The 3.3.6 data-loss fix now actually covers PS4 game updates — plus clearer
messaging when an install fails.
- Installing a PS4 game's update (patch) can no longer delete the base game.
3.3.6 added this protection, but it relied on the update being labelled as one
in a way the install couldn't always see — so a PS4 patch still looked like a
full game, reinstalled the shared ID, and wiped the installed base
(hardware-confirmed on two consoles: a Jak X patch deleted its 3.8 GB base).
The app now reads the real "update vs. full game" flag straight from the
package on the console at install time, so an update is recognised no matter
how it reached the PS5 (uploaded, copied from USB, or picked from the file
browser) — while a normal full-game re-install still works as before. Verified
on real hardware, internal and extended storage: the base game stays put and
an update that can't apply on top simply fails harmlessly. - Clearer guidance when an install fails or stalls. A failed install no
longer blames free space, tells you the empty tile it left behind is safe to
delete, and points to the PS5's own Package Installer for stubborn packages.
An "out of space" error from the PS5 now notes it can mean fragmented storage
even when space is free (rebuild the database from Safe Mode). - The Library no longer flickers. When nothing was running, the "Running
apps" panel flashed in and out every few seconds as it refreshed; it now stays
hidden until there's actually something to show. - The Avatar changer shows the selected user's current avatar. The picture
box now loads the chosen user's existing avatar by default (instead of a blank
placeholder), so you can see what's there before replacing it. (Picking
different users was already supported.) - Screenshots show thumbnails. Each row now shows a small preview of the
shot instead of a generic icon. Previews decode lazily as you scroll (PS5
screenshots are HDR JPEG XR, so this is desktop-only — same as Convert/Preview)
and are cached so each decodes once. - Run the engine separately / point the app at a remote engine. You can now
host the transfer engine elsewhere (including a tiny Docker image) and set its
URL in Settings; the app talks to it instead of the bundled one. Game/app
cover art now loads from a remote engine too. Thanks @Twice6804. (Security:
the engine's API has no password — only use the "allow extra IP" option on a
trusted home network, never expose the engine to the internet.)