PS3 Project RSX Boost: Overclock your Retail PS3 RSX Speeds (ps3 cfw only)

the naughty dog games can be "improved" as its possible to disable the 30FPS frame rate cap via the dev menu that can easily be applied using an EBOOT, which would turn them into good tests.

the naughty dog games can be "improved" as its possible to disable the 30FPS frame rate cap via the dev menu that can easily be applied using an EBOOT, which would turn them into good tests.
Oh and any games with lots of ingame cutscenes would also be a good test, as they are the same thing every time, almost like a propper benchmark, it just has to be a long cutscene that is all, MGS4 would be a good game to test this, as i belive most of the cut scenes are in game rendered, and are very long too
 
Ideally yes you would have a series of standard benchmarks but personally I dunno of any such thing being available to the public on the PS3. Maybe someone does?
OC results seem to vary greatly from one game to the next, some testers reported insignificant FPS and temp changes in some games while in others they reported visible FPS changes and temps rise of up to 10C.
Of course, all this testing being non standard with a variety of setups and we cannot draw any conclusions from it.


It's a pity that we can't run Expedite Benchmarking on newer firmwares, even after resingning and no source available AFAIK.
 
Hey guys just letting you know ive tried the rebug 4.84 d-rex version of the rsx boost on my ps3 fat cechj02 model retail.
it seems to be stable after awhile later changing some fan settings and reapplying thermal paste, changing thermal pads.
when running the overclock for the first time my ps3 would overheat when reaching around 60 to 65 degrees on the cpu
and it when shut off to a blinking red light but after changing the fan settings it seems to be running stable without it turning off.

ask me for more info

currently ran Gta 4, burnout paradise and gta 5
all seem to be hitting 30 fps mark and doesnt dip below 22 fps for gta 5.
other games run near frame cap.
 
Yes, I added the FPS plugin 2.2. I skipped the version 2.3 but it can be used replacing the sprx in /dev_hdd0/tmp/wm_res with the binaries from TheRouLetteBoi's github

webMAN MOD basically adds the shortcut L3+R3 to launch the plugin already built by TheRouLetteBoi.
I didn't touch the FPS plugin code. To capture the FPS, that plugin must be modified.
I don't have the development environment required to compile the changes.

The CPU/RSX is already captured checking the option CPU/RSX/FAN Chart in /setup.ps3
View attachment 37019

The captured CPU/RSX is shown in a graphical html chart in /dev_hdd0/xmlhost/game_plugin/cpursx.html

Bonjour @aldostools, Quel est le chemin pour installer/copier ce plugin s'il te plait ? La dernière mise à jour de WebMAN-Mod (celle d'aujourd'hui) intègre-t-elle ce plugin en version 2.3 ?

Hello @aldostools, What is the path to install/copy this plugin please? Does the last update of WebMAN-Mod (that of today) integrate this plugin in version 2.3?
 
Hmm, i do have an idea, maybe it's possible to use the PS3 source engine games, such as Orange box and portal 2 to create a benchmark, if its possible to load other maps in then by switching out files etc..?
 
Bonjour @aldostools, Quel est le chemin pour installer/copier ce plugin s'il te plait ? La dernière mise à jour de WebMAN-Mod (celle d'aujourd'hui) intègre-t-elle ce plugin en version 2.3 ?

Hello @aldostools, What is the path to install/copy this plugin please? Does the last update of WebMAN-Mod (that of today) integrate this plugin in version 2.3?

Bonjour mon ami,
The path for the FPS plugin is /dev_hdd0/tmp/wm_res/VshFpsCounter.sprx
No, webMAN MOD includes version 2.2

The 3 new features on version 2.3 are not relevant for webMAN MOD:
- The modified 2.2 has the labels "Firmware:" & "App :" already removed
- The display when XMB is fully loaded is relevant only if you load the FPS plugin with boot_plugins.txt
- Display of CPU/GPU clock is not accurate. Also I think it's not convenient to show non-variable info.
 
Version 2.4 is out. It doesn't freeze the console on game exit and have accurate information about CPU/GPU clock speed.

I will include that version later today. If you need it now, download the plugin and put it on /dev_hdd0/tmp/wm_res
https://github.com/TheRouletteBoi/RouLetteVshMenu/releases
Je peux le faire mais uniquement sur une console en CFW, je n'ai qu'une console SuperSlim sous le HEN actuellement.
I can do it but only on a console in CFW, I only have a SuperSlim console under the HEN currently.

Merci tout de même, mon ami @aldostools ...
 
Je peux le faire mais uniquement sur une console en CFW, je n'ai qu'une console SuperSlim sous le HEN actuellement.
I can do it but only on a console in CFW, I only have a SuperSlim console under the HEN currently.

