Hacked PS3 games running on Vita via Remote Play
Battlefield 3, Batman, Mortal Kombat and more shown in vids.
YouTube videos have emerged showing hit PlayStation 3 titles running via Remote Play on the new PSVita handheld. Camera footage of titles such as Red Dead Redemption, Mortal Kombat, Battlefield 3 and Batman: Arkham Asylum has been recorded and uploaded, and there's absolutely no reason whatsoever to assume that the videos are anything but genuine.
The games are running on PlayStation 3s that are using hacked versions of the 3.55 firmware - the last update released by Sony that was vulnerable to the Fail0verflow security exploit. Remote Play support is actually an OS-level function that can turned on simply by adjusting a single variable, and as the processing overhead uses a relatively small amount of processing time from just one SPU, a majority of PlayStation 3 titles will work just fine.
While official PlayStation Vita support for Remote Play was only introduced in the PS3's 4.0 firmware, the new handheld is registered as a "mobile phone" on 3.55 and appears to function just fine. However, we would assume that the bespoke support that Sony added would offer up some advantages in terms of picture quality and response time. If there's one thing that's obvious from the footage, it's that latency is a real problem with this hack - this is something that we would hope would be resolved with proper support from Sony.
In November last year, Eurogamer reported that Sony had plans to enable Vita Remote Play on all PS3 games at PSP's 480x272 resolution, while also revealing that titles with specific support would run at 480p resolution. At the Tokyo Game Show last year, games such as LittleBigPlanet 2 and Killzone 3 were shown running via Remote Play at this higher resolution.
Digital Foundry will be taking a closer, more in-depth look at PlayStation Vita's official Remote Play support in a future article - in the meantime, here's how Battlefield 3 looks using the existing hack.
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Comments (65) Latest comment 2 weeks ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It's a way to stream your PS3 game to your Vita so you can play your PS3 games anywhere in the world. Not the same as the Wii U pad, however, that kind of functionality is also possible with the PS3 and Vita.
Also, if this makes Sony tie things down and remove remote play functionality, then FUCK HAX0Rz!
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i imagine remote play is the same but i m baffled why Sony wont let it work with all games (right now almost none) - something perfectly possibly on any smartphone/tablet AND last but not least a custom firmware original PSP.
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Sarcasm, the most dult of wits ever born.
Can't tell whats worse though; that, or the beating of the chests of the outraged masses because one person doesn't like a flippin' handheld not even out yet.
EGers are an odd bunch.
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The PSP did start it (or rather the PS3 did, since you could also Remote Play from a Sony Laptop), but no game ever seemed supported it unfortunately. It was one of those nice ideas Sony have which appeared and then died a slow, painful death.
With this iteration though the support seems to be automatic, rather than relying on the developer to allow/provide it and the latency seems a lot better than the PS3 & PSP version (which was cripplingly slow for me when I tried it).
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/popcorn
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Also they are using hacked PS3 not Vita
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Ok, I totally failed to understand that - cheers.
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if i remember correctly, its in the PARAM.SFO file in the root of game folder/bluray disc
but yes it becom "new news" when its now confirmed that the "forced enable" of remoteplay is also compatible to be streamed to VITA too.
sorry bad english.
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a little song to celebrate being able to play ps3 games on a small screen
Rah-rah-ah-ah-ah!
Roma-Roma-ma-ah!
Ga-ga-ooh-la-la!
Want your bad romance
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Umm.. You are saying the latency is not the problem of wireless connection, but then you say lag will increase via remote play depending on where you are and so you are saying it is to do with the wireless connection!
There will be lag for the input being sent to the PS3 via wireless (additional to running on PS3), lag for the handling of the input in code (the same as on PS3), lag for sending the image buffer back to the Vita via wireless (additional to running on PS3) and lag in the display rendering the image (depends on what display / settings you have as all displays have some lag).
Therefore the only additional lag 'should' be in transmitting data via wireless and potentially from the screen displaying the image.
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They are miming to video recordings of gameplay.
Eurogamer, I am dissapoint :/
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why they even disable remoteplay? O_o
it can easily be enabled by editing the PARAM.SFO
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Also, i feel that EddieMink is a sad, but angry panda who needs a hug, aww.
