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PS3 RSX Driver is Released for FreeBSD via OtherOS++ CFW

Category: PS3 Hacks & JailBreak  By: PS3 News - (jailbreakscene.com)
Tags: ps3 rsx driver ps3 freebsd rsx driver ps3 otheros++ ps3 cfw playstation 3 cfw

89w ago - Following their OedipusRSX PS3 RSX Reality Synthesizer Documentation, today daxgr via Gitbrew has released a PS3 RSX driver for FreeBSD via OtherOS++ CFW which is essentially a Linux kernel module.

Download: PS3 RSX Driver for FreeBSD via OtherOS++ CFW / PS3 FreeBSD LiveCD iSO (1920x1080 Resolution) / PS3 FreeBSD LiveCD iSO (Mirror)

To quote: Well I am pleased to announce that RSX Driver for FreeBSD is released. The RSX driver is the product of hard work by durandal and glevand, who gave up many hours to accomplish this. So here you go, the link for the RSX driver: http://git.gitbrew.org/~glevand/ps3/linux/ps3rsx.tar.gz

On a side note, may I add that contrary to public belief for 5 YEARS, the RSX doesnt not rely on DMA to process graphics, but rather uses PPU instructions to push objects to RSX VRAM. So yeah another breakthrough by the team who scammed everyone. Gitbrew.

PS: To all those who started complaining about this noble effort to enable RSX on OtherOS(/++) , such as "gitbrew is a scam" or "they are just SDK samples", check out the date of the file.

Gitbrew was always about developing things for developers AND users alike. Sadly, users don't always appreciate the effort, a simple omission to include the release URL, that was due to durandals medical condition and glevans personal issues, seems to be enough

Well keep that in mind, Gitbrew gave their word to release a RSX driver and succeeded; anyone who had cared to browse glevands directory WITHIN 24 HOURS of the donations would have seen it.

Source Code:

/*
 * PS3 RSX
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published
 * by the Free Software Foundation; version 2 of the License.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program; if not, write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */

#include <linux/module.h>
#include <linux/kernel.h>
#include <linux/init.h>
#include <linux/slab.h>
#include <linux/io.h>
#include <linux/delay.h>

#include <asm/abs_addr.h>
#include <asm/cell-regs.h>
#include <asm/lv1call.h>
#include <asm/ps3.h>

#define RSX_FIFO_CMD_BUF_SIZE   (1 * 1024 * 1024)

#define RSX_MEM_SIZE        (32 * 1024 * 1024)

#define RSX_GPU_IOIF        (0x0e000000ul)

#define RSX_FIFO_CTRL_SIZE  (4 * 1024)

struct rsx_fifo_ctrl {
    u8 res[0x40];
    u32 put;
    u32 get;
};

static u32 *rsx_fifo_cmd_buf;
static u64 rsx_fifo_cmd_buf_lpar;

static u64 rsx_mem_handle, rsx_mem_lpar;
static u64 rsx_ctx_handle;
static u64 rsx_fifo_ctrl_lpar;
static u64 rsx_drv_info_lpar;
static u64 rsx_reports_lpar, rsx_reports_size;

static struct rsx_fifo_ctrl *rsx_fifo_ctrl;

/*
 * FIFO program
 */
static u32 rsx_fifo_prg[] = {
    0x00000000, /* nop */
    0x00000000, /* nop */
    0x00000000, /* nop */
};

/*
 * ps3rsx_init
 */
static int __init ps3rsx_init(void)
{
    unsigned long timeout;
    int res;

    /* FIFO command buffer must be allocated in XDR memory */

    rsx_fifo_cmd_buf = kmalloc(RSX_FIFO_CMD_BUF_SIZE, GFP_KERNEL);
    if (!rsx_fifo_cmd_buf) {
        printk(KERN_INFO"could not allocate FIFO command buffer\n");
        res = -ENOMEM;
        goto fail;
    }

    res = lv1_gpu_memory_allocate(RSX_MEM_SIZE, 0, 0, 0, 0,
        &rsx_mem_handle, &rsx_mem_lpar);
    if (res) {
        printk(KERN_INFO"lv1_gpu_memory_allocate failed (%d)\n", res);
        res = -ENXIO;
        goto fail_free_fifo_cmd_buf_mem;
    }

    res = lv1_gpu_context_allocate(rsx_mem_handle, 0,
        &rsx_ctx_handle, &rsx_fifo_ctrl_lpar, &rsx_drv_info_lpar,
        &rsx_reports_lpar, &rsx_reports_size);
    if (res) {
        printk(KERN_INFO"lv1_gpu_context_allocate failed (%d)\n", res);
        res = -ENXIO;
        goto fail_free_gpu_mem;
    }
   
