unless you're restoring a backup.
    (Note: restoring a backup will factory reset your console).

    Information:
    If updating and older installation, download the latest download0.dat > use FTP or PS5 Explorer to place it in the user/download/PPSA01650 folder.

    Preparation:
    Download the Y2JB_backup_X.X(4.03) if you're on 4.03-12.40, or the Y2JB_backup_X.X(12.20) if you're on 12.60 or higher from HERE
    On PC: format a USB 3.0 HDD to exFAT, and copy the PS5 folder from the backup to the root, and put the latest nanodnf.efl from nanoDNS to the root too.
    On console: go to [Settings] > [System] > [System Software] > [Back up and Restore] > [Restore] > select the y2JB back up & let it install (the console will reboot when complete).
    (Note: The exploit will now be accessible under the [MEDIA] tab)

    Exploiting:
    Going to [Settings] > [Network] > [Settings] > [Set up Internet Connection] > [Set up Manually] > set up a wireless or LAN connection > change [DNS Settings] to manual > change [Primary DNS] to 127.0.0.1 > click [Done] > open the [YouTube App].
    (Note: Ignore and internet connection issue warnings)

    Firmware up to 10.01 will use Lapse Kernel Exploit. Firmware 10.20-12.70 and above will use P2JB and could take up to an hour.

    You can send payloads using netcat GUI to PS5's IP Address & port 9021.

    You can swap the download0.dat to itzPLK version for auto loading and payload manager in future (payload manager accessible through browser on 127.0.0.1:8084)

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  5. Requirements:
    PS5 console must be on 4.30-10.01 and previously activated through PSN or fake activated. You will need a 256GB external HDD (minimum).

    Preparation:
    Download balenaEtcher
    Download the latest Extended Storage or M.2 Image (select your m.2's capacity)

    EXTERNAL DRIVE METHOD (Netflix_PS5_EU_Ext.7z):
    1a, On PC: connect your 256GB (min) USB drive to your Windows/Mac/Linux PC > extract the image to your computer > open Etcher > click [Flash From File] & select the extracted image *.zip > click [Select Target] & choose the external drive > Click [Flash!] & allow it to complete.
    (Note: 256GB is the smallest drive you can use)

    2a, On console: click [Settings] > [Storage] > [USB Extended Storage] > [Games and Apps] > press X on [Netflix] > select [NETFLIX] under items to move > select [Move] > move to internal storage & allow it to complete.
    (Note: The exploit will now be accessible under the [MEDIA] tab)

    INTERNAL DRIVE METHOD (Netflix.XXXXGB.7z):
    1b, On PC: connect the M.2 to your Windows/Mac/Linux PC > extract the image to your computer > open Etcher > click [Flash From File] & select the extracted image *.zip > click [Select Target] & choose the external drive > Click [Flash!] & allow it to complete.
    (Note: 4TB will take 80 mins, 2TB 45 mins, 256GB 10 mins)

    2b, On console: Power off the console > insert the M.2 SSD > power on the console > click [Settings] > [Storage] > press X on [Netflix] > select [NETFLIX] under items to move > select [Move] > move to internal storage & allow it to complete.
    (Note: The exploit will now be accessible under the [MEDIA] tab).

    Exploiting:
    1a, for consoles 10.01 and below, on console: go to [Settings] > [Network] > [Settings] > [Set up Internet Connection] > [Set up Manually] > set up a wireless or LAN connection. Go to Proxy > change [Automatic] to [Manual] > enter Address: 172.105.156.37 & port: 42069 > click [Done] > open the [Netflix App].
    (Note: Ignore and internet connection issue warnings)

    1b, for consoles 10.20-12.70, COMING SOON.

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  6. Important:
    YARPE works from 4.30 to 12.70 (9.00 - 12.07 via P2JB)
    (A compatible PS4 game is required to launch the exploit on PS5. See below)

    Requirements:
    PS5 console must be on 4.30-10.01 to use this exploit.

    Exploiting:
    coming soon

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  7. Requirements:
    PS5 console must be on 4.30-12.70 to use this exploit. SWRR

    Exploiting:
    coming soon

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].


  8. [UPDATED]
    No longer needed if using latest WebKit (to 13.60) or BD-JB (to 13.42)!


    Important:

    This method modifies the BD-J stack to allows BD-JB entry point to be re-enabled on consoles up to 13.60, for convenience only.

    Very Important:
    This method requires your console to be jailbroken by another method first to gain access to alter the files.

    https://github.com/Gezine/BD-UN-JB

    Preparation:
    Burn the ISO to a blank Blu Ray, insert it into the jailbroken console. Send the bdj_unpatch.elf to elfldr using netcat GUI to PS5's IP Address & port 9021 to unpatch BD-J.

