PS4 Team fail0verflow's details the state of PS4 Linux (Console Hacking 2016: Postscript))

Discussion in 'PS4 News' started by STLcardsWS, Jan 10, 2017.

By STLcardsWS on Jan 10, 2017 at 10:02 PM
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    STLcardsWS Administrator

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    At the last day of 2016 this update appeared on the official blog from Team fail0verflow, yes the same group of developer's who ported Linux to the PS4 with graphic acceleration and in the past have done extensive work on various console such as the PlayStation 3 among various others. In this update from macan we get a glimpse about the team's current work with interesting details about some of the compelling features that Linux on the PS4 is capable of in its current state. Currently the needed exploits needed to run & Install Linux on PS4 is only available on v1.76 firmware, there is reports of v4.01 running Linux with some privately held exploits, but the latest PS4 firmware has patched those exploits, but more exploits could exist/could be discovered in the future

    While the majority of the PS4 community continues to waits for a viable exploit to install PS4 on Linux on their console firmware, there is alot of work being down to improve the Linux experience on the PS4. Macan mentions they have Dolphin Emulator running at better then expected results and even @ 1080p with an accidental 4k test that ran with no little to now slow down at those ratio's on a Standard PS4. Checkout the update below as macan has a good read with some great information and resources for PS4 users.


    • Console Hacking 2016: Postscript

      Another year, another console hacking talk! This talk picks off where our lighting talk last year left off, and goes into detail of how we ported Linux to the PS4.

      If you haven’t watched it, take a look before reading the rest of this post:

      Last year we demoed Linux on the PS4. Since then, we’ve gotten 3D graphics working, polished a number of drivers, and wrote some new ones. Linux on the PS4 is now actually quite a usable OS, with some minor caveats. We can run Steam OS and many games stably (e.g. Portal 2, but most games that run well on Linux should work). The current kernel is based on Linux 4.9.

      Continuing last year’s theme of focusing on the Linux port and loader instead of on exploits, this year’s talk focused on the hardware and what it takes to bring up Linux on a very much non-PC-compatible x86 platform. We also covered how we originally got kernel binary dumps via a hardware PCI Express man-in-the-middle attack two years ago, and Radeon reverse engineering tools.

      So, what’s next? Well, last year we said we’d like to upstream some of the work into the Linux kernel, and we still plan to do so. Now that the drivers have been cleaned up a bit, that is starting to look more likely.

      In addition, we are working on PS4 Pro support. Linux currently boots on it, but the GPU driver needs fixups. We are also interested in adding PS4 support to the newer AMDGPU kernel driver, so it might make sense to defer graphics work on the Pro until that is ready.

      The platform is mostly limited by its CPU, as the PS4 has 8 rather weak cores while most PC games are optimized for 1 or 2 fast cores. Nonetheless, even the Dolphin emulator runs surprisingly well; it currently seems to be bottlenecked on CPU geometry processing, which might be caused by the Radeon driver (and might improve if we make improvements to that or switch to AMDGPU). In practice, we get anywhere from 3 to 30FPS on Wind Waker, mostly in the 20-30FPS range depending on how much geometry is in the direction of the viewport (the 3FPS moments seem to be some kind of degenerate case and are rare). With the Null GPU mode we do get ~30FPS, so the Gekko CPU emulation seems to be just about fast enough. There is plenty of pixel performance, so rendering GameCube games at 1080p or even beyond is no problem (we accidentally switched to 4K rendering at one point and it wasn’t even that slow). The PS4 Pro should work better, obviously.

      We also need to work on performance switching and power management. Right now I’m not sure if the fan is doing the right thing, and the CPU performance mode is hardcoded in an init script, as the kernel CPU scaling is not working properly. The GPU might not be working in its maximum performance mode either. We’ll be taking a look at those issues soon.

      As we said last year, we are not planning to release our exploits, as we believe that there are plenty of people capable of developing their own exploits for the PS4 userland and kernel; we are leaving that to the community. That said, we previously offered to help out anyone with an exploit who wants to run Linux, and our offer still stands: if you have a way to run kernel code on your PS4 and you want to run Linux, feel free to drop me a line. We had several people do so throughout the year and that helped fix some Linux bugs and improve ps4-kexec.

      As usual, our repositories are all on GitHub:

    Last edited: Jan 11, 2017
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Discussion in 'PS4 News' started by STLcardsWS, Jan 10, 2017.

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