    /* map FIFO command buffer into RSX address space */

    rsx_fifo_cmd_buf_lpar = ps3_mm_phys_to_lpar(__pa(rsx_fifo_cmd_buf));

    res = lv1_gpu_context_iomap(rsx_ctx_handle,
        RSX_GPU_IOIF, rsx_fifo_cmd_buf_lpar, RSX_FIFO_CMD_BUF_SIZE,
        CBE_IOPTE_PP_W | CBE_IOPTE_PP_R | CBE_IOPTE_M);
    if (res) {
        printk(KERN_INFO"lv1_gpu_context_iomap failed (%d)\n", res);
        res = -ENXIO;
        goto fail_free_gpu_mem;
    }

    /* map RSX FIFO control registers */

    rsx_fifo_ctrl = (struct rsx_fifo_ctrl *) ioremap(rsx_fifo_ctrl_lpar, RSX_FIFO_CTRL_SIZE);
    if (!rsx_fifo_ctrl) {
        printk(KERN_INFO"could not map FIFO control\n");
        res = -ENXIO;
        goto fail_free_gpu_mem;
    }

    /* PUT and GET offsets are in RSX address space */

    res = lv1_gpu_context_attribute(rsx_ctx_handle, 0x1,
        RSX_GPU_IOIF + 0x0 /* PUT offset */, RSX_GPU_IOIF + 0x0 /* GET offset */,
        0x0, 0x0);
    if (res) {
        printk(KERN_INFO"lv1_gpu_context_attribute(0x1) failed (%d)\n", res);
        res = -ENXIO;
        goto fail_unmap_fifo_ctrl;
    }

    /* copy FIFO commands to FIFO command buffer */

    memcpy(rsx_fifo_cmd_buf, rsx_fifo_prg, sizeof(rsx_fifo_prg));

    printk(KERN_INFO"GET offset (0x%08x) PUT offset (0x%08x)\n", rsx_fifo_ctrl->get, rsx_fifo_ctrl->put);

    /* kick FIFO */

    rsx_fifo_ctrl->put = RSX_GPU_IOIF + sizeof(rsx_fifo_prg);

    /* poll until RSX is done processing FIFO commands */

    timeout = 100;

    while (timeout--) {
        if (rsx_fifo_ctrl->get == rsx_fifo_ctrl->put)
            break;

        msleep(1);
    }

    printk(KERN_INFO"GET offset (0x%08x) PUT offset (0x%08x)\n", rsx_fifo_ctrl->get, rsx_fifo_ctrl->put);

    if (rsx_fifo_ctrl->get != rsx_fifo_ctrl->put) {
        printk(KERN_INFO"FIFO command buffer timeout\n");
        res = -ENXIO;
        goto fail_unmap_fifo_ctrl;
    }

    return 0;

fail_unmap_fifo_ctrl:

    iounmap(rsx_fifo_ctrl);


fail_free_gpu_mem:

    lv1_gpu_memory_free(rsx_mem_handle);

fail_free_fifo_cmd_buf_mem:

    kfree(rsx_fifo_cmd_buf);

fail:

    return res;
}

/*
 * ps3rsx_exit
 */
static void __exit ps3rsx_exit(void)
{
    iounmap(rsx_fifo_ctrl);

    lv1_gpu_context_iomap(rsx_ctx_handle, RSX_GPU_IOIF, rsx_fifo_cmd_buf_lpar,
        RSX_FIFO_CMD_BUF_SIZE, CBE_IOPTE_M);

    lv1_gpu_context_free(rsx_ctx_handle);

    lv1_gpu_memory_free(rsx_mem_handle);

    kfree(rsx_fifo_cmd_buf);
}

module_init(ps3rsx_init);
module_exit(ps3rsx_exit);

MODULE_LICENSE("GPL");
MODULE_DESCRIPTION("PS3 RSX");
MODULE_AUTHOR("glevand");

Below is a guide from: portal.gitbrew.org/wikibrew/PS3:FreeBSD

PS3 FreeBSD

FreeBSD OtherOS++

FreeBSD can be run on PS3 Slim models from HDD with OtherOS++.

