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Hacker awarded $50k bounty for reporting bug to Sony that allowed PS5 Linux exploit
A hacker used an AI LLM to find a hypervisor bug that allowed security researchers to load Linux on PlayStation 5 consoles, subsequently reported it to Sony, and received a $50,000 bug bounty. IGN reports that the person who discovered the flaw, who goes by Jordy on X, shared the award on the social media platform, drawing significant ire. The biggest driver of the criticism, though, is that Jordy agreed to delay the report until after the launch of GTA VI, but moved forward anyway after someone else discovered the flaw, meaning it would be patched prior to the launch of the game, and possibly denying someone else the payday.
I can at least buy GTA 6 with this I think https://t.co/1iLwrZTbdyOctober 14, 2026
“I can at least buy GTA 6 with this, I think,” Jordy said on their X account. One user called Gille replied to their post, saying, “50k in bank but 0 friends left. Worth it?” Another one named Darth Riker commented, “You did not ‘find this bug yourself’. The flow0 (Andy Nguyen) did that. You, however, didn’t. You’re just a lazy s****** who’s no different to those scammers out there,” while Matthew Cramer added, “The worst thing is not the money grab, it’s the fact that the whole point of exploiting PS5 is freedom, ownership, and control. Sony goes against everything we stand for! If Jordy was in need of money, there are hundreds of bug bounty programs with high paydays… or a better job!”
The ps5-linux-loader GitHub project requires a PS5 Phat, Slim, or Pro running firmware version 3.00 to 13.60 to work as intended. While it’s unclear if Sony had been aware of the flaw that allowed the Linux install on the console before Jordy’s report, it released firmware version 14.20 on Oct. 21, 2026, which patched the flaw. Because the latest games often require the latest firmware on the console before you can install them, the latest update means that users who are experimenting with running Linux on their PlayStation 5 would either have to pick between that and playing GTA VI on launch date.
Another thing that caught the ire of many jailbreaking fans is Jordy’s use of AI. Despite being a useful tool for discovering vulnerabilities when used by professionals, it has also overwhelmed several bug bounty programs with AI submissions. This includes Google, which has frozen its program until 2027, and Linus Torvalds, who switched to a public system as the Linux security mailing list has become “almost entirely unmanageable,” with AI bug hunters finding as many as 2,000 CVEs per release.
I asked them to at least wait for GTA 6 to come out so that people would have the opportunity to legally purchase the game and also enjoy linux. They agreed to wait, but not a day passed and they decided to waste it instead.September 15, 2026
“I am stepping away from the PS5 scene and stopping all my work on PS5 Linux. After pouring my heart and months of my life into it, including plans to finish PS5 Pro support and release in 2027, it’s all down the sink,” Nguyen posted on X. He also added, “The scene used to be a group of highly talented researchers, but now it is just a bunch of noobs using LLMs and writing hacks they don’t even understand. Slop kiddies found the only hypervisor bug left, which I had also found a while ago, and decided to report to Sony.”
Jordy told the publication that they agreed with Nguyen to delay the bug report, with the latter asking to only do so after GTA 6 has come out. However, the former admitted to doing it anyway as other researchers using generative AI also found the bug, with Jordy risking losing the $50,000 bounty if somebody else reports the exploit. “I decided I would report it,” Jordy told IGN. “If I and another person can find it with LLM, so can someone else.”
Sony’s PlayStation 5 has been the focus of hacks, emulators, and jailbreaking recently, especially after the company announced that it will end physical game disc production by January 2028. Despite the pushback against this decision, Sony has doubled down on its move and even threatened to cut off customer support and take legal action against harassment from disgruntled customers. This, combined with Jordy’s use of AI and X post sharing the $50,000 award, is what drove the ire of many in the PS5 jailbreaking scene.
Sonys PS6-Handheld wird zum Biest: AMD liefert wohl RDNA 5 exklusiv
Jailbroken PS5s can now run Steam PC games
Gamers can now experiment with playing their favorite Steam titles on a jailbroken PlayStation 5. The game launcher is actually based on the Playden launcher designed for macOS and adapted for the PlayStation, allowing you to sign in with your Steam account and install games from your library directly to the console. Playden for PS5 is a GitHub project that lets you run Steam games on the console, notes VideoCardz. When you launch a game on Playden for PS5, it sets a private Windows environment and is run through prospero-win, which is a PS5 port of Wine.
Note that the launcher itself does not run the game — instead it builds a separate PS5 app created for the game that you installed, allowing the Steam title to appear as a separate tile on the console’s home screen. Aside from that, its files, settings, and crashes are isolated from the launcher and other games. There’s also a separate runtime kit that handles Wine for PS5, the required graphics drivers, the Windows environment, and a template app shell for your games.
While Playden for PS5 successfully launches Steam games, it does not necessarily mean a smooth start-to-end experience for every title. The creator notes that it’s still in the Alpha stage of development, with X user v7dt1 saying that even though they were able to launch a game, it eventually crashed. On the other hand, u/Cevap shared on the r/PS5_Jailbreak subreddit that they were able to play Portal through the launcher with no issues, except for the lack of a mouse cursor and the inability to hit ESC to open the options menu. Still, the developer of the launcher lists several compatible games, including American Truck Simulator, Cyberpunk 2077, Doom Eternal, GTA: Vice City, Left 4 Dead 2, Team Fortress 2, and more.
Testing Steam games on Playden!from r/PS5_Jailbreak
Of course, users need a jailbroken PlayStation 5 if they want to use this launcher. But aside from that, the creator said that using it poses several risks, including the fact that it’s an unofficial Steam client. While there haven’t been any problems with third-party Steam clients, the app notes that Valve does not officially support it and any risk that comes with the use of the launcher “is yours to accept.”
