AnyPS5: Port PS5 binaries to PC without emulation (87% system libraries mapped)
github.com
github.com
Despite using AI all the time for other engineering projects, I never considered the console scene as something to be explored.
If this ends up allowing me to play GTA 6 on my PC within a few months of release I will be euphoric.
I think it could even force rockstar to release PC version earlier than planned.
With GTA 6, I really would not worry about this, given just how much interest there is in it. Someone will crack whatever they come up with.
...and that could all be avoided by not trying to cash-in twice by delaying the PC release by a year.
(To be fair though, I kinda do not expect it to be worth all of this hype. It is just more of the same from what I have seen)
Also if that's what you believe, players who start after day 1 will not have mystery. Even players who start day 1 but can't dedicate all of their time to the game will inevitably spoil themselves when they have to do anything else, meaning someone will progress farther than they and will share that info.
How does the equation change?
I am saying I'd rather enjoy POSSIBLY human content, than AI generated ones. And if cloud gaming cannot deliver on this, I'd rather stop gaming altogether. The idea of consuming AI generated content is completely disgusting to me.
Ugh I know the answer but it’s just sad. I don’t want all media to become cotton candy.
For example, ever since roughly the mid 2010s when I finished Star Trek: Enterprise, I've been thinking about someone using some sort of generative AI to complete this series, once its good enough to be entirely convincing.
Two quotes from Star Trek "The Ultimate Computer" - a very prescient episode.
KIRK There are certain things men must do to remain men. Your computer would take that away.
---
BONES Compassion. That's the one thing no machine ever had. Maybe it's the one thing that keeps men ahead of them. Care to debate that, Spock?
SPOCK No, Doctor. I simply maintain that computers are more efficient than human beings, not better.
It's dumb and derivative and isn't getting a lot of laughs from me, but at the same time, it is freakishly realistic, and absolutely ripping off every character and scene and locale of the Lucas series.
I don't know how long it will last against Disney's DMCA juggernaut, but the "Imperial HR Lady" is way funnier and she just has to throw on a turquoise necklace and grating accent.
Speaking of self-vibe-coding games, I wouldn't see the point. When I was a younger boy, I did write games for myself, and it was an arduous project that was mostly aimed at teaching myself programming rather than gaming per se. And eventually the big didactic moments were hacking someone else's game code in terms of debugging and extending it, and that was more exciting than building my own from scratch.
Also, copyright is an issue! If consumer AI could ignore copyright and just code me, say, "Freecell but it's Harry Potter" or "Put me in the cockpit of a Y-Wing video game!" then it'd be exciting. People pay big bucks and invest big bucks for in-universe games of certain franchises like that. But AI won't provide for the consumer in this way, ever.
Much of the joy of gaming for me, is seeing a polished product that is well-balanced in terms of rules and fairness, and has good sound/graphic assets, and challenges or surprises me in novel ways as I go along. I don't think I would mind if someone else vibe-codes a game for me to play, if it's good enough and engaging, but it seems that designing/coding one for myself would feel empty and unfulfilling. And I wouldn't apply the same principle to utility software, but really I'd rather not invest a lot of time in building an office suite for myself, rather than just grabbing it off the shelf.
Moreover, the exploration of Data’s personhood as an android is like… incredibly pervasive throughout all of the seasons of the show.
Call of Duty 27, the myriad sports franchises, Halo 8, Fast and Furious 11, a remake of some Disney movie, the latest Marvel-slop...
I am reminded of a scene from the Jobs movie where they were arguing Open vs Closed systems. This feels similar...
I have only had success with single player games.
Genres are design problems rather than descriptions
No one thinks RuneScape is a "topdown RPG", rather than a "fantasy game with a lot of freedom and many things to do" The genre can be made secondary to the design, so I don't doubt game designers can make turn-based games widely appealing
As doubtful as I am about the viability of cloud streaming, this IS going to cause a bigger push into live service functionality where maybe you have a light client but the server is authoritative over more and more aspects of the game. Even then, AI can write its own server, so it needs to be full of FOMO if you're not on the official server.
There goes 95% of your market. If not more.
Or is it something you get used to like playing at 60hz, then going back to a PS2/etc at 30hz for awhile?
I don't have any reason to believe this would translate into a good cloud gaming experience though, because it mostly seems to have become viable from local wifi just getting a lot better in recent years. I would expect the latency to still be pretty high for a remote server, and it's possible that the streaming server I use is just able to "correct" things more easily for a local connection in a way that a fully remote connection might not be able to.
Considering the economics, the graphics rendering would have to be shifted to the server too and output as video
Sony's greed has been incredible, let's just accelerate tbh
It's never wise to say never, but I think cloud gaming will never go far with gaming. Physics means there's going to be input latency. So it simply won't work for VR where you really need at least 90FPS with no input latency. Of course the year of VR seems to be coming just about after the year of Linux, so maybe that doesn't matter. But even for normal games, the input latency is major. This [1] article shows input latency of more than 1/4th a second on one game ran at 4k. Then there's reduced visuals and of course recent times have also demonstrated beyond any doubt that the whole argument that the cloud won't go down, or won't lose your data, are both marketing fictions.