All the freebsd related files should be available here: http://gitbrew.org/~glevand/ps3/freebsd/

Cross-Compiling

You can skip this step and use my precompiled FreeBSD world and kernel:

http://gitbrew.org/~glevand/ps3/freebsd/ps3_freebsd_world.tar.gz
http://gitbrew.org/~glevand/ps3/freebsd/kernel/
http://gitbrew.org/~glevand/ps3/freebsd/loader-1080x1920.ps3

You need a running FreeBSD system to cross-compile your PS3 FreeBSD world and kernel, you don't need a PS3 for that, it may be a different architecture. Once this step is done and you have a running FreeBSD system on your PS3 , you can build FreeBSD world and kernel on PS3 itself.

# git clone git://git.gitbrew.org/ps3/ps3freebsd/freebsd.git
# cd freebsd
# make buildworld buildkernel installkernel installworld distribution TARGET=powerpc TARGET_ARCH=powerpc64 KERNCONF=PS3 DESTDIR=$HOME/ps3_world

When it's finished then you will have a complete FreeBSD world with kernel in directory $HOME/ps3_world.

Rebuilding Loader

If you want to recompile ONLY FreeBSD loader then after you finished compiling FreeBSD world and kernel, do this:

# cd freebsd
# make buildenv TARGET=powerpc TARGET_ARCH=powerpc64
# cd sys/boot
# make all install DESTDIR=$HOME/ps3_world

Rebuilding Kernel

If you want to recompile ONLY FreeBSD kernel then after you finished compiling FreeBSD world and kernel, do this:

# cd freebsd
# make buildkernel TARGET=powerpc TARGET_ARCH=powerpc64 KERNCONF=PS3
# make installkernel TARGET=powerpc TARGET_ARCH=powerpc64 KERNCONF=PS3 DESTDIR=$HOME/ps3_world

Installation

To install a FreeBSD world on your PS3, you will need a running Linux system first currently. Once i build a LiveCD for PS3 FreeBSD you won't need that anymore. I used Debian to install my FreeBSD on PS3.

First create UFS2 filesystem for your FreeBSD. I assume that there is already a free partition on the HDD of your PS3.

# apt-get install ufsutils
# mkfs.ufs /dev/ps3dd3

Then mount it on Debian and copy your PS3 FreeBSD world to this partition, like this:

# mount -t ufs -o ufstype=ufs2 /dev/ps3dd3 /mnt
# cd /mnt
# tar xvzf /root/ps3_freebsd_world.tar.gz
# cp /root/ps3_freebsd_kernel/kernel /mnt/boot/kernel/
# cp /root/ps3_freebsd_kernel/kernel.symbols /mnt/boot/kernel/
# cd
# umount /mnt

Booting

FreeBSD on PS3 is booted by the FreeBSD loader which can be executed by petitboot with kexec. The FreeBSD loader is built during cross-compiling of the FreeBSD world and kernel or you can use my precompiled version. It supports booting of FreeBSD from HDD. My precompiled version boots a FreeBSD kernel from ps3dd3. The HDD partition from which it boots a FreeBSD kernel is hardcoded, if you want to use another HDD partition then you have to change it in the loader and recompile it.

Store your FreeBSD loader on a Linux partition, i stored mine in Debian in /boot directory, and added a new kboot.conf entry on Linux, like this:

# cp /root/loader-1080x1920.ps3 /boot
# cat /etc/kboot.conf
...
...
...
freebsd_loader_hdd=/boot/loader-1080x1920.ps3
...
...
#

Now you can boot your PS3 FreeBSD. Boot petitboot first and choose FreeBSD loader in CUI. Once, you have a running PS3 FreeBSD system, you can build FreeBSD world and kernel or compile ports on your PS3 itself.

One of the advantages of FreeBSD on PS3 is write access to the GameOS HDD region and the possibility to create valid GameOS HDD partitions.

Ports

Ports allow us to install many useful programs on your FreeBSD.

