AnyPS5: Port PS5 binaries to PC without emulation (87% system libraries mapped)
github.com/boykopovar
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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.
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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.
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Ugh I know the answer but it’s just sad. I don’t want all media to become cotton candy.
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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.
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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.
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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.
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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.
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I’m genuinely asking here. This isn’t bait or a challenge, and I’m not really sure how to avoid that tone so apologies if seems antagonistic.
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Basically, quick arcade-style games that can give them "points" so they feel good about just doing problems over and over for repetition. I can handle the conceptual discussions myself, but I find that gamifying works well for the portions where there's no alternative but to just practice until memorized.
I had also been working on a Treasure Mountain/Mathstorm/Galaxy clone with expanded activities, but I think the arcade format actually works better and is easier to make.
My daughter can also read a couple years ahead, but her writing's still very basic/phonetic. So I had codex whip up a standard template where I can put a picture (that codex generates) and she can write about what's happening in the picture and then color it. The template includes a word bank where I can add words relevant to what's happening (e.g. that I used to prompt the picture creation) that have irregular spelling, and I had it print a reminder sheet of different ways to spell the same sounds (ai, a_e, ay, etc) that she can refer to while trying to remember how to spell words. Previously when she was earlier in learning to read, I had used it to generate a couple simple coloring storybooks as a little fun activity.
That doesn't really answer your question about how I know it's effective, but I get a general sense that educational research struggles with that question too.
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Moreover, the exploration of Data’s personhood as an android is like… incredibly pervasive throughout all of the seasons of the show.
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Absolutely and I was thinking about this when I wrote my initial comment. It's a good consideration. Star Trek _does_ have an AI computer capable of generating code and stories and all it requires of the user is a little prompting.
TNG shows humans are using this technology to engage themselves. People rock climb, ski, perform Shakespeare. Holodeck authors are well-respected throughout the galaxy. They also warned us of holodeck psychosis.
Data is an android, but what about his story suggests we should slurp up doggerel? His existence is the pursuit of humanity's "essence."
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A pretty photo is not enough on its own. Hotel lobbies have all kinds of pretty photography. That’s not the stuff people hang on the walls in their home. There is nothing wrong with it, it is fine to have hotel lobby photos. But acting like that is the ultimate target, that we should use AI to just manufacture this at a large scale… I mean what is even the purpose of that? Am I missing something here? Do people really just want to sit around with their local agent generating facsimiles of existing shows/movies for cheap entertainment?
There is always space for cotton candy and general purpose work, but we should not be advocating for a massive facsimile machine to drown out all media. People have been whining about Hollywood not writing new things for decades, so the alternative is to accelerate that? I just don’t understand the draw. I have no desire to sit around watching my computer make a fake, derivative Star Wars show for me to watch later.
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Call of Duty 27, the myriad sports franchises, Halo 8, Fast and Furious 11, a remake of some Disney movie, the latest Marvel-slop...
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It also bears mentioning that Coke and Pepsi are popular too.
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I am reminded of a scene from the Jobs movie where they were arguing Open vs Closed systems. This feels similar...
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I have only had success with single player games.
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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
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RuneScape as an example is a funny one because it is comparable to turn based games at a competitive level due to its slow tick rate. You're basically taking very fast (0.6s) turns and can stack certain actions within those turns to do better. But there is no pause between turns so it's just (ab)using game mechanics, which also means it is latency sensitive.
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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.
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There goes 95% of your market. If not more.
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Or is it something you get used to like playing at 60hz, then going back to a PS2/etc at 30hz for awhile?
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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.
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Nintendo is excellent at providing that value using low tech. They managed to make a compelling product using cardboard and sell it for 80$. They are the masters at providing good experiences with relatively cheap local hardware.
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Sony's greed has been incredible, let's just accelerate tbh
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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...
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And now a days in the age of Denuvo and things like this, cracked binaries are sometimes even 'cleaner' than the official releases.
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It'll be interesting to see if LLMs do increase the rate of completely cleans.