Sony announced that it will cease physical game disc production by January 2028, which did not sit well among many fans. In fact, a petition against the move has nearly hit 200,000 signatures just a week after the announcement. Alongside that announcement, we started seeing a number of jailbreaks and emulators for the PS5, allowing users to take back control of their hardware, likely to the chagrin of Sony executives.
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Jailbroken PS5s can now run local AI models at over 100+ tokens per second
The list of things a jailbroken PS5 can do gets longer, as Reddit user u/AdIllustrious7246 posted his fork of PS5LM, a llama.cpp port on the PS5 to run AI LLMs locally, with a massive improvement, allowing PS5LM to run natively on the PS5 and utilize the GPU to run bigger AI models such as Qwen3.8-27B at 20 tokens per second.
GitHub user cobanov posted their unofficial port of llama.cpp on Reddit 14 days ago to enable jailbroken PS5s to run AI chat models locally and offline. cobanov’s version, according to u/AdIllustrious7246, runs as a payload on the CPU, limiting it to 6 GiB of memory. Running it as a payload is basically hijacking the CPU, inserting the LLM into its instructions alongside the home screen and system services; however, RAM access is limited to about 6.25 GiB because holding more would freeze the home screen. cobanov did this just to get the llama.cpp running as soon as possible, but eventually wanted to utilize the GPU so it could run larger models; however, it seems that u/AdIllustrious7246 beat him to it with his fork.
Qwen 27B at ~20 tok/s on a jailbroken PS5's GPU. I forked PS5LM and turned it into a native appfrom r/LocalLLM
u/AdIllustrious7246 utilized PS5_Vulkan, a port of the RADV graphics driver that allows instructions to be sent to the PS5 GPU. Normally, the PS5 GPU would be locked down and cannot be accessed like a PC GPU, despite being an AMD GPU. PS5_Vulkan is one of the projects that made plenty of homebrew projects possible by opening up what could be done on the GPU, including making it run LLMs.
Now that llama.cpp runs natively on the PS5, fully utilizing the GPU and opening up more RAM to be used, u/AdIllustrious7246 was able to run a 27B parameter model on it at 20 tokens per second, and smaller models like Gemma 4 E4B and Llama 3.2 3B at 61 and 124 tokens per second, respectively. Previously, the large 6.8 GiB LLM would make the system freeze and crash due to the CPU bottleneck, but GPUs are much better at processing LLMs, which is why GPU and RAM prices are insane these days.
Running it on the GPU allowed for much faster token output, and running natively allowed it to use more RAM, up to 11.4 GiB, according to u/AdIllustrious7246. Not only did the developer run the app natively, but they also gave it a dashboard, showing useful data such as live token-per-second generation, GPU and CPU use, power draw, temperatures, and how the memory splits between the model and KV cache. They also made it work with llama.cpp’s web UI, allowing users to chat with the LLM from other local devices using a browser.
While this is an impressive feat, allowing the PS5 to run as an AI assistant when it’s not used for gaming, commenters are getting flashbacks to the crypto mining GPU crisis. This is unlikely, however, as we already have an ongoing GPU and RAM crisis thanks to the demands of large AI data centers, and the PS5 doesn’t exactly have the fastest GPU or the most RAM.
PS5 homebrew storefront with over 1,600 free PS5 and PS4 games taken down by Sony
Overdrive, a homebrew games library offering over 1,600 PS4 and PS5 games, went viral after a video of its demonstration on X by Edigax caught online attention. Shortly after the influx of attention the Overdrive project received, it was shut down, reportedly after the developer received a cease-and-desist letter in an X post by Oliver Darko. However, two GitHub repositories have taken its place, reviving the project after one day of downtime.
🚨 NEW: Lawyers of Sony Interactive Entertainment reportedly sent a cease and desist letter to PS5 jailbreak hackers of OVERDRIVE, an illegal online app which offered more than 1,600 PS4 & PS5 games as free downloads. As for now the storefront is closed. https://t.co/WU2Duccw6hOctober 13, 2026
The storefront for jailbroken PS5 models was released on GitHub on October 9, with reception being relatively tame. It was only after Edigax, a popular jailbreak installation tutorial account, posted their video on X for Overdrive’s installation on October 12 that it went viral, receiving over 7.9 million views with over 600 comments, many commenting on how Sony deserves this over their controversial effort to produce no physical copies of games: “Only digital, as Sony wanted,” one commenter says.
This is Unbelievable: Play Has No Limits https://t.co/dfh9grLyxZOctober 11, 2026
A day after the project went viral, Sony reportedly sent the developer a cease-and-desist letter and had it shut down. There are no concrete sources for this cease-and-desist, but it likely doesn’t matter because just a day later, like a single-headed hydra getting its head cut, two more popped up in its place; one is a fork of the original, while the other is a clone of the original under a different account.
The jailbreak community seems keen to preserve this homebrew because of its incredible library and as a protest against Sony’s business practices, making it unlikely that Sony will ever get rid of this problem for good. If Sony manages to take down another, more will likely pop up in its place.
The PS5 jailbreaking community has been on a roll in the past few weeks since the Relapse jailbreak’s release on September 29. Since then, an influx of homebrew apps has been developed, including a range of emulators, launchers, and streaming apps; even Xbox Cloud Gaming runs natively on the PS5. It seems that this giant library of PS4 and PS5 games, easily accessible and completely free, is the climax of the past month’s notable releases that finally caught Sony's attention.
PS5 hack delivers native PS2 disc support and 4K upscaling where Sony refused to
Don’t throw away your PlayStation 2 games just yet. Modder Sword has released PS5SX2 for jailbroken PlayStation 5 consoles. This new software brings PlayStation 2 games to Sony’s latest console and supports physical discs, letting you relive your favorite classics in their original form.