[1] - https://www.pcgamer.com/heres-how-stadias-input-lag-compares...
Is that antiquated? PC gaming requires either (1) some technical knowledge to assemble a computer on par with modern consoles without breaking the bank, (2) spending more than $1000 to buy a complete computer on par with modern consoles, or (3) settling for worse performance to buy a system that costs the same as a console.
Consoles subsidize hardware on the bet that they'll make more in the long run on game licenses, and they have much better economies of scale than most PC builders. See: Steam Machine.
I don't own a console, but the offer of saving money now at the expense of spending more over time is still a solid business model
And actually, the "what has this hardware enabled" works kinda backwards. I work in video games and every single design that we come up with usually hits the wall of "oh that's cool on PS5/XSX, but how will we make this run on the Switch" - and the answer is we won't, so the feature gets scrapped. Increases NPC counts, better AI, multiplayer sessions with hundreds of people on the screen - these are arguably gameplay features that the current gen enables but because games are always made for the lowest common denominator they rarely get implemented. And yes, of course there are always tricks to do these things regardless, switch has some impressive games despite being positively ancient now. But I've been part of the discussion about so many gameplay systems that got scrapped not because they couldn't run on the PS5 but because they also had to perform well on lesser hardware.
//Consoles subsidize hardware on the bet that they'll make more in the long run on game licenses,
The PlayStation 5 @ $499 became profitable to manufacture within its first year on the market.
https://www.pcmag.com/news/sony-says-499-ps5-no-longer-sells...
Sony Is also Making 59% More Revenue Per PlayStation User since Lockdown, with $230 more spent by the average active PlayStation user now than in 2018.
https://www.ign.com/articles/sony-is-making-59-more-revenue-...
* Yes they’ve started making their own but it’s hardly a primary business.
Counterpoint: The benefit of consoles is that they're locked down hard. A lot of PC games are either unplayable in online mode due to rampant cheating or require a level of system access for their anticheat solutions that rivals antivirus software but without the scrutiny.
With consoles, the best cheat can only ever be as good as a human with zero latency - you need to parse the video signal and feed it into some kind of ML model. With PCs, these FPGA based hardware cheat cards can do much, much more.
And frankly, I'm not sure how to solve this dilemma. I do not want to spend north of a thousand of euros for a console I don't own and, most importantly, can and will get my account locked when I attempt to own it. But on the other side I have zero desire to waste the precious free time I have dealing with cheaters. The usual trolls and sex pests are bad enough - but there I can just mute the chat and go on with my life. With cheaters, there is no escape.
Your article is 6 years old(!) , cloud gaming has gone a long way. If anything , try it first.
Also I muck around with mods, emulators etc. PC Gaming isn't just whatever is on the Steam Store.
A $1k laptop could dualbox WoW.. depending on the type of game you were playing consoles were not that much cheaper. Hardware prices in the mid oughts were getting very good.
Console are also single (or lately dual) target so it's theorically easier to debug and optimize compared to PC.
Lowering the stream resolution to 1440p (from 4k) I was able to get 1440p@120Hz flawlessly playing DOOM TDA, <1ms input latency according to the overlay and display latency in the ~17ms range.
It took 900Mb/s of network bandwidth to stream that, so very close to the limit of my 1Gb LAN and still not at the quality and frame rate I'd normally play.
Add WiFi or internet streaming into the mix, and we're going to have to take a significant hit in visual fidelity and frame rates on top of all of the other issues you mention with cloud gaming.
Microsoft will try and force their customers into something they don't want, because it's obviously better for Microsoft than their customers. They may succeed - success being "not completely losing all of their market share".
Nintendo will figure it out somehow, even if it means pivoting out of gaming altogether. Chances are - they will choose to make their customers happy instead of shooting themselves in the face. But they will try to shoot in the face youtubers and modders who make their customers happy.
On balance, Sony will most likely shoot themselves in the face, and survive to take whatever market share Microsoft gives up. Somehow.
1. already have their foot in the door
2. are not overwhelmingly hostile towards their customers
Needless to say though, vendor lock-in still sucks, and the switch store is pretty terrible.
Except the UX is horrid. If studios will certainly try it but there will be massive backlash.
Before the PS4/WiiU era (I'm not including XBox for reasons that will be obvious), they actually tried to create hardware that was "ground breaking" and/or "revolutionary" (to some extent of those words).
The PS3 had the "Cell Processor" and the Wii was loosely based on a PPC architecture.
The PS4 and WiiU were essentially x86 AMD CPU's.
The PS5, Switch 1/2 and every XBox are basically just desktop COTS hardware slightly modified for power consumption to be "consoles".