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Funny thing is they removed all their blogposts on Griffin (an obfuscator several anticheats, including EA's, Riot's and FaceIT's utilize) for whatever reason.
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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.
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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
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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.
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> The TrueAudio Next SDK was released as open source through AMD's GPUOpen suite in August 2016...TrueAudio Next uses the GPU's ray-casting technology to do the audio computation
It's a rather niche feature, don't think too many games ever used it.
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Honestly, I think Civ games benefit the most from hardware advancement- the end game become more playable due to shorter wait times.
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//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-...
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* Yes they’ve started making their own but it’s hardly a primary business.
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So for instance imagine you're playing an FPS and if you pressed the fire button, the weapon didn't fire until that packet traveled to the server, was processed, scene rendered, and finally returned. An extra 100ms or whatever might not seem like much, but it nonetheless feels very wrong, and also can have a majorly detrimental effect on skilled players' ability to play the game because you're basically adding that time to their reflex rate. And 100ms is more of an aspirational goal than a typical norm. Stadia, for instance, had latency that could reach upwards of 250ms.
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Nothing says you can’t do some amount of local rendering to help with that feeling of prediction.
> and also can have a majorly detrimental effect on skilled players' ability to play the game because you're basically adding that time to their reflex rate.
Professional twitch FPS gamers aren’t the target market. The target market is casuals who just want to pick up and not fight with installs, disk space, updates, etc etc.
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It's also not just 'professional twitch FPS gamers' that this is an issue for. If you get anywhere near the latency that the Stadia had in certain games (280ms in that article) then that is going to be very jarring even to the most casual gamer. That's less than 4 frames a second! It's going to feel like your character controls like a tugboat. Even at more reasonable latencies you still end up with some significant frustration in games where time matters.
And now a days there's basically zero friction in gaming even on PC. You buy a game with one click, you install with one click, you're playing, often in a matter of seconds.
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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.
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Your article is 6 years old(!) , cloud gaming has gone a long way. If anything , try it first.
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Also I muck around with mods, emulators etc. PC Gaming isn't just whatever is on the Steam Store.
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I've got something like 1400 hours in HellDivers 2, playing Level 10 I don't want to experience any lag. I recently changed the configuration of my machine and I've able improve framerates/frame pacing and it make a lot of difference when playing the game i.e. some melee counters I can much more easily perform.
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Any game I played with GeForce now I also played local, yes there is a minimal difference, but sometimes I got better feeling with multiplayer as the cloud service had better connection to the game servers than my local provider.
And I will prefer most multiplayer games with my local machine, but it impressed me very much (more than stadia and Xbox cloud)
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If my provider has a bad peering to the gameservers, but a good peering to the cloud gaming servers, you get a better gaming experience with cloud gaming.
Its possible.
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You are adding an extra latency between you, the game server and the other players. Playing mental gymnastics about how it could be better when it can't isn't going to convince me or anyone else.
Conversations like these feel like the sort of conversations people were having at the end of days of the Amiga where they were talking about the custom chips and all that jazz being better ignoring the fact that people were buying Voodoos and Soundblasters.
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Never said its the default or that i want convince someone, but it happens to me at least with two games at the evening.
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You aren't going to magically get a better ping because the VM is somewhere else. So I find this hard to believe.
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While the numbers might differ , I know this is technically possible from my experience in corporate environments buying links to minimize latency. Basically your isp might optimize for a different function ( cost, etc ) than Nvidia ( who wants to make make players happy and subscribe ).
My isp used to throttle Netflix or YouTube ( I don’t remember ), and gfn users occasionally report better performance when using a vpn ( it’s usually throughput not latency though ).
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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.
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$400 buys you a decent laptop from 10 years before.
My $400 used Dell laptop from eBay is able to emulate PSX games and most PS2 games (albeit dipping in < 100% emulation speed at times) with its integrated Intel card.
20 years ago (2006) a $400 laptop from 1996 had a pre-Pentium CPU barely able to run Windows 95. In fact I’m not even sure you could find laptops that cheap, used or new.
