8.2 KiB
ReSkate PS5
An experimental ReSkate launcher for a jailbroken PlayStation 5.
Wine · vkd3d-proton · RADV · bring your own game
Project website · Experimental release · Installation guide · Test results & limitations
Development update · October 11, 2026: Controllable skating, Bluetooth DualSense input, and a display-filling image are confirmed on one PS5 development setup. Rendering measures about 30 FPS, with reduced recurring stalls. Reliable 60 FPS, long-session stability, and multiplayer remain unverified.
The download has not caught up with these results.
v0.1.0-experimentalis still the earlier loading/crash preview. The newer console-specific memory guards and input/display changes are not included in that bundle. No new binary release is being announced. Read the development results and release distinction.
What this project does
This integration starts the Windows version of ReSkate inside one PS5 homebrew title. A Wine bootstrap initializes ReSkate.dll before the unmodified Skate.exe entrypoint. vkd3d-proton translates Direct3D 12 to Vulkan, and the PS5 RADV port drives the GPU. The console does not boot Linux or start a desktop session.
Wine or Proton? This uses Wine with vkd3d-proton for DirectX 12 translation; it does not run the full Proton package.
The project integrates ReSkate with a PS5 Wine runtime. See credits and component licenses for the upstream foundations. It has its own title ID, PPSA99223, and its own /data/reskate runtime. The visible name is ReSkate, with the official upstream icon and artwork.
The release contains the experimental title, patched Wine DLLs, a minidump forwarding shim, configuration, and notices. It contains no skate. game files, PC content cache, account data, Microsoft compiler DLL, firmware, or keys. The Wine base runtime is supplied separately from its pinned upstream release.
Who should try it
This preview is for homebrew testers who can recover from an application or console crash and want to help investigate loading, rendering performance, and stability. The installer has local validation and automated tests; a clean installation on a second console has not been demonstrated. Compatibility with every firmware, jailbreak, or PS5 model is unknown.
You need:
- A jailbroken PS5 with a homebrew enabler, FTP, and a manager that can register
/data/homebrewapps, such as ShadowMount. - A PC with Python 3.11 or newer, on the same trusted LAN as the PS5.
- Your own compatible skate. game files: Steam build 25414733, prepared by ReSkate 2.0.5. The installer checks exact input hashes; newer versions are not assumed compatible.
- Your own ReSkate PC cache for that build. Launch the compatible PC version and let content preparation finish first.
- The pinned base Wine runtime ZIP linked in the installation guide, the ReSkate PS5 bundle, and your own matching Windows SDK x64
d3dcompiler_47.dll. - At least 20 GiB free on the PS5; allow more for shader caches. The tested game files alone occupy about 13 GiB. The installer does not query free space.
Installation overview
- Read the full installation guide, including the known failures.
- Download this repository and the matching experimental bundle from the release. Extract the bundle into
bundle/besideinstall.py. - Supply the required local inputs and run
install.pywithout--install. This checks every selected file and makes no console connection. - Once validation passes, fully close ReSkate and return the PS5 to its home screen. Repeat with
--host YOUR_PS5_IP --install --console-at-home. - Register
/data/homebrew/PPSA99223using your homebrew manager, then launch ReSkate.
Example (PowerShell; replace every path and the example address):
python install.py --base "D:\Downloads\base-runtime.zip" --game "D:\Games\ReSkate" --cache "$env:LOCALAPPDATA\ReSkate\cache\25414733" --compiler "C:\Program Files (x86)\Windows Kits\10\Redist\D3D\x64\d3dcompiler_47.dll"
Add --host 192.168.1.50 --install --console-at-home to that same command only when ready to copy. The IP is an example, not a default. base-runtime.zip is a local filename for the exact upstream archive linked in the guide; renaming the ZIP does not change its required hash.
The installer reads back each uploaded file and checks SHA-256 before renaming it into place. On a retry, it skips files only after reading and hashing their remote contents. Interrupted files restart from the beginning. This uses more network traffic than size-only copying, but detects same-size corruption. Unrecognized existing installations are rejected; see upgrade notes.
What has been tested
- Windows image loading, file access, and threads inside the title.
- Direct3D 12 device creation, clear/present, and GPU fence completion.
- Frame-latency waitable objects and cross-queue synchronization, with both default queues and
single_queue. - XInput controller 0 detection in a diagnostic program.
- ReSkate initialization and visible loading/shader compilation.
- The official RE icon, confirmed on the PS5 home screen.
- In the newer development build: controllable skating with a Bluetooth DualSense and a display-filling image.
- Development gameplay rendering around 30 FPS; recurring local-profile refresh stalls reduced from about 95 ms to 2.7 ms. This is a specific stall reduction, not a whole-game speed multiplier.
The newer gameplay results apply to one development console, not the downloadable release. Audio quality, save/load, long-session stability, online services, and multiplayer have not been separately qualified. See the test ledger for the distinction between observed results and outstanding work.
Shader compilation
Two caches are involved: vkd3d-proton's cache beside the game, and RADV's native cache under the title directory. Both were observed growing. Preserve them across launches. A cache write proves work occurred; it does not prove the game will finish loading.
Some early diagnostic runs deliberately ended at a configured deadline. Normal launches have no forced timeout. Later development builds reached gameplay, but city loading still took about 210 seconds in repeated tests, mostly at the logged “Starting level load” stage. That entire delay should not be described as shader compilation. No verified fast-loading fix or promised first-launch time is available. See troubleshooting.
Source, licensing, and contributing
The release provides a corresponding-source archive for the modified native title and Wine integration, with component revisions and build notes. A clean build from a fresh machine is not yet verified; the tested executable was built from a prepared Linux toolchain. See BUILD.md.
The linked native title is GPL-3.0-or-later as a whole. Individual components retain their licenses; Wine changes remain LGPL-2.1-or-later, and the new installer is MIT. Official ReSkate artwork is credited to its upstream repository. See CREDITS.md and the release notices.
Useful contributions include rendering/synchronization profiling, a confirmed fresh installation, and a portable replacement for the development memory guards. Open a test report with sanitized details. Never upload game files, saves, your prefix, console databases, or unredacted logs.
Unofficial community project. Not affiliated with or endorsed by Dingo-Shenanigans, Electronic Arts, Full Circle, or Sony Interactive Entertainment. ReSkate, skate., PlayStation, and PS5 names and artwork belong to their respective owners.