For those active in the PlayStation emulation scene, the name PS5SX2 will immediately ring a bell, and for good reason. PS5SX2 is a native port of PCSX2, a very popular PlayStation 2 emulator for PC. Sword has successfully adapted the PCSX2 CPU recompilers to run on the PlayStation 5’s powerful custom Zen 2 chip. Unlike previous hacks that run PCSX2 on a host system and stream to the television, the PlayStation 5 does the recompiling and rendering.
PS5SX2 uses Vulkan as its backend renderer. However, since the PlayStation 5 lacks a standard operating system with official Vulkan driver support, emulation software requires a custom translation layer. Instead of developing a Vulkan driver from scratch, Sword uses a modified version of ps5vk, developed by renowned coder Mihawk-99, who has brought us projects like RetroArch.
PS5SX2 embraces virtually all popular disc image formats used for PlayStation 2 emulation, including ISO, CHD, CSO, and ZSO. More impressively, it fully supports physical PlayStation 2 game discs. It supports built-in optical drives and external USB optical drives. It reportedly works with discs from all regions. The only drawback is that the software can only read PlayStation 2 games released on DVDs, not CDs. It is more of a hardware limitation, though, since the PlayStation 5's optical drive lacks the laser needed to read standard CDs.
PS2 discs. Straight into a PS5.20+ years of nostalgia, one disc away.PS5SX2 🎮special thanks to @_AlAzif 🔗 https://t.co/5dJBpctESW💬 https://t.co/0NNel5pqQt☕ https://t.co/EypS5hoENk#PS5 #PS2 #PlayStation #PS5SX2 #Homebrew #Emulation https://t.co/mMcp41vFOXOctober 9, 2026
Beyond bringing PlayStation 2 fun to the PlayStation 5, PS5SX2 adds an impressive suite of features to enhance your retro gaming experience. One standout feature is high-resolution upscaling, enabling 6X scaling over the PlayStation 2's native resolution for up to 4K on modern displays. The emulator also supports a wide variety of upscaling and post-processing filters, including AMD’s FidelityFX Super Resolution (FSR). Patch files (.pnach) are also compatible with PCSX2, so that games can unlock widescreen or 60 FPS support for certain titles.
Beyond graphical enhancements, PS5SX2 packs other cool features. Gamers can fine-tune graphics, audio, and gameplay settings directly from their smartphone or tablet, and changes take effect instantly. PS5SX2 also lets gamers play online by emulating the PlayStation 2's network adapter and routing traffic to community servers. It also supports keyboard and mouse, couch co-op for up to four players, and the ability to create virtual memory cards up to 64MB per game.
PlayStation 2 disc support is only the tip of the iceberg. When asked about the potential inclusion of PlayStation 3 disc support for an RPCS3 port currently under development, the developer, Sword, responded affirmatively: "Yes, it’s coming with it :)." Sony's decision to kill game discs only further spurred the homebrew community to develop methods to preserve disc usage. The irony is that community projects, such as PS5SX2, have contributed to boosting the PlayStation 5's value.
Sony implemented backward compatibility on the PlayStation 5 for both physical and digital PlayStation 4 games. It is evident that the console can play games from older generations of consoles all this time. This raises an interesting question: why has Sony been holding out on its fans?
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Tom's Hardware
- AnyPS5 project reaches critical GPU milestone in race to enable running PS5 games natively on PC
AnyPS5 project reaches critical GPU milestone in race to enable running PS5 games natively on PC
The open-source AnyPS5 project has reached 100% GPU shader instruction coverage, a significant milestone in its effort to run PlayStation 5 games natively on Windows and Linux PCs. The project's live progress tracker now lists all 1,166 instructions in its tracked AMD RDNA 1 and RDNA 2 instruction set as implemented. There's a fairly important asterisk attached to that number, though: it doesn't mean the PS5's GPU is fully supported, much less that PS5 games are ready to run on your PC.
The distinction is in how AnyPS5 defines "implemented." In this case, it means the project's shader decoder recognizes an instruction. That's an essential first step, but it doesn't necessarily mean every instruction is implemented in translation to SPIR-V, never mind a guarantee that the instruction's behavior is correct in every situation, that every GPU feature is supported, or that a game's shaders will render properly. Consider the network libraries: libSceHttp is reported at 95% implementation, but the technical-debt document explicitly states that no HTTP request reaches the network in the current implementation.
If you're confused about AnyPS5, let me break it down for you. The most accurate starting point is "native porting through binary transformation and API reimplementation," rather than conventional PS5 emulation. AnyPS5 takes an existing PS5 executable (in standard ELF format, like Linux) and relinks it into a native x86-64 Linux ELF or Windows PE executable. It doesn't need the game's original source code, and it doesn't rebuild the game from scratch; instead, it adapts the existing machine code and supplies native replacements for the PS5 system libraries the game expects to find.
The line gets blurrier when we reach the GPU. PS5 games use Sony's proprietary AGC graphics interface and AMD RDNA-specific shader instructions instead of the standard graphics APIs and shader formats familiar to PC developers. AnyPS5 reimplements the necessary graphics behavior and translates RDNA shader programs into SPIR-V for execution through Vulkan. That's translation, reimplementation, and arguably some emulation of hardware behavior at different levels, but it's not a conventional emulator recreating an entire virtual PS5 and running the game inside it. The CPU code can generally execute directly on a compatible x86-64 host, though AnyPS5 also provides a "--to-intel" option to convert supported AMD-only instructions for Intel processors.
