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ShadowMount v1.2 Beta Released: Revolutionary Auto-Mounting for Jailbroken PS5. "payload that runs along with Y2JB autoload, scans & mounts PS5 game dumps. ShadowMount requires Kstuff v1.6.7 and works on all firmware currently supported by the PS5 jailbreak scene, No additional app required: It completely replaces Itemzflow, webMAN, DumpRunner, DumpInstaller,...

20,358 görüntüleme • 8 ay önce •via X (Twitter)

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It's PS5 RDNA 1.5 all over again, and reading responses, like a certain fandom never gets tired of being let down or uninformed. There's reasons PS5 often outperforms Xbox Series X despite the latter having 44% more compute than PS5 and being "full RDNA 2", which Digital Foundry did a video on. As I said at the start of the gen, most RDNA2 features Xbox/PC fans claim PS5 is missing, it was unlikely to use as they're Microsoft DirectX RDNA tie in features, and PS5 doesn't use DX but instead its own proprietary custom API called AGC. Why would PlayStation push for Microsoft DirectX RDNA features, when they don't use DirectX? Any AGC API specific graphics features PS5 uses (that Xbox wouldn't have) are not widely publicly advertised, as PlayStation don't need to advertise them the way Microsoft does due to their PC DirectX market. Thus every customisation PS5 has (which Kepler seemingly glosses over or doesn't recognise), from its faster clockspeeds, cache scrubbers, I/O set up, CPU alleviating decompression, DMA controllers and processors, geometry engine etc, will have been specifically designed around AGC or vice versa, NOT DirectX RDNA2 features. PS6 will be no different. There may be DirectX RDNA5 features they do not need or use, but there will inevitably be other unique customisations of their own and for their OWN proprietary API instead, no doubt bolstered by Amethyst custom features from their partnership with AMD. If history is any indicator, PlayStation is right to prioritise their own API and modifications, as these tend to have greater cost to perfomance results for the hardware vs the competition. The RDNA2 DirectX image below is taken directly from AMD's website, and again, PlayStation doesn't use Microsoft's DirectX. #PS6

NIB

48,097 görüntüleme • 7 ay önce

I got the true ending in Saros and here is my review: -Incredibly addictive gameplay, makes you think “just one more run,” you really don’t want to stop -Visuals are amazing, runs great on PS5 Pro -Awesome DualSense features -Art direction is something special, mix of HR Giger and Dune with overwhelming, striking imagery -Brilliant sound design and a soundtrack that constantly drives you forward -Great level design, exactly the right mix of exploration, combat, and platforming sections -Facial animations are a clear step forward -Fantastic voice acting -Rewarding upgrade system, every run actually makes you stronger -Unbelievable boss fights, not only visually impressive but extremely demanding, beating them feels like pure dopamine -Shield mechanic to deflect enemy projectiles is great -I wouldn’t say it’s easier than Returnal, but rather more accessible, with difficulty that can be adjusted up or down through modifiers -WTF story moments -Great accessibility features (colour blindness, controller remapping and more) -The game works great for short play sessions -Playtime of around 15–20 hours -Interesting narrative, but Returnal’s story had a stronger impact on me -Enemy and weapon variety could be better -Not a fan of 30 FPS cutscenes -Conversations could be much more dynamic, with characters often just standing completely still SAROS is a true PS5 gem, driven by incredibly well-crafted and highly addictive gameplay. Its visual style and sound design rank among the very best the industry has to offer. While it may not be perfect in every aspect, the overall experience is so compelling that it hardly matters. If you’re looking for a game that completely pulls you in and doesn’t let go until after the credits roll, this is exactly what you’re looking for. My verdict: 9/10 #SAROS Code provided by PlayStation