    (NOTE: DO NOT REINSTALL/UPDATE FW, IT WILL WIPE THE PATCH AND LOSE BD-JB)


Once jailbroken it is recommended to run KSTUFF LITE and SHADOWMOUNTPLUS at minimum to get you up and running.
(ShadowMountPlus: is an automated background auto-mounter payload for jailbroken PS5 consoles. Detects, mounts, and installs game dumps from internal or external storage, with support for UFS, exFAT, PFS, and nested compressed PFS containers)

Additional Information:


Blocking Updated with nanoDNS:
Set primary DNS manually to 127.0.0.1. Send latest elf to BIN LOADER using netcat GUI to PS5's IP Address & port 9021.

PS4 GAME INFORMATION:
OFW 1.xx cannot run PS4 games.
OFW 2.xx runs PS4 games up to 8.03

OFW 3.xx runs PS4 games up to 8.52
OFW 4.xx runs PS4 games up to 9.04
OFW 5.xx runs PS4 games up to 9.60
OFW 6.xx runs PS4 games up to 10.50

OFW 7.xx runs PS4 games up to 11.00
OFW 8.xx/9.xx runs PS4 games up to 11.50
OFW 10.xx runs PS4 games up to 12.00

OFW 11.xx runs PS4 games up to 12.50
OFW 12.xx runs PS4 games up to 13.00
OFW 13.xx runs PS4 games up to 13.52
OFW 14.xx runs PS4 games up to 14.00


(Note: PS4 backported FPKGs also work perfectly on an exploited PS5 with Kstuff)


You can install free/demo PKGS (legit pkgs) via the debug pkg installer, provided you have all the files/json/licences required.
(Astro’s Playroom has no licences and can be installed and played from official pkgs and updated inline with your firmware)

Warnings:


1: Never enable IDU mode.
If you do, you will need to enter staff mode by holding L1 + L2 and tapping this combo: circle, cross, square, triangle, right D-Pad. Release L1 + L2, and you can access settings to exit IDU.

2: Try to stay on the lowest FW possible and wait for hacks on that firmware.

3: Installing legit game PKGs you do not own will never work, even if spoofed.

4: If you get stuck in a boot loop at the PS logo, the SNVS is corrupted (if the hash check fails on boot, this causes a “soft brick”). It’s not “bricked”. Simply reinstall your current firmware RECOVERY PUP in safe mode from USB: PS5 > UPDATE > PS5UPDATE.PUP.

Archived Information


 
Last edited by KiiWii,
Speaking of which, I remembered yesterday that Gezine found another Y2JB PKG version we can downlod and install... I made the PKGs for two previous versions, I will make a new one ( on EU, US and ASIA ) for the version thatis usable on 13.xx and 14.xx, the thing is, do we have the version number ? is it just the latest ? And, the second part, does youtube app have permissions to launch the kernelmode exploit from youtube app usermode environment ? Also, we would need someone to port current kernel exploit thing to a download0.dat style package to put in /user/download/(youtubeapp)/download0.dat in case the environment in the youtube app permits launching the kernelmode exploit...

I guess someone is on it already, but I'll look for the youtube app version and create the PKGs.

No you're not blind. For some yes. Check Gezine his Github. :)
Post automatically merged:


It's under Network > connection status

This is just a random image.

View attachment 593369
Post automatically merged:


It affects these versions:

US - PPSA01650 (01.009.253 - 13.40) + (01.009.371 - 13.60)
EU - PPSA01651 (01.009.253 - 13.40) + (01.009.371 - 13.60)
JP - PPSA01652 (01.009.253 - 13.40) + (01.009.371 - 13.60)
We have this:

https://github.com/edisnord/relapse-y2jb

plus:

https://github.com/itsPLK/ps5-webkit-autoloader/discussions/21#discussioncomment-18686270

Hmmm, not being able to close the YT app... but that seems like doable with some kernelmode code...
 