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Console are also single (or lately dual) target so it's theorically easier to debug and optimize compared to PC.
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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.
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When I had 30 ms of display lag (a frame) I could not accomplish anything for my team in League Of Legends. With my old Samsung TV I would just get hit playing Titanfall and never be able to hit anybody (except with a falling Titan) until I turned on "game mode". I even had the same problem with certain single player games like SAO: Fatal Bullet. (Although there are some games, say DW 9 [fast action but not time sensitive] or Orcs Must Die [not twitchy at all] that I can play just fine with the wired LAN in my house in the first case and over the microwave link to my rental property in the second case)
And of course the lag is unreasonably distributed. The developers and executives might have offices across the street from a cloud gaming data center and of course it is OK. For the "rest of us" behind congested or underinvested networks not so much.
What I found the most disappointing about cloud gaming was despite it being all the rage for "Big Tech" for a year or so they never made an attempt to build a game that really took advantage of it. I mean, you can get machines in the cloud with an absurd amount of RAM, CPUs and GPUs. Such a machine could put 20-30 players in a shared world with 20-30 the complexity of a conventional game and stream out video to all of them... Google has fantastic resources and could have made a game which would have had gamers demanding cloud gaming but no, they didn't.
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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.
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1. already have their foot in the door
2. are not overwhelmingly hostile towards their customers
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Needless to say though, vendor lock-in still sucks, and the switch store is pretty terrible.
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Except the UX is horrid. If studios will certainly try it but there will be massive backlash.
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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.
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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)
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Even if it starts out really crappy, people will iterate and contribute until it's virtually identical to the real thing.
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Eg. https://torrentfreak.com/nintendo-wipes-out-400-switch-emula...
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Edit: wrong link
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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."
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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.
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High quality games were never the point, look at Roblox
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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 :)
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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.
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I'd guess maybe 90% of gamers probably wouldn't either. And those negatives are somewhat balanced by the positives that cloud-streamed games enables: no disk space management (minor) and no cheaters (huge!).
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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
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the voice models are small too so it’s just a matter of time until someone is intentional enough sending that payload down in a download
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I think the self hosting moment will gather steam and maybe prove itself superior for certain cases
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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.
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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.
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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.
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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!
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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.
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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.)
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Modern hardware attestation is - if implemented correctly - not beatable unless you decap chips and start trying to extract hardware keys. But the silicon itself is often heavily obfuscated and such a feat has not been demonstrated for modern hardware.
All breaks of modern console security rely on finding bugs or mistakes in the implementation. If the PS5 has got serious exploits then either:
1. They will patch it and revoke old firmwares, as the infrastructure lets them do. Then you have to try and find a new exploit in the firmware that GTA6 was released for.
2. It won't be released for PS5 until later. Xbox security has been undefeated for a long time now, so Microsoft might have an advantage there.
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The underlying architectures are quite complex but there are some good tech talks about them online. One of the best is by Tony Chen, which covers Xbox One security. It's many years obsolete now, but even that security system wasn't cracked until long after obsolescence. Microsoft have proven you can build an effectively unbeatable security system for general computing devices even though they only use it for games and multiplayer anti-cheat. It seems Sony might have not reached Microsoft's level.
Maybe AI will speed things up by making it easier to find obscure bugs, but design wise the architectures are sound and can work well.
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If someone manages to download and decrypt the game on 1 single hacked console then it's out forever. Even if Sony decides to only allow unhacked firmware it's only a matter of time (months not years) before that version gets a jailbreak too because no complex system can be totally secure.
The only way to prevent this is making the game online only. That would be an extreme sales and reputation hit because it's the type of thing people expect from EA games where single player is a side mode. Not Rockstar famous for their incredible story modes that have always been offline.
Then you can see from projects like ReSkate that to successfully pull it off you would need to make the game effectively a thin client, because if you leave any logic on the console it will get reversed even if parts of it are server only.
