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v10.4.0

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@github-actions github-actions released this 01 Nov 13:21
· 4 commits to main since this release
b82db4e
  • Your computer's keyboard and mouse as the PS5's own, in Remote Play (FW 13.60). Settings ›
    Controls has three modes, kept per game: Controller (the keys and mouse act as a controller,
    exactly as before, and the default), Keyboard & mouse (the PS5 gets a real keyboard and
    mouse, for games and apps that support them) and Mixed (a real mouse; the keys act as a
    controller, WASD moves). A button on the stream bar shows the mode and switches it, and
    Ctrl+Option+M (Ctrl+Alt+M on Windows and Linux) does too. Tested end to end on FW 13.60; other
    firmwares say it isn't available yet and keep Controller.

  • Click the picture to give the PS5 your keyboard and mouse; press and let go of Ctrl+Option
    (Ctrl+Alt) to get them back.
    Ctrl+Option with another key still goes to the PS5. They also
    come back when the window loses focus, Settings or the text box opens, or the stream stops, and
    everything held on the PS5 is let go first. While they're released, keys work in the app again.

  • Hard to miss the way out. The first capture shows a card with the keys to press; a faint
    "⌃ ⌥ to release" stays at the top while captured, and the card comes back when you seem to be
    trying to get out (Esc twice, ⌘ or the Windows key, pushing against an edge, clicking where the
    bar is).

  • Both shortcuts can be changed in Settings › Controls › Shortcuts: press the new keys, or
    Reset. A shortcut the app already uses, a single letter, or Esc alone is refused. Hold Esc to
    release is an option there too.

  • Phones and tablets as the PS5's touchpad and keyboard. A Controller / Touchpad switch over
    the picture: drag moves the pointer, tap clicks, a two-finger tap right-clicks, a two-finger
    drag scrolls, tap then drag selects. ⌨ opens the phone's keyboard and types on the PS5. The
    phone-as-controller page has a Touchpad & keyboard tab as well.

  • How it works: the console side is a small companion process the helper starts through the
    PS5's payload loader (port 9021), so a problem there never takes the helper down. The PS5 lets
    go of every key and button by itself if the computer goes quiet for 2 seconds. To turn it off on
    a console, create /data/ps5upload/vinput.disable.

  • Type into the PS5's on-screen keyboard during Remote Play (experimental). When a game or
    the PS5 opens its keyboard, a text box shows over the stream (in full screen too) with the
    console's text in it, ready to type, and a phone opens its own keyboard. What you type reaches
    the PS5 as you go; Enter or Done keeps it, Esc or Cancel drops it, and the box closes when the
    PS5 closes its keyboard. The game gets no keys or controller presses while you type. Needs the
    engine from this version; not yet tried on a console.

  • Fixed: play time went to the wrong game. The helper credited the first game it found
    running, so a game left in the background collected the hours of the one being played, and
    the one being played showed minutes. It now counts only the game that is actually running in
    front, nothing while the console sleeps, and bringing a game back to the front is not a new
    launch. Times recorded before stay as they were; Reset play time on the Games tab clears them.

  • After an AppImage update the app starts again through PS5Upload.sh when it sits beside the
    AppImage, so its rescues for FUSE and the picture apply to the new version too.

  • Workshop: save each next to its source. A new option under Options puts every package,
    image or folder in the folder that holds its game or image (never inside a game folder),
    instead of the one Output folder. It is remembered. If the name is taken there, " (2)" is
    added; nothing is overwritten. Games on a server or the PS5 still go to the Output folder.

  • Workshop: Convert to folder. A game image (.exfat, .ffpkg, .ffpfs, .ffpfsc) or a debug
    package now shows a Convert to folder button under ① Game. Pick where it goes; the run shows
    its progress and Cancel under ④, and it stops before writing when that drive is short of room.

  • Workshop is more compact. Smaller drop area, one-line choices under ② What to make,
    compression levels in one row on a wide window, and tighter spacing. While ④ is scrolled out
    of view, a slim bar at the bottom keeps its main button in reach.

  • Remote Play on Linux: the picture arrives sooner. The engine held each frame back until
    the app acknowledged the one before, and Linux delays that while the app is sending your
    presses: about 10-30 ms more delay, the high "net" figure in the stats on Linux. Frames now go
    out at once.

  • Remote Play's stats estimate input delay: "input ≈ X ms, plus the game's own time", from
    the round trip to the engine, the engine's round trip to the PS5 and the picture's own delay.
    Hover it for what is and is not counted.

  • Fixed: Remote Play reported sound loss that never happened. A late or repeated sound packet
    made a whole moment's sound count as lost, which can make the PS5 lower the picture's bitrate, and
    could bring up the 720p offer on a good network.

  • Drag to reorder the queue. Hold the grip at the left of a waiting row and drop it where it
    should go, with a mouse, pen or finger. The same rules as the arrow buttons apply: a row moves
    only among the waiting rows of its own console and kind (base game, update, DLC). The arrows
    stay for the keyboard; Esc cancels a drag.

  • Archive installs say where they unpack, and check the space first. Before you start, the
    card shows the PS5 folder the packages go to, how much they need and how much is free on that
    drive. When they certainly cannot fit, Install is refused with a clear message; when they may
    not fit, it warns.

  • The unpacked packages are deleted after a fully successful run. When any install fails the
    folder stays, so a retry works, and the message says where it is.

  • Leftovers from earlier runs can be removed. The card shows "N leftover unpacked folder(s)"
    with their size and a Remove button; folders a queued install still reads are never touched.

  • A more compact Upload & Install. The drop area is shorter (a small icon beside its title,
    what each kind becomes in two columns), so Choose file and Choose folder are on screen without
    scrolling. Once something is chosen it shrinks to one slim row that still takes drops and adds
    more. Cards are tighter, and the Upload / Stream & install buttons stay at the bottom of the
    window however long the options above them are.

  • Fixed: "Install and restart" did nothing in the Linux AppImage on some systems. The update
    script inherited the AppImage's own library paths, so on Arch the system shell loaded the
    bundled, older readline and quit at once: the app closed and the update was never installed.
    The script now starts with the system's own libraries. Thanks to aypro (#604).

  • PS2 saves are backed up. The memory cards and saved states of the PS2 emulators Crux2
    (PPSA99249) and PS5SX2 (PPSA99203) are backed up with the PS5 saves, locally and to a server,
    each as one save under the emulator's title; "after a game closes" means after the emulator
    closes. Where PS5SX2 keeps them loose in /data/PCSX2, only its .ps2 and .p2s files are
    taken, never its BIOS, games or caches. Thanks to EnriqueWood (#602).

  • PS2 saves in Saves. "PS2 emulators (Crux2, PS5SX2)" lists each emulator's memory cards and
    saved states with Back up now and their backups, so you can restore them in the app. Close the
    emulator first: a restore is refused while it runs, and a restore into /data/PCSX2 is refused
    if the backup holds anything other than that save's own files.

  • Short guides in the FAQ and on the website: using PS5Upload from a phone (the app, a
    browser, the console's own page) and getting started on iPhone, playing away from home over a
    VPN such as Tailscale (and what doesn't work that way), waking the PS5 without the TV turning on
    (HDMI-CEC), and reading Play's delay stats (net · queue · decode · screen).