GermanStrands

26,183 görüntüleme • 4 ay önce

007 First Light | Dev Q&A with new details (watched the entire thing): ▫️ Main campaign is roughly 20 hours ▫️ Online connection NOT required after initial download ▫️ There is a 'constant flow' of new stuff to unlock ▫️ No plans for co-op or multiplayer - "Our focus is the single player experience that we're experts in." ▫️ PS5 and Series X will have Performance & Quality Modes ▫️ PC will have full path tracing and DLSS 4.5 ▫️ Dualsense support confirmed for both PS5 & PC ▫️ There are many suits and outfits to unlock by completing challenges ▫️ Suits are mostly limited to the Tacsim mode - main campaign is predetermined because they wanted to keep it thematically appropriate ▫️ No plans for a demo ▫️ No plans for NG+ ▫️ HUD can be customized ▫️ Each mission will have multiple ways it can be completed ▫️ Freely explore the MI6 offices at the hideout to find Bond easter eggs ▫️ Bluffing is a powerful feature that can help you escape if you're detected ▫️ Bluffing requires action points to use for balance reasons ▫️ Certain enemies called Watchers will be harder to Bluff ▫️ While there's no traditional skill progression, the gadgets are your progression ▫️ As you unlock more gadgets, you'll have to decide which ones to take into the mission ▫️ On melee combat: "It's not just about one button - there's a bit of a combo system, you need to dodge, sidestep, parry, read your opponents." ▫️ You can quickly use gadgets on enemies mid-combat ▫️ New areas will have different weaponry that you can get from enemies ▫️ Multiple different types of assault rifles, pistols, snipers, shotguns, and more ▫️ Forward momentum was key for combat and gameplay - kick a weapon up off the ground, shoot, then throw it at the next guy and press forward ▫️ Bond has a focus ability where he can slow time and line up a shot ▫️ Classic Bond vehicles will return ▫️ Classic Bond gadgets will return ▫️ Contextual environmental kills. Bond can finish an enemy by throwing an object, slamming them into a nearby wall, etc. ▫️ You can grab and guard break enemies ▫️ Land and water vehicles confirmed ▫️ Releasing May 27th on PS5, Xbox, and PC #007FirstLight #PS5 #Xbox

KAMI

445,134 görüntüleme • 4 ay önce

You can't compare Cyberpunk 2077 launch to GTA 6 and here's exactly why Cyberpunk 2077 was the CDPR's first installment to feature a futuristic city with tons of NPCs and fast moving cars, something which was never done before on Witcher games. The gameplay video from Cyberpunk 2077 shown off in 2019 had a clear text showing "work in progress - does not represent the final look of the game" After the launch disaster of Cyberpunk 2077, Marcin Iwiński also explained that the reason the game had so many bugs is that the game was designed for PC first in mind, then scaled down to consoles that still had a hard drive (PS4 and Xbox One) an extremely difficult task on its own, combined with the fact that the game development progress took a major hit during the pandemic. Rockstar Games on the other hand has a much different engine and experience working on large scale open world game filled with tons of NPCs and fast moving cars, including the fact that they're developing this game for current gen consoles first, then scaling it up for a PC release not vice versa. Are we guys suddenly forgetting the fact that Rockstar Games managed to get GTA V running on a PS3 console which had 256mb of VRAM and 256mb of RAM at that time? The reason Rockstar Games has shown zero gameplay of GTA 6 is because historically they save the gameplay showcase before the game launches, GTA 6 Trailer 2 came out in 2025 and all footage for that Trailer was captured on a base PS5 with a mix of gameplay and cutscenes. They'll obviously show off more gameplay on August 27th, but comparing Cyberpunk 2077 to GTA 6 isn't exactly fair for both companies. On one hand, it was CDPR's first time making that kind of genre of a game and on the other hand, it isn't Rockstar Games first time making a Grand Theft Auto game.

NikTek

104,273 görüntüleme • 1 ay önce

Assassin's Creed Black Flag Resynced | Hands-on Previews: ▫️ "One of the most ambitious remakes ever made" (Skill Up) ▫️ Around 6 hours of new content has been added ▫️ Naval combat has been reworked by the same studio as the original 2013 game ▫️ Little to no RPG elements ▫️ Combat isn't just the modern AC combat dropped into Black Flag. It's a unique combat model greatly inspired by the original. ▫️ New content includes new islands, quests, locations, and a new Recruitable Officer system ▫️ An Epilogue chapter has been added for Edward's story ▫️ Modern day storyline has been completely removed though (RIP) ▫️ Underwater diving has been expanded ▫️ New sea shanties ▫️ UI and menus have been overhauled ▫️ The rope dart is now unlocked early in the game ▫️ Dedicated crouch button for stealth ▫️ Tailing missions have been reworked - you can fight your way out instead of an instant desync ▫️ Loading screens have been almost completely eliminated ▫️ Built from the ground up in the newest Anvil Engine ▫️ PS5 and Xbox Series X will have 60 FPS with Ray Tracing ▫️ Colors are more vibrant compared to the muted tones of the original ▫️ Perfect parry has been added for an instant kill ▫️ IGN notes that the highest difficulty was actually decently challenging ▫️ Releasing July 9th on PS5, Xbox, and PC #AssassinsCreed #AssassinsCreedBlackFlag #BlackFlagResynced

