PSCapture registers a DirectShow device named PS5 Capture. Discord, OBS and ffmpeg see it like an Elgato β pick it and go live.
The console payload reads the display engine's scan-out buffer directly and streams NV12 frames over your LAN. No re-encode delay, no cloud.
PSCapture.exe carries the console payload inside itself: install the driver, push the payload, start streaming β one window, one click.
elfldr on port 9021, anonymous FTP on 2121 and the
pldmgr autoloader).PSCapture.exe192.168.0.36.gain field adjusts chroma intensity and
shift px fine-aligns the image horizontally (both live,
saved in pscapture.ini next to the exe).
| Where | What |
|---|---|
| PS5 | Jailbroken (payload loader + FTP + pldmgr autoloader) |
| PS5 | Latest tested firmware: 13.60 β see the FAQ for other versions |
| PC | Windows 10/11 64-bit, wired network recommended |
| Network | Both on the same LAN (gigabit is plenty for 1080p30) |
The PC side works on every firmware: the app and the driver only speak TCP/FTP and shared memory. The console payload is the version-specific part β it was built and tuned on 13.60, using display-engine anchors found on that firmware. On other firmwares it may need a small porting pass (the fix is finding the same anchors on that system). If you have another firmware, open an issue with your version and we can add a profile.
That cap is Discord's voice engine, not PSCapture: it requests 1280x720 from every camera. For full-quality capture use OBS (where PS5 Capture runs at 1920x1080) or Discord's screen-share, which goes up to 1080p60 with Nitro.
No. PSCapture never touches Remote Play: the payload reads the display engine on the console itself and streams raw frames over your LAN.
Open the app: the status line shows what is happening β not reachable
IP, payload not running, or feeder reconnecting. Everything is logged
in the window; the console side logs to /data/pscapture.log
over FTP.