Are you surprised that 10,000,000 machine hours compressed into a quantized token can "reverse" a very well known and documented architecture?
I'm not.
And that, in my humble opinion, is the unfortunate part.
WiiU is the same architecture as the Wii and the Switch is the same platform as Nvidia Shield.
Within 5-10 years, kids will just be asking AI to generate customized games for them on the spot.
Maybe some indie games will even be delivered as prompts too, and the current download/installation times will be replaced by generation times :)
(not saying this is the future I want very much, but it's not unlikely)
Eg. https://torrentfreak.com/nintendo-wipes-out-400-switch-emula...
Edit: wrong link
Funnily enough I ended a recent blog post on this topic with "You will own nothing and you will be kinda pissed off about it."
There are many titles of a certain genre I keep meaning to sit down and play through someday, but keep pushing them out because I realized I have no one to talk about it with, just archived threads from 10+ years ago on various boards and forums of a discussion that once was.
High quality games were never the point, look at Roblox
If you're not in the latter category you'll probably assume a game's quality is proportional to the # of tiktok videos about it of course.
You'll also think all games are multiplayer live service :)
Regarding your post: I think the future of RE of server-side bound software will be something like 1. Point your AI robot with eyes and ears to an interface designed for you (the human customer). 2. Make it explore software at massive speeds, map and record every possible behavior, closely construct/approximate the human-computer interaction model. 3. Rewrite it completely in Rust. 4. Profit.
There will be no moat. Popular non-FOSS will be laughed at and rewritten by its users in hours/days. Proletariat will finally own the means of production, and the Stallman dream will finally become real.
Nobody wants 15 year lead times for sequels that cant innovate because its too risky. Their audience will also have a major backlash towards any generative AI use or known agentic workflows in development
All while indie developers wont be constrained by any of this and can even do a full voice suite thats more immersive and even dynamic, in a smaller payload because there wont be audio files, just the voice model
I think streaming vs downloadable is a red herring, AAA games are on their last breath. The indie developers that break through will be the AAA experiences if the market chooses a title enough times
I think the self hosting moment will gather steam and maybe prove itself superior for certain cases
Gacha and MOBA games, for example, probably wouldn't make less money because someone rewrote the client program in Rust. And players would cancel those clones spontaneously in the name of anti-cheat.
A counter-force to pulling more into the cloud against RE might be the general (geo)political instability + general rising tensions.
It might in the near future simply not be possible to build products that are tethered to that degree, as they'd be too fragile for the market to accept.
Additionally, it might be that the market simply starts caring less about specific products, as their value can be recreated freely using said LLM inference. So the vendor might cloud-tether it, but the thing that is tethered might simply be not interesting enough to matter.
"Fine, I'll do it myself" is getting easier by the day, and a lot of products are rather mid.
__
The only things that will be troublesome are heavily regulated things like cars or heavily monopolized things like mobile phone OS'.
The latter currently demonstrating how little interest Google has in there being something like Graphene and holding everything built on the idea of mobile phones hostage.
Both of these are mere legislative issues though and could be resolved with a majority of normal people. But one dollar one vote kinda interferes there.
This project is the first hint I’ve seen of the complete destruction of all copy protection schemes. Scary times for any industry that relies on those!
Sure, Rockstar can enforce a minimum software revision to launch the game, but couldn't some homebrew software just (a) lie about the software revision to any running game, or (b) apply any relevant software updates minus patching the kernel vuln?
It seems to me that the cat's out the bag now.
I don’t know how Sonys attestation works, and how resistant it is; but presumably it’s a bit harder than “lie to the game about what firmware you’re running”.
(GTA VI will famously not have a physical release, so you can’t rip data off the disk.)
In general though bad news for all the small games out there more than the blockbusters.
Basic cable (with 3 minutes of commercials every 10 minutes) plus HBO was like $80-100 adjusted for inflation. Now you can get a HBO/Disney/Hulu bundle, with no ads, for $35/month and watch anything in their entire catalogue instantly.
Truly amazing times
There’s also a big factual error in the submission title because the project readme has this caveat
> System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.
The Goldilocks zone for earning revenue for movies & games were always: Day 1 earnings = Week 1 earnings = Year 1 earnings
The revenue in this case is heavily protected by your IP NOT being copied in a single day, and that people want to experience the product together with their friends.
When people talk about convenience, is there really any inconvenience in downloading a pirated game/movie on release day?
Consumers want _access_ to their games/content. For example, netflix made it easy to "rent" or stream content. But as they slowly clawback those features (multi-streaming, password sharing, incorporate ads, increase prices beyond inflation). Then access to content decreases, visibility decreases.
It’s only recently (earlier this year) that the _last gen_ of xbox was cracked.
- drag any single player game executable
- run a swarm of agents to decompile and build a networking layer
- turn it into a coop game
(It saves copies of translated binaries behind the scenes, but it still behaves like a JIT overall.)
i asked copilot it says runtime interception and translation