KAMI

184,977 görüntüleme • 3 ay önce

We got ChatGPT to leak your private email data 💀💀 All you need? The victim's email address. ⛓️‍💥🚩📧 On Wednesday, OpenAI added full support for MCP (Model Context Protocol) tools in ChatGPT. Allowing ChatGPT to connect and read your Gmail, Calendar, Sharepoint, Notion, and more, invented by Anthropic But here's the fundamental problem: AI agents like ChatGPT follow your commands, not your common sense. And with just your email, we managed to exfiltrate all your private information. Here's how we did it: 1. The attacker sends a calendar invite with a jailbreak prompt to the victim, just with their email. No need for the victim to accept the invite. 2. Waited for the user to ask ChatGPT to help prepare for their day by looking at their calendar 3. ChatGPT reads the jailbroken calendar invite. Now ChatGPT is hijacked by the attacker and will act on the attacker's command. Searches your private emails and sends the data to the attacker's email. For now, OpenAI only made MCPs available in "developer mode", and requires manual human approvals for every session, but decision fatigue is a real thing, and normal people will just trust the AI without knowing what to do and click approve, approve, approve. Remember that AI might be super smart, but can be tricked and phished in incredibly dumb ways to leak your data. ChatGPT + Tools poses a serious security risk

Eito Miyamura | 🇯🇵🇬🇧 (🌉 SF Sept 11th ➡️ 17th)

1,540,033 görüntüleme • 1 yıl önce

The state of LOW-FI and platform support (Death of PCVR): When the Kickstarter ran back in , the main focus was "Next-Gen VR", meaning at the time PCVR, with high hopes for PSVR2 (which hadn't been officially announced). During the next year or so, we (myself, Noah Rayburn and Mark Schramm #VR #AR #MR) focused purely on supporting PC VR hardware. Rift/S, Vive, Index (including controllers), all WMR devices, etc... Mark even added HOTAS and Leap Motion support. BUT, as I'm sure you know, PCVR has been in decline since around the launch of Half-Life: Alyx, which Anton Hand so eloquently called the punctuation mark on the gravestone of PCVR. The Rift store is a ghost town.. like officially.. even according to Meta, Viveport (lets not even go there), what else we got? WMR Store? Was that even a thing? Anyway... Lucky for us, PSVR2 was just over the horizon and we had the dev kits! How well is PSV2 doing though? Guess is (based on speaking with other top VR devs), not that great... Somewhere in there, the great and powerful Noah Rayburn was able to implement a pretty slick "non-VR mode" upon my request to be able to test the game without having to keep taking the HMD off and on while balancing controllers on my knees and working with janky Quest link stuff. Good news! Non-VR mode is great! No just for testing, but for playing. We decided to go full in on it's development and offer it to the consumers. Bonus, it also runs on Steam Deck! (See video below). Now as we gear up to finish the game and run out of money (hopefully in that order), I'm thinking a lot about the market for the game and our placement in it. We have a decent amount of wishlists (66k on Steam and 24k on PS5) so far. Hope is that launching as a PSVR2 title will capture a good chunk of those users, pushing it up on the general PSN store ranking (notoriously hard for indies to do otherwise), and we'll make some sales to traditional flat PS5 gamers as well. Snowballing a bit if we're lucky. Steam launch could do decently well if timed properly, with hopes of the same "VR first" snowballing effect. Why am I telling you all of this? I just thought it would be good to get it in writing and have a place to point. We are starting to run low on money (PCVR presales have basically dried up), so it's also to let you know that the fire is lit under my ass to ship this thing. That said, it won't ship until its good and done. A delayed game is eventually good, but a rushed game is forever bad. Oh, and before you say "Why not port it to Quest", put down the pipe. I understand that you're not a developer, but take my word for it, that's not happening. Not with this budget(or lack thereof), this sized team , or this generation of devices. Ok. that's it. My longest twitter post. PC/PCVR Preorder and early access: Steam Wishlist PSN Wishlist ❤️🧡💙🖤

Blair Renaud // LOW-FI 🟥🟧⬛

69,789 görüntüleme • 2 yıl önce