PS5X360 v0.6.0
Everything since v0.5.9: frame generation that keeps working at uneven frame rates, title updates
and DLC handled from the game's sheet, Kinect with a phone and no PC, several games past their
loading screens, and fewer hitches while shaders compile.
Frame generation
Settings > Performance > Frame generation. Off by default.
- It is now ps5-framegen by Swordpdf: FSR3 optical
flow, with handling of still HUD parts and of scene cuts. - Modes: Off, Automatic, 2x, 3x, 4x. The mode is the most pictures generated between two
frames of the game. - It no longer waits for a steady 30 FPS. When the game's rate is uneven, pictures are placed
by the game's measured pace, from about 10 FPS up to 3 FPS under the display's rate. A game
already at the display's rate has no room for a generated picture; pauses and loading screens
have no new frames to work from. - It adds pictures between the game's frames; it does not make the game itself run faster. At
uneven rates most pictures on screen are generated, so fast motion can smear. - The "video clock 120 Hz" option no longer keeps frame generation from starting.
- A 120 Hz output row exists but is untested: it needs a 120 Hz display and a change to the
application'sparam.jsonthat this package does not make. 3x and 4x mainly matter there.
Title updates and DLC
- New Updates tab on a game's sheet. Copy the update package to
PPSA50011/updates(or an
updatesfolder beside the game; thedlcfolders are searched too). Pressing Play installs the
newest one by itself; the tab installs, turns on and turns off. One update is active at a time,
and an update made for another edition of the disc is flagged and not installed by itself. - The DLCs tab shows each package as On, Off or Not installed, turns one off without deleting
it and says why a file was ignored. Play installs waiting DLC by itself. - A patch made for a game without an update does not apply while an update is active.
Kinect with a phone, without a PC
The camera page is served by the PS5 itself: scan the Kinect QR code in Settings. The first time,
the phone installs a certificate made by your own console. The page estimates where the body
stands and how far the hands reach. Still experimental, and only Dragon Ball Z for Kinect.
Games and compatibility
- Left 4 Dead 2 and other games stuck on loading at random: a thread suspended by itself and
from outside at the same moment could lose its resume. - State of Decay: the console refused a local network port the game asked for; another one is
used instead. - I Am Alive: file read completions were never delivered to a waiting thread.
- Prince of Persia: The Forgotten Sands: a patch for a sound deadlock at loading, on by default.
- Bully: games that keep many files open no longer run out of them.
- Controllers: broader capability answers; a failed vibration no longer reports the pad as
disconnected. Fable II and Bayonetta still do not respond to buttons. - Fewer hitches while shaders compile: with "picture read by the game" set to Fast, every draw
waited for its shader. It now waits only in the Complete mode.
Known problems
- Hitches from shader compilation itself remain, mostly the first time in each area.
- Modern Warfare 3: wrong distant textures. Modern Warfare 2 was not retested.
- Title updates were tested with made-up packages only; no real update was at hand.
What was seen on the developer's PS5 (firmware 13.60)
With the build this release is made from (0.5.9-updates.5), on 2026-10-11:
- GTA IV at 33 to 59 FPS: frame generation active on about 97 to 99% of the game's frames once in
the game; with the previous build it stayed idle there. - Bully at 22 to 25 FPS: active on nearly every frame. No failed present was logged.
- Earlier builds of the same line: steady 30 FPS games (Lost Odyssey, Dragon Ball Z for Kinect)
active throughout.
The v0.6.0 executable itself was not opened on a console before publication. It is the same
build with the version text changed: every object is identical except the launcher, which is
compiled with the text 0.6.0 (v0.6.0-build.json).
Not tested on a console: a real title update, the 3x and 4x modes, the 120 Hz output, other
firmware versions. No frame rate or compatibility is promised.
Install
- Close PS5X360.
- Extract
PPSA50011.zipand copy thePPSA50011folder over/data/homebrew/PPSA50011by FTP.
Keep your games, saves, profiles, settings and logs: the ZIP holds application files only. - Open PS5X360 and check that the menu shows v0.6.0.
PS5X360-AutoLog-v1.0.9-preview.elf is optional and unchanged. Games, BIOS and keys are not
included. The PC relay for the phone camera is no longer needed.
Licences and source
The project's own code is MIT. The executable also contains GPL-3 parts (the PS5 Vulkan runtime
and, new here, ps5-framegen, built on AMD FidelityFX SDK shaders under MIT), so it is distributed
under the GPL 3; notices are in licenses/ and CREDITS.md. PS5X360-source-0.6.0-changes.zip
holds the sources and build recipes of everything changed since v0.5.9; the sources up to v0.5.9
are the PS5X360-source-0.5.9-fix1.zip asset of that release.
Support current and future projects: https://ko-fi.com/brinoblitz