Extracting ports:

# cd /root
# fetch ftp://ftp7.freebsd.org/pub/FreeBSD/ports/ports-stable/ports.tar.gz
# cd /usr
# tar xvzf /root/ports.tar.gz

Useful programs you will need first:

  • wget
  • git
  • screen
  • sudo
  • elinks

Live CD

Compiling World

  • Change screen resolution in loader and kernel before compiling
  • Change frame buffer size in kernel if needed

# cd /usr
# git clone git://git.gitbrew.org/ps3/ps3freebsd/freebsd.git src
# cd src
# make buildworld buildkernel installkernel installworld distribution TARGET=powerpc TARGET_ARCH=powerpc64 \
       KERNCONF=PS3 DESTDIR=/root/ps3_world

Compiling Ports

# cd /root/ps3_world/usr
# fetch ftp://ftp7.freebsd.org/pub/FreeBSD/ports/ports-stable/ports.tar.gz
# tar xvzf ports.tar.gz

# mount -t devfs devfs /root/ps3_world/dev
# cp /etc/resolv.conf /root/ps3_world/etc/
# chroot /root/ps3_world /bin/csh
# cd /usr/ports
# cd shells/bash
# make install clean BATCH=yes

Configuring System

/boot/loader.conf

boot_cdrom="YES"

autoboot_delay="-1"

/etc/rc.conf

root_rw_mount="NO"

hostname="freebsd-livecd"

ifconfig_glc0="SYNCDHCP"

keyrate="fast"
keymap="us.iso"
#keymap="fr.iso"
#keymap="german.iso"
scrnmap="NO"
font8x16="iso15-8x16"
font8x14="iso15-8x14"
font8x8="iso15-8x8"

update_motd="NO"
syslogd_enable="NO"
newsyslog_enable="NO"
cron_enable="NO"
hostid_enable="NO"

sendmail_enable="NONE"
sendmail_submit_enable="NO"
sendmail_outbound_enable="NO"
sendmail_msp_queue_enable="NO"

cleanvar_enable="NO"
crashinfo_enable="NO"
virecover_enable="NO"

/etc/fstab

/dev/cd0        /       cd9660  ro      0       0

Changing Login Shell

# chroot ps3_world
# chsh

Creating ISO Image

  • Exit chroot

# umount /root/ps3_world/dev
# cd ps3_world
# rm -f etc/resolv.conf
# mkisofs -R -l -ldots -allow-lowercase -allow-multidot \
   -V 'PS3 FreeBSD LiveCD' -volset 'PS3 FreeBSD' -hide boot.catalog \
   -o ../freebsd_livecd.iso .

Booting Live CD with OtherOS++

Installing FreeBSD on HDD from Live CD

Links

FreeBSD Handbook: http://www.freebsd.org/doc/handbook/
FreeBSD AvgLiveCD: http://wiki.freebsd.org/AvgLiveCD
FreeBSD LiveCD: http://www.secure-computing.net/wiki/index.php/FreeBSD/LiveCD
Gitorious - FreeBSD Wiki: http://wiki.freebsd.org/Gitorious
Setting Up A new FreeBSD System: http://users.rcn.com/rneswold/fbsd-init.html




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Comments 23 Comments - Go to Forum Thread »

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miseryguts's Avatar
#8 - miseryguts - 93w ago
Reply
Please pardon my ignorance here, but would this allow allow for improvements to the existing emulators & possibly new ones incl N64, PS1/PS2, Dreamcast, Sega Saturn etc and perhaps more sophisticated & graphically complex homebrew..?

Would it also enable HW acceleration of HD video playback..?

Thanks.

openupyourmind's Avatar
#7 - openupyourmind - 93w ago
Reply
Originally Posted by elser1 View Post
Quote i'm no expert but my friends say the ps3 is obsolete and outdated. i see there pc game graphics and i see why they say that. the 7800 nvidia was good in its day but even my old pc has better graphics card than that... but i still like my ps3 and thanks for this info..

$ony's 10 year system is a big flop.

oVERSoLDiER's Avatar
#6 - oVERSoLDiER - 93w ago
Reply
There are also some more info's about the GPU, which I like to post to this article.

The RSX is a graphical processor unit (GPU) based off of the nVidia 7800GTX graphics processor, and is a G70/G71 hybrid with some modifications. The RSX has separate vertex and pixel shader pipelines.

The following is a small sample of serial numbers of the RSX by model number.