Merci tout de même, mon ami @aldostools ...
Version 2.4 is more stable. webMAN MOD now includes a modified version of VshFpsCounter 2.4
(I removed the CPU/GPU/RAM clock speed labels to reduce the amount of text displayed on screen)
165648855-3d779357-19e2-4b22-915e-58bf6c6f569c.png
 
why we need pup? we can or cant poke code for setup clock cpu/gpu speed?
The question has already been asked and answered early on in this thread.

To sum up the situation, clocks get set up during lv1 initialization so poking code at runtime cannot help without also restarting lv1 (in other words rebooting the system while keeping lv1 self in memory so as not to lose the pokes) in order to re-execute its initialization phase with modified values.

RSX OC is all experimental at this point, the methods currently used are all imperfect but they serve their purpose which is only to test, later if the mod was to be considered both worth using and safe, devs may investigate workarounds to apply clock changes on the fly without restarting lv1.
 
La domanda è già stata posta e ha ricevuto risposta all'inizio di questo thread.

Per riassumere la situazione, gli orologi vengono impostati durante l'inizializzazione di lv1, quindi estrarre il codice in fase di esecuzione non può aiutare senza riavviare anche lv1 (in altre parole riavviare il sistema mantenendo lv1 self in memoria per non perdere i poke) per ri- eseguire la sua fase di inizializzazione con valori modificati.

RSX OC è tutto sperimentale a questo punto, i metodi attualmente utilizzati sono tutti imperfetti ma servono al loro scopo che è solo quello di testare, in seguito se la mod dovesse essere considerata sia degna di essere utilizzata che sicura, gli sviluppatori potrebbero studiare soluzioni alternative per applicare le modifiche dell'orologio su al volo senza riavviare lv1.
hi, is possible with dev_blind mounted rw, rewrite the lv1 code for oc? or do something like uneek on wii (read nand/nor file from hd/usb). if i remember good ps3 have two identical nand/nor data thats exact? thats why we install two times the same cfw. is possible write on section 1 normal clock and on section 2 oc cfw?

another question. what happen when ps2 emu is initialized? the clock remain the same? (i talk about not bc console) bc console have ps2 hw, that hw have clock modifier?
 
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ciao, è possibile con dev_blind montato with rw, rewrite the lv1 code for oc?
/dev_blind is only a read/write mount point for the /dev_flash partition. Its access is 100% unrelated to the problem at hand as lv1.self isn't located there.

To patch lv1.self you must write to the active ROS region of the Flash Memory, in short you would need to swap CoreOS.
It can be done with the PS3 Toolset Flash Memory Manager with safe mode off, keeping in mind that writing to the Flash Memory without double checking and validating the written data is risky and can potentially lead to bricking without recovery options other than using a hardware flasher.


Please don't forget to add an English translation if you are going to post in another language.
 
/dev_blind is only a read/write mount point for the /dev_flash partition. Its access is 100% unrelated to the problem at hand as lv1.self isn't located there.

To patch lv1.self you must write to the active ROS region of the Flash Memory, in short you would need to swap CoreOS.
It can be done with the PS3 Toolset Flash Memory Manager with safe mode off, keeping in mind that writing to the Flash Memory without double checking and validating the written data is risky and can potentially lead to bricking without recovery options other than using a hardware flasher.


Please don't forget to add an English translation if you are going to post in another language.
yes sorry I mess with translation... ah ok so we have nand writing but we cant write on lv1 section. i need to read what ros is. ptfmm is what we use when we install hfw and after the cfw on 3.55 console? we have two ros?
 
yes sorry I mess with translation... ah ok so we have nand writing but we cant write on lv1 section. i need to read what ros is. ptfmm is what we use when we install hfw and after the cfw on 3.55 console? we have two ros?
First things first...

If you wish to swap CoreOS instead of installing a PUP or using whatever other means of applying the OC, you must build your own custom CoreOS packages.

For that you need to learn about it and acquire the skills otherwise you will brick your system for sure, even the best hackers happen to brick from time to time when testing this stuff.

Until you acquire those skills, the safest possible way (but still risky because Strict Mode is off so there will be no validation done) is to use PUP file installations and the PS3 Toolset to dump both the CoreOS without overclock and the CoreOS of the same CFW with overclock as nofsm patch files.
Once you have those 2 valid patch files, you could in theory use the Toolset to swap them and reboot at will, thus avoiding a lengthy pup installation.

I don't recommend this to anyone other than advanced users and devs, and even then it's risky without hardware flasher, the slightest user error may lead to bricking.
 
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