There's plenty left to do beyond shader decoding. The project's tracker reports 84.69% implementation across 2,578 of the 3,044 system-library functions currently declared in its codebase. That figure doesn't represent every function in the PS5's firmware, nor does it guarantee that each implemented function behaves exactly as it does on the console. Graphics state, texture formats, synchronization, memory management, audio, and other system services must also work correctly for an entire game to run.

The project's official compatibility list currently identifies Dreaming Sarah, a charming but technically very simple 2D platformer, as its single verified playable title. Developers are making progress with more demanding games (including the recent Ghost of Yotei), but experimental bring-up reports still document substantial rendering, stability, and performance problems. Reaching a game's intro or rendering its first 3D scene is real progress; obviously, it isn't the same thing as playing through the game.
There's also no retail-disc-to-desktop shortcut here. AnyPS5's documented workflow starts with an already-extracted game ELF, its associated modules and resources, and a properly built set of host-side compatibility libraries. It isn't a disc-ripping or decryption tool, so you're going to have to figure out how to extract the game ELF and resources yourself.
Hardware requirements will vary by game, but memory headroom is a big concern: on Windows, the project warns that a title may request up to 13,824 MB (13.5 GB) of direct memory, with the full allocation charged against the system's commit limit immediately. That's not a universal free-RAM requirement, but it does mean that this isn't something to try on any old PC with 16GB of RAM and a small page file.
To be clear, none of this should be taken to mean I'm not gobsmacked by the achievement. Recognizing every instruction in the project's tracked RDNA list is a critical step toward broader compatibility, and the work now being done to translate those instructions and reproduce the surrounding GPU behavior is precisely what makes the project interesting. There's real work by humans going on here, too; the project counts over 100 human contributors besides the expected assistance from Claude (and potentially other assistants not credited directly on GitHub).
The more likely long-term outcome of AnyPS5 isn't a universal PS5 emulator where you insert a disc and press "play," but a powerful framework for unofficial native PC ports of individual games. There's a tricky legal tangle to work out there, though, and there's also still a tremendous amount of work between today's milestone and that future, but progress on the project is rapid. It may well be the case that we end up playing the PS5 version of GTA VI on PC before Rockstar drops an official PC release.
Used PS5 Pros now cost $1,399 at GameStop, 50% more than new ones
GameStop has increased the price of refurbished PS Pros from $800 to $1399.99, meaning used units cost 55% more than their list price for brand-new consoles, and well over double the PS5 Pro's original MSRP. A Redditor working at the retailer has leaked a memo telling employees that the higher price of used consoles versus new ones is intentional. A r/GameStop subreddit moderator has confirmed the validity of the post, saying that the original poster has been properly vetted. The leaked prices are now showing on the GameStop website.
ScalpStop at its finestfrom r/GameStop
Brand-new PS5 Pro units have an MSRP of $899.00, which has already increased from $749.99 earlier this year because of chip shortages. It’s unclear whether Sony requires retailers to sell brand-new PS5 units at or close to the MSRP, but they generally have more freedom in setting the prices of pre-owned devices. Unfortunately, it seems that there’s a shortage of new PS5 Pros across several retailers. Sony, GameStop, and Target, which list the consoles at $899.99, are out of stock. While new consoles are available on Best Buy and Walmart, they’re priced at $1,496.01 and $1,554.99, respectively. Gamers who find these prices too rich might want to take their chances on eBay or Facebook Marketplace, but the situation there isn’t any better. New sealed PS5 Pros are going for more around $1,300 or more on these platforms. While they might be cheaper, you’ll miss out on some of the protections and peace of mind that retailers with brick-and-mortar stores provide.
Many people blame the AI-driven memory chip crisis for the PS5 Pro shortage. AI data centers’ appetite for HBM and willingness to pay top dollar for these chips meant that DRAM manufacturers have pivoted most of their capacity towards this more lucrative market, with manufacturers of consumer goods fighting over a smaller pie of DRAM production. The situation has led to a 500% increase in RAM prices in the past 12 months, with the shortage now starting to spill over into other industries like smartphones and automotive manufacturing.
The situation is likely compounded by the anticipated launch of GTA VI this coming November, which started pre-selling in June 2026. While Rockstar isn’t targeting 60 FPS for the game at launch, it seems that gamers are willing to pay top dollar just to ensure that they can get the best possible performance when the game finally arrives after years of waiting.
It seems that buyers who have saved just enough cash to buy a PS5 Pro are out of luck as retailers are taking advantage of the shortage and jacking up prices, even for used models. The basic PS5 Digital (Slim) and Disc (Slim) editions are still priced at or close to the MSRP, though, so those who want to get their hands on a PlayStation right now without overpaying scalpers would have to settle for these instead. Gamers who are specifically buying a console just to play GTA VI at launch could also settle for an Xbox Series X instead, which is a bit cheaper than the PS5 Pro at MSRP while offering more performance than the base PS5, or they could experiment with the open-source AnyPS5, which runs PS5 console games natively on PC.
Modder brings original Xbox emulation to jailbroken PS5
Popular Xbox emulator Xemu has just been ported to jailbroken Sony PlayStation 5 consoles. Reddit user u/Yzenxam posted a video of their PS5 running the emulator with three games installed: Forza Motorsport, Halo 2, and Crash Bandicoot. The port, playfully named XPSemu, is on their GitHub page: ZiZc3.
Original Xbox (Xemu Port) on PS5from r/PS5_Jailbreak
The modder has stated that XPSemu is Xemu and is nothing different; all they did was allow it to be opened on the PS5 as an application. Xemu uses QEMU’s TCG JIT to translate the Xbox CPU to the PS5 CPU in realtime, allowing for fast performance compared to interpretation-based translation.
