je veux pas dire de betise mais les FPKG PS4 fonctionnent, reste que très peu de FPKG PS5 sont accessibles, pour le moment...
Je suis assez confiant qu'un moyen de faire tourner (avec un backport) de GTA VI arrivera rapidement. On disait pareil de Wolverine, il commence à craquer.
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Dans le sujet : [PS5] Relapse Exploit, la nouvelle chaîne d’exploitation compatible du...
hier, 15:35
Dans le sujet : [PS5] Sony déploie le firmware 26.06-14.10.00 après l’arrivée de Relapse
hier, 15:25
s'ils sortent ce 14.10 en catastrophe, c'est que le firmware 14.00 doit être sensible :-)
Dans le sujet : [PS5] Relapse porté sur Y2JB, l’exploit kernel arrive directement depui...
hier, 07:43
y a pas mal de versions qui sortent :
https://github.com/e...e-y2jb/releases
relapse-y2jb v1.0.0 la dernière avec des fixs.
https://github.com/e...e-y2jb/releases
relapse-y2jb v1.0.0 la dernière avec des fixs.
Dans le sujet : [PS5] ProsperoEden v1.000.040 transforme son interface et améliore les...
hier, 07:05
ProsperoEden v1.000.040 Pre-release
@blackbearreloaded blackbearreloaded released this 7 hours ago
v1.000.040
8a92769
The launcher in your language. It follows the language the PS5 is set to, in 29 languages. Arabic, Chinese, Greek, Japanese, Korean and Thai are drawn with the console's own fonts. Text that runs longer in another language makes its own room instead of being cut.
Accessibility. Settings > Accessibility adds Larger text, High contrast and Reduce motion. Warnings carry a mark as well as a colour.
Save data in and out. Import a game's save from a folder or from a Ryujinx data folder, and export a copy. See "Moving save data" in the README inside the ZIP.
A ten-second slowdown with the AMD FSR filter is fixed. In a large open-world game, gameplay could start at 3-9 FPS for about ten seconds, and frames of about a tenth of a second kept coming afterwards. The texture cache was throwing away images the GPU had drawn, with a wait for the GPU each time, as soon as memory use passed a mark that the FSR filter's own images pushed it over. It now keeps them until graphics memory is really short.
Smoother heavy scenes. The renderer hands its work to the Vulkan worker in larger batches, and the emulated cores wait less on the GPU caches' locks. In the heaviest area of a test walk this removed drops to 26-28 FPS and cut the GPU thread's work by about a quarter.
Touchpad as Select in games. A tap of the touchpad presses the game's Select (Minus) button, and a longer press holds it. The Select + L1 and Select + R1 shortcuts never reach the game as a press.
A crash a few seconds into some games is fixed. The motion sensors' updates could reach a part of the controller service that was not set up yet.
Games' own system screens. A game's error dialog, profile picker and similar screens use Eden's built-in versions, and its error dialog now answers the game instead of leaving it waiting. The firmware's versions could end a session with an out-of-memory error.
More graphics memory. The PS5 gives an app one pool of memory that the CPU and the GPU share, and ProsperoEden held about 3 GiB of it without using it: its heap took 3 GiB at start and the emulated console's page table 1 GiB. Both now take memory as they need it, which gives graphics about 2.6 GiB more in the largest game tested. That game ran out of graphics memory while loading at 2x; it now runs at 2x with the AMD FSR filter at a steady 30 FPS, with about 2 GiB to spare. The texture cache also measures its memory use from what is really left of the pool, instead of a driver figure that counted every allocation twice.
A clearer message when a game runs out of graphics memory. If a game still needs more than there is at a high resolution, give it its own lower one: Triangle on it in the Library, then Resolution.
Games that accept only single Joy-Cons now get one, and L1 and R1 are its SL and SR buttons, which those games ask for on their controller screen.
Mods. A game's patches, replacement files and cheats load from mods/<title ID>/ next to roms/, and the game's settings list them with a switch each. .ips and text .pchtxt patches, which the emulator core could not apply, now work. The Library has one switch per game for all of its mods. See "Mods" in the README inside the ZIP.
120 Hz output. Refresh rate in Settings > Video, and in each game's settings, asks the display for 120 Hz while a game runs. A display that cannot show it stays at 60 Hz, and the menu always runs at 60 Hz. After a game at 120 Hz the menu takes about five seconds to come back while the display changes rate.
Output resolution. Settings > Video has a new Output resolution row: 1080p (as before), 1440p or 2160p. It is the size of the picture ProsperoEden puts out, for the menu and for games. Until now a game's picture was made at 1080p and enlarged, whatever its internal resolution; at 2160p the upscaling filter scales the game straight to a 4K picture. A larger picture needs more graphics memory.
3x and 4x resolution. The internal resolution now goes up to 4x. These need far more graphics memory than 2x; a game that runs out says so, and can be given its own lower resolution.
Patches for more frames than the display shows. A game patched to run faster than the output refreshes keeps its pace: the frames the display has no refresh for are left out.
Crash reports. If ProsperoEden stops because of an error, it writes crash-<date>-<time>.txt to /data/prosperoeden/logs, starts again and says on the home screen where the report is. That session's logs are kept beside it, and the five newest reports stay. A report holds what failed, where in the app's code, and what was running; it never holds the contents of memory.
The launcher and the OpenGL renderer use the PS5 OpenGL 4.6 SDK 1.0.0.