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"Comment below viewing threshold"...ah just bliss when the same chap posts many times and the wonderful community helps you from seeing spoiled (read this now in "American"
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Well I studied the protocol extensively at University a decade ago studying networking and telecoms and that is complete rubbish.
Latency is mostly caused by poor network hardware(like cheap routers) because they aren't fast enough at packet switching, fragmentation/reassembly, transmission resends and packet reordering. The data link layer can also be a major issue if it doesn't provided deterministic packet switching(ie compare Bus to Ring topologies).
But in this video(assuming it is real, and not just clever use of a video file that has been spliced in at the point the PS3 would report (paraphrasing) “remoteplay unavailable for PS3 game”) they could reduce latency considerably by getting the PS3 to talk directly to the Vita. To do this you just pair the remoteplay devices when the PS3's DHCP host name is left blank in the network settings, so that the Vita has to use the network connection name “Playstation3 tm”.
However this type of remoteplay is purely thin client which is bandwidth intensive or lossy compressed, whereas the processing split between new games (or Sony first part games that get patched) will be much closer to a client/Server approach; eg the PS3 will do all the processing up to the vertex or geometry shader stage(and after the audio mixing stage), and the Vita will just perform the fragment shader stage and DAC stage. Which should reduce bandwidth by only sending per frame differences for most frames each second, and thereby provide far more deterministic processing, even when the engine is data starved and using predictive processing.
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lol. Whatever you say.
Forcing video into datagrams is a total waste of time in this context. Guess what the Wii U won't be using?
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If this makes no sense, then Nintendo doesn't have very good selling points on the Wii U either.
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The data link layer doesn't packet switch. That's the job of a layer 3 device. Data link only forwards frames.
Also, when steaming video, there's no need to use TCP. You would more than likely use UDP which is connectionless and does not require re-assembly, lowering overall latency.
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Why don't they? Hackers shouldn't get a better system than the legit users
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This isn't really a security concern as the PS3 was broken in the first place.
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Then the Wii U's networking for the controller won't span any further distance than inside of the home like RemotePlay can, or be very easily adapted to multicast.
The WiiU controller has a fraction of the Vita's processing prowess, meaning it can only do thin client or master/slave anyway. Where as the future of RemotePlay is likely to utilise OpenGL's(ES), OpenAL and OpenCLs thick client/server model via the TCP/IP protocol (suite) to distribute the processing more intelligently across the two devices.
@Spydy
I was clearly using the words protocol and packet in this scenario in their synonym usage. You being pedantic about the terms doesn't change the general argument. And planning for the future TCP/IP or UDP are very suitable for this task provided the switching equipment doesn't add too much latency, as both a PS3's SPU and Vita hardware are more than fast enough to make the overhead a nothing issue.
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"TCP/IP is not designed for real-time streaming."
Are you sure you're not mixing up TCP sockets (which are indeed not ideal for real-time streaming) and the complete TCP/IP stack?
UDP sockets (which is part of the TCP/IP stack) are afaic perfectly usable for low latency real-time streaming, and in fact RTP (Real Time Protocol) is built on UDP.
A long time ago I actually implemented a proprietary VoIP solution without using SIP/RTP and was built on TCP only. On a good network, packet loss and reordering and such is usually a non-issue, and latency is still very low if you disable stuff like Nagle.
Also, I've implemented a multiplayer solution for arcade emulators using TCP sockets in a simple 'lock-step' implementation (in which UDP doesn't make much sense). Perfectly usable with less than 17ms latency, provided you're on a good network.
That said, there are real problems regarding real-time delivery of high-bandwidth video over TCP/IP, but IMHO they're not caused by TCP/IP itself but more by a bad network for reasons that vizzini pointed out.
Not saying you're wrong though, so I'd like to learn why you think TCP/IP is not suitable for real-time applications.
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I've only come across a couple of games that have ever used it though (pixel junk monsters for one). It's probably worth noting that all PS1 games work with it but for whatever reason, PS2 ones never did with the back compatible 60gb kits.
Other than the novelty value I only really used remote play on a few train journeys to stream films off my PC, through my PS3 and a few times while I was on holiday in France, again for music and film, but it was very capable.
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Another occasion where piracy offers a better service?
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think about it