Re:Release: Fully operational dlclose exploit + Linux for PS...
by jhasse on Monday April 04, 2016 @08:12PM
(#11426823)
It would be easier for developers to port their Linux games to the PS4.
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Re:Release: Fully operational dlclose exploit + Linux for PS...
by feld on Monday April 04, 2016 @08:43PM
(#11426965)
How? A console is a very specialized device. The GPU access is vastly different from what you get when you use accelerated drivers on Linux/FreeBSD, for example.
If you can compile it on Linux, you can probably compile it on FreeBSD. Sorting out the rest is not OS specific, it's a completely different beast.
Re:Release: Fully operational dlclose exploit + Linux for PS...
by iamcreasy on Monday April 04, 2016 @10:30PM
(#11427394)
> The GPU access is vastly different from what you get when you use accelerated drivers on Linux/FreeBSD, for example.
Can you elaborate on this one. How are they different?
Re:Release: Fully operational dlclose exploit + Linux for PS...
by cmrx64 on Tuesday April 05, 2016 @12:16AM
(#11427750)
You don't use OpenGL etc, you use their proprietary graphics API.
Re:Release: Fully operational dlclose exploit + Linux for PS...
by iamcreasy on Tuesday April 05, 2016 @04:18AM
(#11428726)
Looks like Sony is far far away from developing something like XBox dev mode.
Re:Release: Fully operational dlclose exploit + Linux for PS...
by feld on Wednesday April 06, 2016 @10:25AM
(#11438937)
You're pushing raw data to the GPU which is directly executed. I've heard there's a ~15% performance increase doing it this way, but you could never do this with a general purpose OS due to the huge security problems it creates.
Re:Release: Fully operational dlclose exploit + Linux for PS...
by Sanddancer on Monday April 04, 2016 @08:22PM
(#11426872)
FreeBSD has a Linux compatibility module that works for most binaries, and source should be just a recompile in almost all cases.