People are reporting that illusion's patches for PS4 games are working via manual installation, on 13.20 at least, with the steps given in their repository for the PS5 usage. Haven't seen anything for 13.4x or 13.60. I'm far from my console right know, so no clue if it works for 13.60 yet.

https://github.com/illusionyy/ps-game-patch
 
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1790868745194.png

ShadowMountPlus 1.7beta3 Pre-release


@drakmor
drakmor released this 2 hours ago
1.7beta3
f0d15ff
  • Fixed an issue with mounting backports from /data/homebrew/backports when using a custom scan_path list.
  • Mount parameters from version 1.6 are now used for mounting ffpfsc.
  • The ShadowMountPlus icon is no longer automatically created if the API is disabled in the configuration.
  • Other minor fixes.
Full Changelog: 1.7beta2...1.7beta3
https://github.com/drakmor/ShadowMountPlus/releases/tag/1.7beta3
 
Is there a fix for elfdir not working? I updated itsplk's webkit autoloader on 13.4 which solved my inconsistant boot issue, and crashing

Now I just cant send any payloads outside of the initial autoload
 

PS5 RetroArch v0.5.6-alpha.5​

Native RetroArch for jailbroken PS5 consoles, rendering through RADV.

Highlights​

  • Nintendo 64 frame drops fixed. Some of you reported Nintendo 64 games
    dropping frames, with crackling audio, and upscaling that seemed impossible
    to change. The core now upscales 4× by default (8× is still available), and
    my test game runs at a steady 59.9 fps with clean audio. Details below.
  • Every core re-tested before release. Every core in this package ran its
    game on the console with the exact files in this ZIP: boot, the menu opened
    and closed twice, Close Content, and the same game loaded again, with the
    frame rate, audio and picture checked before and after. (Beetle Saturn only
    as far as it goes without a BIOS, which I don't have.)
  • Licensing made explicit. A LEGAL.txt file now sits at the top of the
    title folder, and the same notice opens licenses/README.txt: no piracy, and
    RPCS3 only compiled from source. The README says the same wherever games,
    system files or licences come up.
  • New launcher background. The title's background on the PS5 home screen
    had been converted from an image whose origin wasn't recorded. It's now a
    gradient drawn by a script in the repository (tools/make-title-art.py), so
    every part of the package has a known origin and licence.

Nintendo 64: frame drops and resolution scaling​

What you saw. Nintendo 64 games started fine, then dropped frames
constantly; the audio clipping gave it away. The
resolution scaling option seemed to do nothing.

Why. ParaLLEl-RDP, the core's GPU renderer, was set to its maximum, 8×
upscaling (2560×1920 for a 320×240 game, then scaled to 4K). On my console,
my test game at 8× kept the GPU busy long enough that the core waited on it
for about 2.4 seconds of every 10; at 4× it waited 0.2 seconds, about ten
times less. That left 8× no margin: the logs you sent showed each GPU
submission taking about twice as long as on my console, and the game running
at roughly 75 to 85% speed. And the upscaling factor is read only when a game
starts, so a change in the Quick Menu shows nothing until the game is started
again, which made the option look broken.

What changed.

  • 4× is the new default on the PS5 (1280×960 for a 320×240 game), still
    far above the N64's own resolution and sharp at 4K. On my console my test
    game runs at 59.9 fps with clean audio.
  • To change the factor, pick 1×, 2×, 4× or 8× under Quick Menu → Core
    Options → ParaLLEl-RDP → Upscaling factor, then Close Content and load the
    game again
    : the new factor is used from the next start. The option's help
    text in this version says it takes effect at the next frame. That's wrong:
    I wrote the code for it, but my test on the console showed the change doesn't
    happen until the game restarts (see Known issues).
If you're updating: your saved options are kept, including an 8× that
the previous version saved for you. Set Upscaling factor to 4x once
(Quick Menu → Core Options → ParaLLEl-RDP), then Close Content and load the
game again. It's saved from then on.

Other changes​

  • Graphics driver. RADV (PS5_Mesa 0b2d6d1a61d) gains an optional
    threaded command-recording layer. It's off, so rendering is unchanged; it
    passed a 474,440-case conformance run with two fixes made along the way, and
    stays off until it measures faster in a game.
  • Platform layer. The payload SDK fork adds a CPU topology probe, a
    diagnostic only.
  • Release builds leave RPCS3 out by themselves, and the release check
    fails on any RPCS3 file, so a PS3 core can't end up in a package by mistake.
  • Test tooling. Pad-script frame marks count frames that miss a 30 fps
    slot, the measure behind "a steady 30".
Link: https://github.com/mihawk-99/PS5_RetroArch/releases/tag/v0.5.6-alpha.5
 
So Relapse needs network connected but doesnt need internet when using webkit installed. Did anyone tried a loopback Ethernet adapter?? If i have Time over the weekend i might try it myself but if someone has a spare one around or want to do it from some spare cable that will help a lot and we will have fully offline solution.
 
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PS5 RetroArch v0.5.6-alpha.5​

Native RetroArch for jailbroken PS5 consoles, rendering through RADV.

