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:
PS4 Team fail0verflow's details the state of PS4 Linux (Console Hacking 2016: Postscript))
By STLcardsWS on Jan 10, 2017 at 10:02 PM
CMA Has Been Hacked & Backups Decrypted for all Firmwares even 3.63Well the other day I caught wind of this on Reddit but Yifan Lu quickly made it private as it wasn't ready for public use so I didn't report on this. Well it now seems it is ready and the dev has released this to everyone now. This means we can extract anything from CMA backups even 3.61+ or old ones you have with another account etc. And better yet we can repack these adding what we want as well. Please note this doesn't allow for piracy but some tricks can be done as this will allow one to install ARK on 3.61+ systems without the need of being on 3.60 first or a PS3.
Also some registry hacks can be done and possibly more as time goes on as this is kind of like Pexploit for the PS3 and the EML hacks by mr gas & Major Tom, which at first even the dev behind it didn't see a lot of use for it but over time many others found some nifty uses for it. So enough of my winded speech lets see what the dev has to say and what this is all about.Continue reading
ARK 3.60 Auto Boot pboot - Launch PSP Games & Homebrew from LiveArea by qwikrazor87Following the recent work from vita developer qwikrazor87 who has done some great work with ARK has now released "ARK 3.60 Auto Boot pboot", this release makes launching your PSP Games and brew much easier, from the convenience of the LiveArea. You will have edit your own packages so hopefully we see some other developer's create some tools to automate this process a bit, but its not very hard either. Checkout the release quote from the developer:Continue reading
[Update v1.05] sMAN vv1.02 : New "Setup" Option in side-menu of new UI by deankIf you have not heard of sMAN already. its a new plugin from legendary developer deank. sMAN combines webMAN (vanilla) and recently developed sLaunch feature (that was a separate plugin complementing webMAN). So what is the difference between webMAN & sMAN, sMAN provides a UI experiance for changing games on the XMB, as seen in the ScreenShot provided directly from the XMB you will be greeted with this new way to mount a game. Prefer the original way? Then deank still has you covered with his original webMAN plugin as well. This update provides a new "Setup" option in the side menu and also completely does away with the "My Games" entry on the XMB and to launch the sMAN (slaunch feature) simple hold the START button on your dualshock controller to launch this new UI from the XMB. See full details in deank's release quoteContinue reading
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