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AnyPS5: Port PS5 binaries to PC without emulation (87% system libraries mapped)

108 points • by Fe2O3 • yesterday at 11:28 PM • 82 comments • view on HN

Comments

weakened_malloc • today at 1:05 AM

Unfortunately, this is only going to push Sony/Nintendo/MS more towards cloud gaming. AI enabling these amazing reverse engineering efforts and democratizing access to gaming is amazing, and preventing vendor lock in is always something I'll support. However it's hard not to see them pushing gamers towards needing to play games on cloud only, preventing these kind of things happening.

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lewelove • today at 12:56 AM

You will own everything and be happy.

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someperson • yesterday at 11:39 PM

It's always nice to have local git clone backups/mirrors of these projects because they may eventually be taken down through legal threats eg, Yuzu and Ryujinx.

Eg. https://torrentfreak.com/nintendo-wipes-out-400-switch-emula...

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dukodk • today at 12:44 AM

Are we gonna get a PC port of GTA 6 on day one?

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vuurmot • today at 1:05 AM

GTA 6 is releasing on PS5 right? Who is going to pay a single cent for software if everything can be ripped day 1? Countries with a huge stake in the software industry are going to get crushed?

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causesothere • today at 12:49 AM

I always wonder who the folks who build these things are. If they become too popular, it seems like a good way to have the government pay you a visit you will not enjoy. But they also seem like technically interesting problems to solve. Glad someone is out there preserving these games in any case.

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emkoemko • today at 12:34 AM

is this like the WINE approach?

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dsedgwick • today at 12:46 AM

Since the PS5 is already x86-64, the main friction point here is likely the proprietary graphics API rather than CPU instruction translation. I wonder if they handle GNM command buffers by pre-compiling them into Vulkan during that static relinking phase or if there is still some runtime interception happening when the game tries to queue those draw calls.