github phantomptr/ps5upload v11.0.0

2 hours ago
  • Play Together: friends play your PS5 as Player 2, 3 and 4 (For #641). While you play, the
    new people button on the Play bar (or ⋯ › Play Together on a phone) opens a panel with three
    steps: share the invite (a QR code, the link with Copy, your phone's Share sheet, or a short code
    like K7M-2QX), allow your friend when their name pops up over the picture, and on the TV they
    press PS and pick Quick Play (or their own user). Each friend gets their own controller on
    the PS5, a separate player, plus your picture and sound. Up to three friends. Each has a card
    with what they're doing (asking, picking a user on the TV, playing, reconnecting with a
    countdown, left), their delay in colour, and a Remove button; if a friend's delay is high, the
    panel suggests a lower Play quality. The phone controller and watch features are one click away
    in the same panel. On the PS5's home screen only you drive the menus; in games, friends play.
  • Your friend needs no app. The link opens a page in any browser, in their own language: they
    type a name, wait for your yes, and play with a controller connected to their device or with the
    on-screen controls on a phone. The picture stays within about 150 ms of the console, rumble
    plays on their controller, and a "You are Player 2" chip shows the light-bar colour.
  • Join a friend from the app. Play now has two choices: Play my PS5 and Join a friend.
    Paste a link, type the short code, scan the QR code (where the device's camera can), or pick a
    friend from Playing nearby: other PS5Upload apps on your network that have Play Together
    open. In the app the picture uses the lower-delay decoder, and full screen turns a phone
    sideways with the on-screen controls.
  • A friend's Wi-Fi blip doesn't cost them their spot. If a friend's connection drops, their
    controller lets go of everything within half a second (no runaway sticks or buttons) and their
    player waits for them for a minute: they come back as the same player, still signed in on the
    TV, without asking again. If you stop playing, friends see "The host stopped playing" and can
    come back if you start again within a minute. A friend's button tap shorter than a network
    round trip still reaches the game as a press and a release.
  • Friends can't open the PS5's menus by default. Once a friend is in, their PS and Create
    buttons are switched off so a stray press doesn't pull everyone out of the game. They keep PS
    for the first minute to answer "Who's using this controller?", and you can turn blocking off.
  • One stream at a time, and it always asks. Joining a friend while you play your own PS5,
    starting Play while you're in a friend's game, joining a second friend, or stopping Play while
    friends are playing each asks first.
  • Safe to open to your network. Only the join page and its connection are reachable from
    other devices. Joining with a code always needs your Allow, repeated wrong codes are slowed
    down, and a friend can only send their controller. With an older helper on the PS5, the panel
    says "Update the helper to play together" with the button to send the new one.
  • Playing with someone who isn't home? Both of you join the same Tailscale network, then share
    the link.
  • Stream your PS5 to YouTube, Twitch, Kick or Facebook, straight from Play (For #635). A new
    Stream button on the Play bar (the one with the red dot) opens Go live: add a site,
    paste its stream key (each site's form says where to find it), and press Go live. Several
    sites at once work too, and Custom takes any RTMP, RTMPS or SRT server. The picture is
    sent exactly as the PS5 made it, so it costs this computer almost nothing; only the sound is
    converted (sites don't take the PS5's Opus sound), by ffmpeg, which is downloaded the first
    time (30 to 90 MB) and checked against a fixed fingerprint before it is ever run. While live,
    a LIVE badge on the picture shows the time and bitrate. If the connection drops, it
    reconnects by itself (after 2, 4, 8, 15, then every 30 seconds) while you keep playing; if one
    of several sites fails, the others keep going. A refused key, a site that's unreachable, or a
    video format the site doesn't take each get a plain explanation. Stream keys are kept
    encrypted on the engine's computer and only their last four characters are ever shown. Desktop
    apps and the web UI; not in the phone apps yet.
  • Each site's limits are checked before you go live. Twitch, Kick and Facebook take H.264
    only and cap the bitrate (about 6, 8 and 9 Mbps); when Play sends HEVC or more than a site
    takes, the panel says so and offers to restart Play in H.264 at the right bitrate. Twitch has
    a Test without going public switch (on by default) to try it first.
  • Stream with OBS instead. The Stream panel's OBS tab gives a link to the live stream on
    this computer, with the four steps to add it in OBS as a Media Source, for your own scenes and
    overlays. The stream starts at a keyframe and has one every 2 seconds (the interval streaming
    sites ask for), and damaged frames after a network loss are held back until the picture is
    clean again. Scripts can read it too: GET /api/ps5/rp/live.ts (see AUTOMATION.md).
  • Play › Settings › Picture › Bitrate. Choose the video bitrate the PS5 streams at (Auto is
    15 Mbps at 1080p, as before): lower it for a busy network, or for a streaming site's limit.
  • Uploads keep their speed after a hiccup, and resumed uploads are no longer slow. When the
    upload tried one more connection and it didn't help, closing that connection was counted as a
    failure, which closed another, and so on: one try could take an upload down to a single
    connection and small pieces, and on Wi-Fi it stayed there. Measured on a shared 12 MB/s link, a
    fresh upload went from 9.4 to 12.1 MB/s and a resumed one from 8.0 to 11.5 MB/s. (AVA1 1.0.6.)
  • A resumed upload shows what was already on the PS5, and its time left counts only what's
    still to send.
  • A DualSense works in the Windows app even when Windows' web view doesn't see it (For
    #643).
    Some players' Bluetooth DualSense showed as working in Windows but never reached
    Play ("No controller seen yet"). The app now reads a DualSense itself, over USB or Bluetooth,
    whenever the web view sees no controller, and shows it under Controllers. A controller the web
    view does see is used as before, never twice.
  • Remote Play on Windows no longer stops with "os error 997" (For #643). Some network
    drivers (VPNs, firewalls, capture tools) report a receive as "still under way"; the stream took
    that as the end. It now just reads again.
  • Add files on iPhone and iPad opens the Files sheet (For #644). Pick from iCloud Drive, On
    My iPhone, your downloads or any other app's folder, not only PS5Upload's own folder. Folders
    are still picked with the app's own browser.
  • Thanks & Support, in the sidebar under Bug Report. A thank-you to everyone who has
    supported PS5Upload: a wall of names, most support first (no amounts shown or kept), with the
    anonymous ones counted. And the ways to support it: Ko-fi (card or PayPal), or Bitcoin,
    Ethereum, Solana or XRP straight to my wallet, each with its QR code, a Copy button and the one
    network to send it on. In the apps, the web UI, on the website and in the README. Home's heart
    button opens it.
  • Send an archive as it is, without unpacking it. A .zip, .7z or .rar dropped on Upload was
    always unpacked onto the PS5, which broke anything that wanted the archive itself, such as a
    jailbreak update. The archive card now asks what should happen to it: unpack it into a folder,
    unpack it straight into the destination, or Send the archive as it is, which shows where the
    file lands. The app picks for you from what the archive holds: a game or packages are unpacked
    as before, anything else (payloads, a jailbreak update, saves) is sent as it is, and when it
    can't tell, nothing is picked and Upload waits for your choice. With several sources, each
    archive in the list has its own Unpack / Send as it is choice. (For #645.)
  • A self-hosted engine chosen in Settings stays chosen. On a computer pointed at an engine on
    a NAS or in Docker (Settings › Engine URL), the app's own engine starting up could take some of
    the app back to itself. It no longer does.

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