Xemu has its own translation for the Xbox’ NV2A GPU and uses a Vulkan renderer to work with modern GPUs; thanks to the modder behind PS5_Vulkan, Xemu can talk to the PS5’s AMD GPU through the open-source RADV Vulkan driver — allowing the porter to run Xemu as a native PS5 application.
ZiZc3 also added their own touches as explained in their GitHub repository:
"On top of the port, XPSemu adds its own controller-friendly dashboard, per-game settings, cover art, play time, game patches, a performance overlay, a per-game log and a set of CPU optimizations made for the PS5's Zen 2 processor."
While QEMU's TCG JIT is relatively fast, it still leaves plenty to be desired. ZiZc3 explains that the emulated Xbox CPU is the bottleneck, loaded at 85-97% while the PS5 GPU remains mostly idle. As a consequence, the resolution multiplier up to 3-4x barely affects performance, and upscaling with FSR does not add performance.
The developer further explains that the PS5's Zen 2 cores are slower per core than a fast PC, and CPU-heavy games suffer from this. In terms of performance, ZiZc3 has provided a table of their experience and performance of the games on XPSemu:
Halo 2 | ✅ Good | 30 FPS stock. With the Halo 2 60 FPS patch: 51-60 FPS in the opening, 36-50 in gameplay.. |
Forza Motorsport | ⚠️ In-game | 30 FPS (its cap) in menus and intro, 15-21 FPS while racing. |
Fable: The Lost Chapters | ⚠️ In-game | 22-30 FPS in many areas (30 is its cap), 10-20 FPS in heavy areas. |
Crash Bandicoot: The Wrath of Cortex | ✅ Great | Runs smoothly. |
As of writing, there are fewer than 15 fully PS5-exclusive games, while the number of emulators the PS5 can run is increasing by the week. On X, users BrinoTk and Mihawk9_9 (the same person behind PS5_Vulkan) announced their Xbox 360 and PS5 Proton projects on the same day, with the Xbox 360 emulator already available for testing.
The emulator is now available for testing.Please keep in mind that I cannot guarantee that every game will work properly right away. Some games may not run very well, some may not run at all, and others may have graphical glitches or other issues.This is still a testing phase, and I’ll continue adjusting, fixing, and improving things over time. New features will also be added as development progresses.I’ll also be opening a Discord server so everyone can talk, share feedback, and report any bugs or issues they find directly to me.For now, I have only tested games in folder format, but I’ll also be testing ISO files soon.Everything will continue to improve over time, so feedback from testing will be very helpful.https://t.co/GeSLyKQSwdhttps://t.co/5a1vYcXbBdOctober 3, 2026
The PS5 already has emulators for PS1-3, with PS4 emulation technically built in. Non-PlayStation emulators besides the XPSemu include the Nintendo Switch, Wii U, 3DS, and of course the myriad of emulators available on RetroArch as well. On the other side of the coin, the PS5 itself has also been emulated on PC and the Xbox Series X — at this point, the lines are blurring faster than owners know what to do with their jailbroken PS5.
Marvel's Wolverine reaches gameplay with KytyPS5 emulator
Insomniac Games' Marvel's Wolverine is the hot new PS5 game right now, but that's all it is — there's no PC version in the works, and given Sony's reported decision not to bring single-player games to PC, that seems unlikely to change anytime soon. However, that doesn't mean PC gamers are out in the cold after it was confirmed that an experimental PS5 emulator has been shown to be able to run the early portions Marvel's Wolverine, though only at single-digit frame rates.
While the KytyPS5 emulator was already able to start the game up, that was all it was able to do. That was great if you just wanted to be able to move around the game's menus, but it wasn't much use beyond a proof of concept. Now, things have progressed considerably, with VideoCardz pointing to an X social media post showing the emulator rendering the game's cinematics and gameplay.
The latest build of KytyPS5 can indeed play the game, but it does so at a single-digit frame rate. That's a long way short of making the action-packed title playable on anything other than a PS5 or PS5 Pro. But it's a start, and a much more promising one than was the case previously.
Wolverine and Ghost of Yotei showing signs of life on PCIronic that Sony picked the absolute worst time to stop supporting PCAnyways, I guess we'll see where things are in one month pic.twitter.com/bqljKpdZcsSeptember 29, 2026
The frame rate situation probably says more about the emulator than the game itself. KytyPS5 is still very much in the early stages of its development, which means that issues are to be expected — especially for a title that has only been available for a few weeks. The emulator's developers are also focused on making it boot more games rather than making a handful work flawlessly, so it's unlikely it will be ready for prime time for a little while yet.
None of this is to detract from the work that has been done to get this point, though. The rapid progress that Marvel's Wolverine has seen is promising for the future of PS5 emulation on PC. KytyPS5 uses Vulkan 1.3 for its graphics output and uses an in-house system to decode the PS5's RDNA 2 GPU instructions. It's also available for both Windows and Linux right now, with an even more experimental version in the works for macOS.
This news also comes as another PS5 emulator has reached something of a milestone of its own. The developers behind SharpEmu, another experimental PS5 emulator, have been able to run a number of PS5 games at a playable 60 FPS. But even then, the success is modest —the developers only got six of 55 games to that point. A further six reached the point of gameplay, albeit at lower frame rates.

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Tom's Hardware
- New PS5 Relapse jailbreak enables homebrew and Switch emulation but is hamstrung by rapidly-changing firmware revisions
New PS5 Relapse jailbreak enables homebrew and Switch emulation but is hamstrung by rapidly-changing firmware revisions
A new PS5 jailbreak has been released with support for all PlayStation 5 consoles running firmware 7.00 through 13.60, meaning all consoles that haven't been updated within the last week or so are compatible. That includes the latest PS5 Pro console, too.