And running a full game engine millions of times on your servers gets expensive real fast. Take Two can't afford it, and even if they could, the hit to their profits would be way more than what they can lose from the game getting cracked day 1.
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In general though bad news for all the small games out there more than the blockbusters.
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- drag any single player game executable
- run a swarm of agents to decompile and build a networking layer
- turn it into a coop game
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- it ll decompile the exe, analyze the makeup of the game
- create a networking stack if doesnt exist and generate a new exe that has coop on it
- drag metro 2033 boom, it is now coopable
- this would be the MOST ultimate agentic AI use if anyone can actually cook it
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It’s only recently (earlier this year) that the _last gen_ of xbox was cracked.
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Maybe that's due to lack of interest?
The Xbox is flopping commercially, and doesn't have any exclusives that are not on PC.
On the other hand, The Nintendo Switch got a jailbreak fairly early in its lifecycle.
Surely, if there's enough motivation, hacking any console is possible.
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Glad to see this type of hardware still included in the testing flows!
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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
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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.
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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?
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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.
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i asked copilot it says runtime interception and translation
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I checked the code and it rewrites shaders from RDNA to SPIR-V at runtime. There is a disk cache and it's a binary format so it shouldn't be much slower than vkd3d translating from DXIL.
manlymuppet[42 comments hidden]
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.
Fr0styMatt88[7 comments hidden]
WASDx[6 comments hidden]
Macuyiko[4 comments hidden]
https://github.com/SamidyFR/Game-Decompilations
TeMPOraL[3 comments hidden]
Getting the game to work and upgrading some graphics was something I dreamed of since childhood (and attempted myself several times). I casually threw Opus 5.5 at it and was surprised at the result.
Didn't know until now that everyone else is doing the same with their favorite old games now.
(In my case, the game is Star Trek: Generations.)
thadt[2 comments hidden]
TeMPOraL[hidden]
FWIW, AFU is next on my list, I just need to... dig up an old copy of that too.
Shame GoG never got around to remastering either of them, but thankfully Claude has no problems helping here.
patrickk[hidden]
Asmongold also did a stream recently where he showed a bunch of insane mashups of AAA games that people are doing, like Mario in Elden Ring or Spiderman in the Arkum Asylum Batman map. You can find it on Youtube.
If this trajectory continues, the AAA games industry will be in trouble. It will be a golden age for game restoration and game modding.
stanac[32 comments hidden]
I think it could even force rockstar to release PC version earlier than planned.
madduci[6 comments hidden]
Grangar[hidden]
hypfer[2 comments hidden]
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)
close04[hidden]
You have the same game on PC and console but you have to pay twice to play it on both, despite the engineering effort to adapt the game between them being minimal relative to the whole development effort. But they charge full price for each version as if they go through the entire development effort for each individually. The players will be just as honest about saving money as the devs or publishers are about making money.
overfeed[hidden]
piltdownman[hidden]
https://en.wikipedia.org/wiki/Sony_BMG_copy_protection_rootk...
Sony have already introduced a change via a March 2026 firmware update to combat refund exploits and digital piracy (specifically targeting web-store refund loopholes on jailbroken or manipulated consoles) - but this again is firmware and in-memory address storage which is easily parsed and manipulated by Agentic AI.
Simply put, GTA V thinks its running on real hardware. Any sort of hardware based validation check (e.g. hitting hardware specific functions that are HLE in the emulator as more general API calls) will be patched nightly if the likes of the dolphin devlog in recent times is anything to go by. Online checks are even more easily bypassed, unless there's some sort of esoteric quantum or one-time pad style implementation which I can't foresee.
999900000999[24 comments hidden]
At most less than half a percent of the target market would actually do this.
Still, I’d imagine Rockstar easily being able to sue anyone in the US who tries to play this illegally. It’ll probably just stick to Russia where buying a PS5 is basically impossible anyway.,
freecodeio[7 comments hidden]
Guillaume86[3 comments hidden]
kakacik[2 comments hidden]
Not 1 click, its few on Next -> Next but thats really it. Checksums, full mod support, optional Direct X or .NET runtime installs bundled within.
