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PS5 Relapse Exploit

351 points · 254 comments · therepanic

  1. sergiotapia · · focus · HN ↗
    Also PS5 Emulation is advancing at an insane pace. <a href="https:&#x2F;&#x2F;x.com&#x2F;BrutalSam_&#x2F;status&#x2F;2104554823240860065" rel="nofollow">https:&#x2F;&#x2F;x.com&#x2F;BrutalSam_&#x2F;status&#x2F;2104554823240860065
    1. torben-friis · · focus · HN ↗
      Is the emulation layer thin enough for a non-stupidly specced computer to run stuff? Or is this more of a theoretical&#x2F;advancing for the future thing?
      1. nodja · · focus · HN ↗
        PS5 emulation on x86 hardware will be more like running wine, so as long as your PC is as powerful as a PS5, performance should be close...eventually. The real performance bottleneck will be the GPU translation layer, much like converting DirectX to Vulkan isn&#x27;t trivial, so isn&#x27;t converting GNM (PS5&#x27;s graphics API) to Vulkan, even tho the APIs are close (IIRC, they&#x27;re cousin APIs)
        1. gambiting · · focus · HN ↗
          The main problem is that PS5(and Xbox) has unified memory, that&#x27;s the whole advantage of these systems. You can put your texture in one place in memory, have the CPU write to it and the GPU can immediately read it from the same address once you are finished. It&#x27;s an absolutely huge performance advantage, that the typical PC architecture doesn&#x27;t support and doing such a thing will always incur the penalty of having to transfer the data from system ram to GPU vram - with enough bandwidth and fast memory the issue can be somewhat mitigated, but it doesn&#x27;t change the fact that on PS5 your GPU can start reading the data the CPU just wrote nanoseconds after it&#x27;s done, on a PC you need to wait for the transfer first.
          1. ZenoArrow · · focus · HN ↗
            <a href="https:&#x2F;&#x2F;www.corsair.com&#x2F;uk&#x2F;en&#x2F;explorer&#x2F;glossary&#x2F;what-is-resizable-bar&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.corsair.com&#x2F;uk&#x2F;en&#x2F;explorer&#x2F;glossary&#x2F;what-is-resi...

            &quot;When a game is running, the CPU needs access to a graphic card’s memory, and by default it can only access 256MB at a time. However, resizable BAR removes the size limitation so the CPU has access to all of a GPU’s memory, theoretically allowing for improved performance. This adjustment lets the CPU request much larger chunks of data from the GPU, which can improve performance in games that can benefit from this change.&quot;

            1. gambiting · · focus · HN ↗
              Yes, I&#x27;m aware of it. It&#x27;s purely an addressing simplification and you are still limited by the GPU bus speed if you want to access any data on the GPU by the CPU. And it only works one way, the GPU cannot be given an address in RAM and expected to magically have access to it, the driver has to copy the data over first.
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