The new jailbreak, called Relapse, uses browser and kernel exploits to unlock kernel read and write access, including support for additional payloads like the homebrew enabler etaHEN.
However, while support for consoles all the way up to firmware 13.60 opens the door to more jailbreakers than ever before, the free-for-all might be short-lived. As VideoCardz reports, some games are already requiring the latest 14.00 firmware in order to download updates.
One example is the new Marvel's Wolverine game, with gamers reporting that the disc-based version requires PS5 firmware version 13.40. Downloading the latest 1.001.005 game update bumps the required firmware to version 13.60, which shouldn't be a problem for the Relapse jailbreak. But the fly in the ointment appears to be the digital version of the game. Some gamers have reported that the same update for the digital version of the game requires firmware version 14.00, pushing the PS5 beyond the firmware supported by Relapse.
This news leaves PS5 jailbreakers with a familiar Catch-22 situation. Some games, especially future releases, may require a newer version of the PS5 firmware in order to run. But installing those newer PS5 firmwares will break the jailbreak, giving gamers a decision to make — do they want to play the latest games or maintain their jailbreak?
Marvel's Wolverine aside, there are a number of reasons that gamers may wish to jailbreak their PS5 or PS5 Pro consoles. Doing so bypasses Sony's software restrictions, giving gamers the chance to install and run non-standard software and games. That can include pirated titles, of course, but it also means that emulators, including one for Nintendo Switch games, and mods can be used on a PlayStation. Naturally, those who choose to do this accept the inherent risks involved and do so at their own risk.
More information about Relapse can be found on the jailbreak's GitHub page.

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Tom's Hardware
- Sony Japan tries an anti-scalper lottery system for PS5 Pro orders, locks systems behind a 60-hour playtime requirement
Sony Japan tries an anti-scalper lottery system for PS5 Pro orders, locks systems behind a 60-hour playtime requirement
In the face of strong demand and device shortages, Sony has decided to filter PlayStation 5 Pro purchasers in Japan using a lottery system. We’ve seen such anti-scalper techniques used by the makers of the most treasured tech before, but the Sony Store in Japan is also insisting (machine translation) that those joining the queue for PS5 Pro purchase tickets possess a Japanese PSN account. Furthermore, participants must have logged at least 60 hours of gaming time on a PS4 or PS5 over the last two years.
「PlayStation®5 Pro」のソニーストアでの購入申し込みを、本日9月28日(月)より受け付けます。ご応募・ご購入には条件がございます。ご応募数が販売予定台数を超えた場合は抽選となりますので、あらかじめご了承ください。詳しくはこちら⇒ https://t.co/h4rOIltI9Q pic.twitter.com/71VaLlu5edSeptember 28, 2026
The Sony Store’s PS5 Pro application and purchase conditions indicate that PS5 Pro purchase lottery ticket applications are limited to gamers who can satisfy the following:
- “For those using PlayStation Online Services with a Sony account registered in Japan.”
- “You must be signed in to your Sony account and have played a total of 60 hours or more of games on either a PS5 or PS4, or both, between September 27, 2024 (Friday) and September 27, 2026 (Sunday) at 23:59.”
These Sony Store PS5 Pro purchase applications will open on October 7, with sales to ticket holders commencing October 26, 2026. If the applications to purchase Sony’s MSRP stock outstrip supply, then prospective purchasers will be selected via lottery. Successful applicants will have until November 2 to complete the purchase of their PS5 Pro at MSRP.
The PS5 Pro has been available to buy for approaching two years (launched November 2024). These game consoles have also seen prices climb several times this year due to key components being funneled to AI data centers. You might think that the console aging and getting more expensive would slow demand. It is thought, however, that demand for the PS5/Pro consoles is now rising, at least partly due to the impending release of Rockstar’s GTA 6.
Japanese gamers have previously been seen to grumble about foreign tourists buying up stocks of RTX 5090s, for example. That experience makes the PS5 Pro lottery system, tied to the Japanese PSN account requirement, seem logical. Moreover, the logged PlayStation gaming time of 60 hours helps steer stock to folks who buy these machines to enjoy, rather than just scalp and sell them on.
Open-source AnyPS5 dumps emulation to run PlayStation 5 console games natively on PC
PlayStation 5 emulation has witnessed massive growth ever since Sony confirmed its plans to end PC ports for its first-party, narrative-driven single-player games. The latest name joining the list is the open source project AnyPS5, which is claimed to run PS5 games natively on PC without requiring any emulation. The official GitHub page describes it as a tool for automatically porting executables to Linux and Windows.
Since the PS5 is powered by AMD’s Zen 2 hardware, it uses the x86-64 architecture, thus allowing AnyPS5 to work as a compatibility translation layer somewhat similar to Proton or Wine. It takes the original PS5 executable files and converts them into Windows and Linux formats, while the shaders are recompiled into SPIR-V for Vulkan. By avoiding emulation altogether, AnyPS5 can potentially eliminate some of the computational overhead, resulting in a smoother experience.
That said, development is still in the early stages, with test builds reportedly managing to boot select games as far as the main menu, with some even reaching gameplay with audio. However, the tool still requires a lot of work, particularly when it comes to system libraries and proprietary APIs unique to the PlayStation 5’s operating system. While the project is currently active on GitHub, a working public build is yet to be released.
PS5 emulation is still far from being practical, but if you are interested or have been following the topic, make sure to check out KytyPS5, one of the most prominent and popular PlayStation 5 emulators in active development. It recently managed to run the PS5 version of Grand Theft Auto V as high as 40 to 60 FPS using high-end PC hardware. Unfortunately, this one is also in an early experimental phase and is not stable enough to maintain playable frame rates.
