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112 lines
4.2 KiB
Markdown
112 lines
4.2 KiB
Markdown
<p align="center">
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<img src="docs/pscapture.png" width="120" alt="PSCapture">
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</p>
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<h1 align="center">PSCapture</h1>
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<p align="center">
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Turn a <b>jailbroken PlayStation 5</b> into a real <b>capture card for your PC</b>.<br>
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The console screen is streamed over your LAN and shows up in Discord, OBS or ffmpeg<br>
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as a virtual camera called <b>PS5 Capture</b>.
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</p>
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<p align="center">
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No capture card. No Remote Play. No cloud. Just your console and your network.<br>
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<b>by fstat13</b>
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</p>
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---
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## ✨ What you get
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- **One executable** — `PSCapture.exe` carries the console payload inside itself:
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it installs the virtual capture driver, pushes the payload to the PS5, registers
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it in the autoloader and starts the stream. One window, one button.
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- **A real camera device** — a DirectShow source filter named *PS5 Capture*:
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pick it in Discord calls, record it in OBS at 1920x1080, open it from ffmpeg.
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- **Low latency** — frames are read straight from the console's display engine
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(NV12 over TCP); nothing is re-encoded on the console.
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- **Live tuning** — chroma `gain` and horizontal `shift` knobs, saved in
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`pscapture.ini`, applied without restarts.
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## 🚀 Quick start
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1. **Jailbreak your PS5** (payload loader on `:9021`, anonymous FTP on `:2121`,
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`pldmgr` autoloader — all standard in today's setups).
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2. **Run `PSCapture.exe`** (admin is requested automatically; set your PS5 IP
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if it isn't the default).
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3. **Press Start.** The app does the rest. The console pops a notification:
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`PSCapture is streaming on:PORT`
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4. In Discord/OBS pick the camera **PS5 Capture**.
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📖 The illustrated guide lives in [`docs/index.html`](docs/index.html)
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(open it in a browser, or enable GitHub Pages on `/docs`).
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🔧 Curious about what happens under the hood when you press Start? See
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[`docs/INSTALLER.md`](docs/INSTALLER.md) — the exact four steps the app runs,
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down to registry keys and console paths.
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## 📦 Repository layout
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```
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payload/ PS5 side: display-engine reader + NV12 streamer (ps5capture.elf)
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pc/ PSCapture.exe — GUI + installer + payload deployer + feeder
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pc/shm.h shared-memory contract between feeder and driver
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pc/*.dll the virtual capture-card driver (DirectShow source filter)
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docs/ HTML guide (dark theme, ready for GitHub Pages)
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```
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## 🔧 Build
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**Console payload** (needs the PS5 payload SDK; any Linux/docker with it):
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```bash
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docker run --rm -v "$PWD/payload:/payload" -w /payload <ps5-payload-sdk-image> make
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```
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**PC app** (mingw-w64, no dependencies):
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```bash
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windres pscapture.rc -O coff -o pscapture.res # icon + embedded payload
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gcc -O2 -mwindows -o pscapture.exe pscapture.c pscapture.res -lws2_32 -lshell32 -ladvapi32
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```
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**Driver** (mingw-w64):
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```bash
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gcc -O2 -shared -o pscapture.dll ps5cam.c -lole32 -loleaut32 -luser32 -ladvapi32 -lws2_32
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```
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## ❓ FAQ
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**Does it work on firmwares older than 13.60?**
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The PC side works everywhere. The console payload was built and tuned on
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**13.60**; other firmwares may need a small porting pass (re-finding the same
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display-engine anchors). Open an issue with your firmware version.
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**720p in Discord but 1080p in OBS?**
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That's Discord's voice engine — it requests 1280x720 from every camera
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(capture cards included). Use OBS for full quality, or Discord screen-share
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(up to 1080p60 with Nitro).
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**Remote Play involved?**
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Never. The payload reads the display engine on the console itself.
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## 🔬 Reverse engineering
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The whole story of how the console's display engine was mapped — the scan-out
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ring, the pan, the chroma plane, the kernel-side notes and the delivery format
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for kernel payloads — lives in
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[`docs/REVERSE_ENGINEERING.md`](docs/REVERSE_ENGINEERING.md).
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The bench used to get there is in [`tools/`](tools/): the library dumper
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payload, the disassembly hunters, the deterministic frame renderers.
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> No Sony binaries are distributed with this project: `tools/dumplib/` extracts
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> what you need **from your own console** to reproduce every finding.
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## 📄 License
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**Source-available**, copyright © 2026 **fstat13**. You may read and study the
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code and use the official binaries for personal projects; redistribution,
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reuse in other projects and commercial use are not allowed without permission.
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See [LICENSE](LICENSE) for the full terms.
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