Highlights​

  • Nintendo 64 frame drops fixed. Some of you reported Nintendo 64 games
    dropping frames, with crackling audio, and upscaling that seemed impossible
    to change. The core now upscales 4× by default (8× is still available), and
    my test game runs at a steady 59.9 fps with clean audio. Details below.
  • Every core re-tested before release. Every core in this package ran its
    game on the console with the exact files in this ZIP: boot, the menu opened
    and closed twice, Close Content, and the same game loaded again, with the
    frame rate, audio and picture checked before and after. (Beetle Saturn only
    as far as it goes without a BIOS, which I don't have.)
  • Licensing made explicit. A LEGAL.txt file now sits at the top of the
    title folder, and the same notice opens licenses/README.txt: no piracy, and
    RPCS3 only compiled from source. The README says the same wherever games,
    system files or licences come up.
  • New launcher background. The title's background on the PS5 home screen
    had been converted from an image whose origin wasn't recorded. It's now a
    gradient drawn by a script in the repository (tools/make-title-art.py), so
    every part of the package has a known origin and licence.

Nintendo 64: frame drops and resolution scaling​

What you saw. Nintendo 64 games started fine, then dropped frames
constantly; the audio clipping gave it away. The
resolution scaling option seemed to do nothing.

Why. ParaLLEl-RDP, the core's GPU renderer, was set to its maximum, 8×
upscaling (2560×1920 for a 320×240 game, then scaled to 4K). On my console,
my test game at 8× kept the GPU busy long enough that the core waited on it
for about 2.4 seconds of every 10; at 4× it waited 0.2 seconds, about ten
times less. That left 8× no margin: the logs you sent showed each GPU
submission taking about twice as long as on my console, and the game running
at roughly 75 to 85% speed. And the upscaling factor is read only when a game
starts, so a change in the Quick Menu shows nothing until the game is started
again, which made the option look broken.

What changed.

  • 4× is the new default on the PS5 (1280×960 for a 320×240 game), still
    far above the N64's own resolution and sharp at 4K. On my console my test
    game runs at 59.9 fps with clean audio.
  • To change the factor, pick 1×, 2×, 4× or 8× under Quick Menu → Core
    Options → ParaLLEl-RDP → Upscaling factor, then Close Content and load the
    game again
    : the new factor is used from the next start. The option's help
    text in this version says it takes effect at the next frame. That's wrong:
    I wrote the code for it, but my test on the console showed the change doesn't
    happen until the game restarts (see Known issues).
If you're updating: your saved options are kept, including an 8× that
the previous version saved for you. Set Upscaling factor to 4x once
(Quick Menu → Core Options → ParaLLEl-RDP), then Close Content and load the
game again. It's saved from then on.

Other changes​

  • Graphics driver. RADV (PS5_Mesa 0b2d6d1a61d) gains an optional
    threaded command-recording layer. It's off, so rendering is unchanged; it
    passed a 474,440-case conformance run with two fixes made along the way, and
    stays off until it measures faster in a game.
  • Platform layer. The payload SDK fork adds a CPU topology probe, a
    diagnostic only.
  • Release builds leave RPCS3 out by themselves, and the release check
    fails on any RPCS3 file, so a PS3 core can't end up in a package by mistake.
  • Test tooling. Pad-script frame marks count frames that miss a 30 fps
    slot, the measure behind "a steady 30".
Link: https://github.com/mihawk-99/PS5_RetroArch/releases/tag/v0.5.6-alpha.5
can someone please build the rpcs3 core? The github wont prebuild it because of the livense
 
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It's being worked on.
It straight up says on the github:

PlayStation 3 (RPCS3) is not in any release. RPCS3 is licensed GPL-2.0-only and this port is GPL-3.0-or-later: the two cannot be distributed together as one program. Its source is public, and you must compile it yourself from source for your own console (see PlayStation 3 (RPCS3): build it yourself).

it will never come pre compiled. its able to be compiled and runs games fine as of now
 
It straight up says on the github:

PlayStation 3 (RPCS3) is not in any release. RPCS3 is licensed GPL-2.0-only and this port is GPL-3.0-or-later: the two cannot be distributed together as one program. Its source is public, and you must compile it yourself from source for your own console (see PlayStation 3 (RPCS3): build it yourself).

it will never come pre compiled. its able to be compiled and runs games fine as of now
I will not repeat myself. It's being worked on. End of story.
If you want to follow the updates I would advise to join this specific Discord group: https://discord.gg/6F4PEtcRX
Post automatically merged:

EDIT: Newer update.

Link: https://github.com/mihawk-99/PS5_RetroArch/releases/tag/v0.5.7-alpha.5
 
Last edited by HS2005,

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