There is also SharpEmu, which focuses on accuracy and the underlying infrastructure needed to improve compatibility with PS5 games. The project has managed to successfully run Astro’s Playroom on a Steam Deck and was shown booting on the handheld at around 0.5 to 1 FPS. The game remains unplayable at those frame rates and does not progress beyond the introductory sequence, but getting PS5 emulation to run on the Steam Deck represents a major step forward for the project.
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Tom's Hardware
- Original Sony PlayStation 2 security chip ‘broken wide open’ after 26 years — chemical decapping and four years of reverse engineering unlocks MechaCon secrets
Original Sony PlayStation 2 security chip ‘broken wide open’ after 26 years — chemical decapping and four years of reverse engineering unlocks MechaCon secrets
The ‘magic security chip’ inside the original PlayStation 2 has been successfully reverse-engineered and dumped. Canadian retro hardware and software enthusiast DiscoStarslayer was the manic mind behind the cracking open of the CXP102064 MechaCon chip, which arrived inside the ‘PS2 Fat’ from 1999. It took “four years of effort” to reach this stage, but this milestone should be a boon to hardware preservation, repair, and emulation projects.
After 4 years of effort, I'm happy to announce that one of the final secrets of the PS2 has been broken wide open!It's been a long process of decapping, optical dumping, and now at last a software solution.Thank you Libby for finding the exploit from our dirty optical dumps! pic.twitter.com/VrsCH8I35CSeptember 13, 2026
The Mechacon got its name from its primary duty of controlling the PS2’s optical and flash drive mechanics. It also played a significant part in Sony’s game optical disc security, supporting “Magic Gate [memory card] and KELF file [executable] decryption among other things,” notes the PSDev Wiki. Unlocking the secret workings of such chips can be important to those involved in video game preservation. So, many people will appreciate DiscoStarslayer’s work in reverse engineering and dumping one of the PS2’s last remaining secrets.
As per the social media post, the arduous task of breaking the MechaCon’s security took four years. Some of the reverse engineering tricks utilized by DiscoStarslayer include chemically decapping the CXP102064 to expose the die, then using microscopes and optical dumping skills to analyze the silicon chip circuitry. In this case, a lucky break during the hacking apparently uncovered an exploit that provided a method whereby the chip’s data could be extracted through software.
With this achievement unlocked, the game/hardware preservation and programming communities can look forward to improved emulation and homebrew developments. It should also open up possibilities for replacing the aging optical drives in PS2 consoles.
Beyond the confines of PS2 Fat consoles, some social media commenters noted that the MechaCon was also used in a handful of arcade machines from the era. Specifically, the Namco System 246 and System 256, as well as the Konami Python 1, which used modified PS2 hardware, used the MechaCon firmware to authenticate security and allow the execution of encrypted game data.
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Tom's Hardware
- Wiki documents at least 44 instances in which Sony says you own your games as digital games ownership lawsuit progresses — project is direct assault on Sony's claim in recent ownership lawsuit
Wiki documents at least 44 instances in which Sony says you own your games as digital games ownership lawsuit progresses — project is direct assault on Sony's claim in recent ownership lawsuit
In a recent lawsuit against Sony, the firm argued that "reasonable consumers would not be misled" into believing they own digital games that they "purchased" on the PlayStation Store. Folks on the Consumer Rights Wiki have now compiled a humongous list of specific instances in which Sony currently states that users do, in fact, own their digital PS4 and/or PS5 games. The list is currently up to 44 specifically documented statements, but actually notes hundreds of examples where Sony explicitly states that users do, in fact, "own" their games across its various services and pages.
In this case, Sony says that no "reasonable person" would believe that, when they add a game to their cart and click "Purchase" on the PlayStation Store, they are entering a contract that entitles them to ownership of the digital goods in question. Instead, Sony believes it's obvious that what you're paying for is a limited, revocable license for a service that only remains available as long as Sony offers it, which is quite different from ownership in a legal context.

The case isn't exactly about ownership, though; it's really about consumer disclosure and product representation. The plaintiffs aren't arguing that buying a digital game somehow transfers ownership of Sony's underlying intellectual property, but rather that Sony's use of words such as "buy," "purchase," and "own" could reasonably lead consumers to believe that they were acquiring a durable right to use the game, rather than merely obtaining a revocable license. That distinction matters because Sony's defense depends in part on the claim that no reasonable consumer would interpret the transaction that way. At the same time, the plaintiffs have produced a substantial body of evidence showing that Sony itself routinely uses precisely that ownership language when describing the digital games its customers have purchased.
This issue is in particularly sharp relief now that Sony's digital store is confirmed to be the only way to purchase new PlayStation games from next year. The publisher's announcement that it would stop producing game discs in January of 2028 caused quite an uproar among gamers who value physical copies of games as a token of ownership. It's worth noting that most players do purchase games digitally (as much as 85% of PlayStation games, by some reporting), and also that disc production and usage become less practical as the manufacturing of both disc drives and discs slowly winds down.
The gamer outrage isn't really about the end of discs, though. This fury has been simmering for a good while now, as gamers resent perceived anti-consumer practices. The realization that discs are going away simply forced a lot of gamers outside the enthusiast sphere to confront the reality that they do not own their digital purchases and that they can be taken away at any time, just as Sony has already done in the past. This is especially pointed in light of the price increases asked by game publishers in the last few years, where games have gone from a typical ceiling of $60 USD up to $70 and now, more recently, $80 (with Mario Kart World, Zelda: Tears of the Kingdom, and now Grand Theft Auto VI), despite often struggling to provide the same level of satisfaction and enjoyment as older titles.