Guillaume86[hidden]
999900000999[3 comments hidden]
Most folks will just do something else.
kakacik[2 comments hidden]
If it comes out usable, I will try it at least. I don't own consoles nor planning to buy any, no reason I can't run this on much more powerful hardware and enjoy power of modding scene or ie ReShade filters on top of basic game.
999900000999[hidden]
ISPs can be obligated to suspend infringing customers.
Why not 99% ? Then Rockstar can go out of business, the entire game industry can collapse and I guess we can all play board games.
It’s not like they’re depriving you of water or something. You’ll be fine if you don’t play GTA6.
Or Rockstar does consider this to be a big deal and delays the release to incorporate Games as a Service style DRM which is much harder to beat.
RetardedBastard[hidden]
Grombobulous[9 comments hidden]
I don’t imagine Rockstar would easily be able to sue anyone in the US who tries to play. We haven’t seen that scenario play out with any other emulation or de/re-compilation situation.
How would they know who you are? The RIAA was only able to sue students on college campuses because they were able to get institutional help to match a human with an IP address.
An average Joe with a non-logging VPN defeats that effort immediately.
Someone downloading with Usenet is never at significant risk since they never upload and redistribute data, so they can’t really be sued for copyright infringement.
I’m not a lawyer but that’s my layperson’s understanding.
999900000999[8 comments hidden]
I just talked to a colleague who’s trying to find an in stock PS5 for GTA6.
Going to sketchy torrents, and configuring it to run locally is beyond what most people really want to do.
I can imagine maybe a few hundred thousand people doing this. Even then it’s going to be like using a hackintosh, the experience will be full of bugs.
prmoustache[6 comments hidden]
How hard is it really? Is he looking for them abandoned in the street?
Tte ps5 has been in the market for years, it is widely and easily available everywhere.
Narishma[5 comments hidden]
prmoustache[hidden]
Ariarule[hidden]
It was literally available from the first two places I checked.
QuiEgo[2 comments hidden]
Narishma[hidden]
Grombobulous[hidden]
bearjaws[hidden]
They already have BOTW torrents that are pre-setup and as easy as it gets.
kakacik[2 comments hidden]
I've never really dived into GTA series, but oh boy does GTA 6 has a massive momentum and it overshadows every single game release in second half of 2026, distributors moved many titles away from this period.
majorchord[hidden]
sheepscreek[hidden]
You do realize that by Sony going 100% digital, ALL games will have to be downloaded? I don't have a PS5 but many of my Xbox Series X games are ~100GB or more.
Soon most publishers will start going even before the official January 2028 deadline - as it helps them cut costs, simplify distribution, cuts PIRACY, leads to more sales/revenue (people cannot borrow - not even from the library, are forced to buy).
So if someone offers them a chance to break free, I think they'll take it.
Also if SO MANY people can try something like OpenClaw (which took a seasoned professional like me a day to set up) then we're underestimating 'normal' people!
piltdownman[hidden]
"CoPilot, download that PS5 emulator everyone is talking about and then set it up for me."
// Still, I’d imagine Rockstar easily being able to sue anyone in the US who tries to play this illegally
How on earth would they know? At the very least the gold master will be playable in perpetuity. If their netcode is anywhere near as bad as GTA V as well, every piece of DLC or online-service will be replicated on Private servers.
We already have a full eco-system and community-driven multiplayer modification framework for GTA V on PC in the form of FiveM. I'd imagine many talented people (and/or those with token capital) are chomping at the bit to replicate the same with GTA 6.
majorchord[hidden]
As soon as someone vibe-codes a one-click installer that does all the work for them, they will.
mitxela[hidden]
sylware[2 comments hidden]
"AI porting" able to follow? (If that AI thing is actually true)
Unless GTA 6 is not hardwired to AMDGPU hardware at release, if they have a cross-platform engine, for PC, it is to click the right export button... and do the QA and debug to please the various 3D drivers out there.
cannonpalms[hidden]