The following are relevant facts about the RSX


• Little Endian
• 8 vertex shaders at 500Mhz
• 28 pixel shaders (4 redundant, 24 active) at 550Mhz
• 28 texture units (4 redundant, 24 active)
• 8 Raster Operations Pipeline units (ROPs)
• Includes 256MB GDDR3 650Mhz clocked graphics memory
• Earlier PS3 Models: Samsung K4J52324QC-SC14 rated at 700Mhz
• Later PS3 Models: Qimonda HYB18H512322AF-14
• GDDR3 Memory interface bus width: 128bit
• Rambus XDR Memory interface bus width: 56bit out of 64bit (serial)

More features are revealed in the following chart delineating the differences between the RSX and the nVidia 7800 GTX.


Other RSX features/differences include:


• More shader instructions
[LIST]• Extra texture lookup logic (helps RSX transport data from XDR)
• • Fast vector normalize

[/LIST]

Note that the cache (Post Transform and Lighting Vertext Cache) is located between the vector shader and the triangle setup.

A sample flow of data inside the RSX would see them first processed by 8 vertex shaders. The output are then sent to the 24 active pixel shaders, which can involve the 24 active texture units. Finally, the data is passed to the 8 Raster Operation Pipeline units (ROPs), and on out to the GDDR3. Note that the pixel shaders are grouped into groups of four (called Quads). There are 7 Quads, with 1 redundant, leaving 6 Quads active, which provides us with the 24 active pixel shaders listed above (6 times 4 equals 24). Since each Quad has 96kB of L1 and L2 cache, the total RSX texture cache is 576kB. General RSX features include 2x and 4x hardware anti-aliasing, and support for Shader Model 3.0.

Although the RSX has 256MB of GDDR3 RAM, not all of it is useable. The last 4MB is reserved for keeping track of the RSX internal state and issued commands. The 4MB of GPU Data contains RAMIN, RAMHT, RAMFC, DMA Objects, Graphic Objects, and the Graphic Context. The following is a breakdown of the address within 256MB of the RSX.


RSX Libraries

The RSX is dedicated to 3D graphics, and developers are able to use different API libraries to access its features. The easiest way is to use high level PSGL, which is basicially OpenGL|ES with programmable pipeline added in. At a lower level developers can use LibGCM, which is an API that talks to the RSX at a lower level. PSGL is actually implemented on top of LibGCM. For the advanced programmer, you can program the RSX by sending commands to it directly using C or assembly. This can be done by setting up commands (via FIFO Context) and DMA Objects and issuing them to the RSX via DMA calls.

Neo Cyrus's Avatar
#5 - Neo Cyrus - 93w ago
Reply
Upgrading the PS3 is theoretically possible of course but it really wouldn't be viable at all. Not only would be it overcomplicated and cost too much to make sense but it just wouldn't be worth doing considering realistically the old hardware would only be a tiny fraction of the processing power necessary.

That's also ignoring the fact that the old hardware isn't going to last that long. It'd be dandy if all of the PS3s lasted 20 years but the fact is a lot of them broke down after 2, which is partially because the average Joe doesn't know that it is essentially a computer that needs maintenance... the dust needs to be cleaned out, the original thermal compound needs to be replaced, you can't throw it in a volcano and still expect it to work, etc. That aside it's upsetting and actually disturbing to see how much Sony stinged out on quality.

They practically used mud for thermal paste, the heatsink's finish actually greatly interferes with contact (oddly enough) and the heatsink itself might as well have been replaced with a rock... it's made of extremely low quality material. I'm not sure about modern PS3s but the fat ones I've seen the inside of didn't even use solid state capacitors, they used the "1 cent for 20 billion" electrolytic capacitors made in Taiwan which are notorious for having massive amounts of batches in the 2000s which literally blew up after a few months of use. I personally experienced that with several motherboards.

What I've always hoped for is that the next generation of consoles would stop using alien mumbo jumbo and switch to a standard x86-64 architecture for the purpose of interfacing with a standard PC to use that as an "upgrade". That way those who don't care about graphics can have their 720p at 30 frames and be happy about it and those of us who do care can use the PCs we likely already have.

elser1's Avatar
#4 - elser1 - 93w ago
Reply
yeah i agree i think the ps4 should be released by mid 2012 myself.what would be nice is if you can get a plug in upgrade/adapter for ps3 to make it more powerful.. but i'm not sure if its possible.. i remember seeing something about it being patented by sony here 3 or 4 months ago.. would be good as i have a few 60gig consoles to sell.. LOL

i agree totally also mate but last time i said ps3 was outdated etc i got flamed at.. LOL

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