And so we come back around to the Consumer Rights Wiki and its list of times that Sony has explicitly used ownership language on its website and on its digital storefront. The Wiki catalogs these quotes with both links to live pages as well as archived snapshots and screenshots with the relevant text highlighted. The Consumer Rights Wiki was of course founded by consumer rights advocate and YouTuber Louis Rossmann, but much of the work was done by the community that has sprung up around the site as people rebel against the continuous erosion of their consumer rights, particularly by technology companies that argue against their own responsibility.
It's unfortunately still not clear if this case is actually going to trial yet. Sony is attempting to have the case moved to private arbitration, citing that all four plaintiffs agreed to such when signing up for the PlayStation Network; in that case, Sony will likely pay a small cash award to each plaintiff and the matter will be settled, legally speaking. If the case goes to trial, there's a possibility for real legal precedent to be set by a public ruling, at least in California. For the sake of consumer transparency on the PlayStation Store, let's hope that the court agrees to hear this one.
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Tom's Hardware
- Sony threatens to cut off customer support and pursue legal action over harassment as backlash to PlayStation’s physical-disc phaseout intensifies — company to move forward with no disc decision despite several lawsuits
Sony threatens to cut off customer support and pursue legal action over harassment as backlash to PlayStation’s physical-disc phaseout intensifies — company to move forward with no disc decision despite several lawsuits
Sony Japan has officially implemented a new customer harassment policy to address ongoing customer backlash, following the company’s controversial announcement to phase out physical PlayStation game discs by January 2028. In an official publication on September 1, the company outlined prohibited customer behaviors to protect the dignity and safety of its employees and threatened to suspend customer service if the behaviors continued.
“The dignity and safety of our employees must not be threatened by customer harassment, such as words or demands from customers that exceed what is considered reasonable according to social norms,” the publication read. “If any behavior constituting customer harassment is confirmed, we may restrict or suspend customer service in order to protect the safety of our employees.”
Some of the examples of customer harassment detailed in the publication include “persistent and repeated, or prolonged, demands; excessive or unreasonable demands for compensation; abusive language, threats, slander, and other similar behaviors; requests unrelated to products or services; intimidating attitude; discriminatory or sexual conduct; and attacks and demands against individual employees.
The company also listed “forcing someone to prostrate themselves,” visiting company grounds without permission, and excessively asking for apologies as customer harassment, expressing willingness to use legal force if necessary. “We will take a firm stance against such actions and aim to build healthy and sustainable relationships while respecting both our customers and employees,” it said. “If we deem it necessary, we will cooperate with the police, lawyers, etc., and consider taking action, including legal measures and criminal proceedings.”
The new policies appear to be in response to the intense backlash over Sony's decision to end physical disc production by 2028. The decision was met with immediate, widespread backlash from the gaming community, which argued — among other things — that ending physical discs was equivalent to eliminating true ownership. Critics also argued that digital purchases were rentals and placed too much power in the company's hands, which could restrict access at will. Just 6 days after the July 1st announcement, a Change.org petition to stop the move had amassed 200,000 signatures and is now approaching 400,000.
The company doesn't appear to be backing down. After a class action lawsuit related to Sony’s decision to kill physical discs, the company moved to force the case into out-of-court arbitration, arguing that “reasonable consumers would not be misled into believing they own digital games.” The plaintiffs allege that Sony misleads consumers by using "Buy" buttons for digital PlayStation games without clearly disclosing that buyers are only purchasing a temporary, revocable license rather than actual, permanent ownership of the game.
Several other related lawsuits are ongoing. Regardless, Sony has said it will "cautiously move forward" with its decision despite “strong views” from players. The company hopes its new customer harassment policy will curb some of the backlash individual employees are currently facing. The policies also align with Japan's recent law that mandates companies to take measures to prevent customer harassment towards their workers.
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Tom's Hardware
- RPCS3 emulator can now run PS3 games on PC directly from a disc drive in landmark development — unlocks 20 years of physical titles on Windows, Linux, and macOS
RPCS3 emulator can now run PS3 games on PC directly from a disc drive in landmark development — unlocks 20 years of physical titles on Windows, Linux, and macOS
The developers of the Sony PlayStation 3 emulator RPCS3 have told their social media followers that it is now possible to play games straight from discs. As announced on Twitter/X, the emulator’s latest refinement works only with certain internal and external Blu-ray drives. Happily for retro gamers, there’s a lengthy compatibility list of drives featuring many models and brands, and the same drives are also compatible with dumping your media to fixed storage.
You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!💿 PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!See compatible disc drive models at https://t.co/nSzG5S954L pic.twitter.com/d1uKE7BpyrSeptember 6, 2026
Above you can see the RPCS3 devs are pretty happy with the slick new “plug and play” refinements that are available to users of the latest version of the emulator. “You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!” boast the open source emulator programmers. “PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!” The RPCS3 team thanks digant73 and Megamouse, specifically, for contributions making this feat possible.
Indeed, this is another step forward in making a slick emulator that works in a surprisingly frictionless fashion. Though the Tweet mentions PC, specifically, extended disc drive play support is also available on Linux, FreeBSD, and macOS. You just need to check that drive compatibility list. Moreover, all users can enjoy “optimized install times for package installations from the disc drive.” It has also been confirmed that PS4 and PS5 console users with Linux installs can launch PS3 games directly from disc using RPCS3.
Here’s a quick tip for folks who have an obscure Blu-ray drive that isn’t in the list. If you want to confirm compatibility with the drive, just put a PS3 disc in it. If you can browse its files, it's compatible; if nothing shows up, then it's not.
With pricing for the best SSDs now sky-high, being able to test-run new (old) games before dumping them to fixed storage could be a boon. It might also be good for auditioning a batch of discs you have recently bought, to see which ones are keepers.