The graphics driver's shader cache moved to /data/prosperoeden/cache, so a read-only package install keeps it.
Experimental: block list. With an empty file named block-list.txt in /data/homebrew/PPSA99008, ProsperoEden saves which code a 64-bit game compiled and compiles it again on a spare CPU when the game next starts. In a repeat session of a large open-world game, the emulated cores then compiled 426 blocks during play instead of 138,262, and gameplay started at 30 FPS instead of 22. It is off by default until more games have run with it.
@blackbearreloaded blackbearreloaded released this 7 hours ago
v1.000.040
8a92769
The launcher in your language. It follows the language the PS5 is set to, in 29 languages. Arabic, Chinese, Greek, Japanese, Korean and Thai are drawn with the console's own fonts. Text that runs longer in another language makes its own room instead of being cut.
Accessibility. Settings > Accessibility adds Larger text, High contrast and Reduce motion. Warnings carry a mark as well as a colour.
Save data in and out. Import a game's save from a folder or from a Ryujinx data folder, and export a copy. See "Moving save data" in the README inside the ZIP.
A ten-second slowdown with the AMD FSR filter is fixed. In a large open-world game, gameplay could start at 3-9 FPS for about ten seconds, and frames of about a tenth of a second kept coming afterwards. The texture cache was throwing away images the GPU had drawn, with a wait for the GPU each time, as soon as memory use passed a mark that the FSR filter's own images pushed it over. It now keeps them until graphics memory is really short.
Smoother heavy scenes. The renderer hands its work to the Vulkan worker in larger batches, and the emulated cores wait less on the GPU caches' locks. In the heaviest area of a test walk this removed drops to 26-28 FPS and cut the GPU thread's work by about a quarter.
Touchpad as Select in games. A tap of the touchpad presses the game's Select (Minus) button, and a longer press holds it. The Select + L1 and Select + R1 shortcuts never reach the game as a press.
A crash a few seconds into some games is fixed. The motion sensors' updates could reach a part of the controller service that was not set up yet.
Games' own system screens. A game's error dialog, profile picker and similar screens use Eden's built-in versions, and its error dialog now answers the game instead of leaving it waiting. The firmware's versions could end a session with an out-of-memory error.
More graphics memory. The PS5 gives an app one pool of memory that the CPU and the GPU share, and ProsperoEden held about 3 GiB of it without using it: its heap took 3 GiB at start and the emulated console's page table 1 GiB. Both now take memory as they need it, which gives graphics about 2.6 GiB more in the largest game tested. That game ran out of graphics memory while loading at 2x; it now runs at 2x with the AMD FSR filter at a steady 30 FPS, with about 2 GiB to spare. The texture cache also measures its memory use from what is really left of the pool, instead of a driver figure that counted every allocation twice.
A clearer message when a game runs out of graphics memory. If a game still needs more than there is at a high resolution, give it its own lower one: Triangle on it in the Library, then Resolution.
Games that accept only single Joy-Cons now get one, and L1 and R1 are its SL and SR buttons, which those games ask for on their controller screen.
Mods. A game's patches, replacement files and cheats load from mods/<title ID>/ next to roms/, and the game's settings list them with a switch each. .ips and text .pchtxt patches, which the emulator core could not apply, now work. The Library has one switch per game for all of its mods. See "Mods" in the README inside the ZIP.
120 Hz output. Refresh rate in Settings > Video, and in each game's settings, asks the display for 120 Hz while a game runs. A display that cannot show it stays at 60 Hz, and the menu always runs at 60 Hz. After a game at 120 Hz the menu takes about five seconds to come back while the display changes rate.
Output resolution. Settings > Video has a new Output resolution row: 1080p (as before), 1440p or 2160p. It is the size of the picture ProsperoEden puts out, for the menu and for games. Until now a game's picture was made at 1080p and enlarged, whatever its internal resolution; at 2160p the upscaling filter scales the game straight to a 4K picture. A larger picture needs more graphics memory.
3x and 4x resolution. The internal resolution now goes up to 4x. These need far more graphics memory than 2x; a game that runs out says so, and can be given its own lower resolution.
Patches for more frames than the display shows. A game patched to run faster than the output refreshes keeps its pace: the frames the display has no refresh for are left out.
Crash reports. If ProsperoEden stops because of an error, it writes crash-<date>-<time>.txt to /data/prosperoeden/logs, starts again and says on the home screen where the report is. That session's logs are kept beside it, and the five newest reports stay. A report holds what failed, where in the app's code, and what was running; it never holds the contents of memory.
The launcher and the OpenGL renderer use the PS5 OpenGL 4.6 SDK 1.0.0.
The graphics driver's shader cache moved to /data/prosperoeden/cache, so a read-only package install keeps it.
Experimental: block list. With an empty file named block-list.txt in /data/homebrew/PPSA99008, ProsperoEden saves which code a 64-bit game compiled and compiles it again on a spare CPU when the game next starts. In a repeat session of a large open-world game, the emulated cores then compiled 426 blocks during play instead of 138,262, and gameplay started at 30 FPS instead of 22. It is off by default until more games have run with it.
Dans le sujet : [PS5] PS5-Xplorer v01.007.001 : son gestionnaire de fichiers en véritab...
01 octobre 2026 - 06:52
oui il a mis à jour car il a apportait un fix pour le clavier (bug) .
https://x.com/Lapy05...426485339177332
https://x.com/Lapy05...426485339177332
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