Does the PS5's WebKit use JavaScriptCore with JIT enabled? Have to wonder if Sony will respond by disabled its JIT, to narrow the attack surface.
On the PS3, only the store was webshit, and it performed so amazingly poorly (and crashed all the time) that I never bought anything on it, and I doubt I'm alone in that. The PS3 could have handled a website well (obviously), but not the trash heap of a "web app" they used.
From what I can tell, they didn't learn a lesson from this, they've just benefitted from beefier hardware to keep their newer stores usable (and I may be imagining it, but performance on menus and in their store already seems to have declined a lot from when I purchased my PS5).
Given all that, I'm not sure how much Javascript performance they can afford to give up without making their entire system's UI experience totally suck. They could improve the quality of their system and use of web tech to improve performance, like it's a joke any of this isn't perfectly, buttery smooth on a system that powerful even if it is Javascript and HTML and CSS... but given they never seemed inclined to do that even in the pre-AI-slop days...
I mean, only sort of. Almost all of the UI portion of XMB was written in PSJS (PlayStation JavaScript), which was their internal scripting language of choice. It manipulates ha is almost exactly a webgl context in order to draw to the screen (which is the main reason why the PS3 supported a pretty low perf opengles library in addition to gcm).
Note that Sony significantly improved the PS5's security on firmware 14.0 and above, likely to prevent GTA 6 from getting pirated. Ripping a PS5 game apparently requires a hypervisor exploit, and the last known one was sold to Sony. This means that nobody will be able to rip GTA 6. Even if it was ripped, they would then need to "backport" it to run on hacked PS5s running earlier firmware versions, which would take some time and expertise.
[1] https://www.digitalfoundry.net/news/2026/05/playstation-5-li...
Edit: Reading through the exploit, looks like linux compatability for older (non 13.6) is possible. 13.6 needs a new hypervisor exploit.
Edit looks like the answer for both questions is yes
Unfortunately holding the PS5 controller gives me crippling pain in my wrists and it also doesn't have any games I care about, but if it could become a Linux media PC, you've got my attention. Especially once its price drops due to the next gen coming out.
Juice might not be worth the squeeze, but have you tried one of their Access controllers?
https://www.amazon.com/Access-Controller-PlayStation-5-Gamin...
Very cheaply made given the price, but it's one of the few controllers with a touch pad that works on Linux. The touch pad is nice to get the mouse cursor out of the way.
The Apple TV chip is currently quite old. It would be fine for much indie stuff or streaming but pales against a modern phone/iPad.
Have to buy games from the App Store meaning limited selection. Few bother because no one plays games on Apple TV. And since it’s the same as the iPhone app it’s often optimized for that even if the Apple TV was more powerful.
The other big Apple sin is Apple tried a push but (at the time, later changed) demanded games worked with the Apple TV remote only. At least for Apple Arcade. They “had to” because they’ve never sold a gamepad. Only 3rd party ones which weren’t very good.
So you have to buy games from Apple that are either super simplistic (to work well on phone) or advanced but old (RE VII), play on an old chip, on a TV while it was probably designed for a phone, and pay $70+ to Nintendo/Sony/MS to buy a good quality game pad.
Surprise. It never went anywhere.
There was a rumor that they’re going to try again with a first-party controller. If they’re smart they will just white label one from a good company. And they should absolutely push cloud gaming with PS/MS. Steam Link is a good idea.
A new Apple TH is rumored any day now (and has been for a long time) but between the high original cost, the insane cost increases due to RAM/storage, and the price of buying a controller, it just doesn’t seem worth it. Buy a Series S or Switch 1/2 and be happier.
Microsoft is trying to reason about how gaming fits into their computer-centric empire. They've been using the Xbox brand for a new gamepad shell in Windows, for their cloud gaming subscription service, and for the gaming section of the Windows Store.
Steam has built the most popular computer game download service. They're renowned for having sales - you can get the Arkham Trilogy for $5 with some regularity when it would cost you $30 on Nintendo's eShop. It's a meme that most Steam users end up impulse-buying hundreds of cheap games and only playing dozens of them.
Microsoft and Sony have both bought a lot of previously-independent game studios. They've often let them continue publishing on other platforms. For instance, Sony's Spider-Man games are also available on Steam.
There are rumors that amid Microsoft's clusterfuck of an Xbox strategy, the next Xbox is going to share a lot of infrastructure with Windows, including the ability to play Windows games. This has spooked Sony into pulling its new titles from Steam - they don't want people buying an Xbox to play Spider-Man games.
The Steam Machine is a very niche product, but PC gaming is the main gaming platform outside of phone games.
That's not what happened, Sony's decision is more about the poor saels of its single player titles on Steam, they are now focusing their PC releases for online multiplayer games instead
Microsoft sells less consoles each month than the previous gen Nintendo Switch sells today
A lot of publishers are skipping Xbox, citing not enough players/sales
They have nothing to worry about Xbox
1.5 years ago, the developer announced that SM2 had sold 10MM copies on PS5 and the franchise had sold 50MM copies overall:
https://x.com/insomniacgames/status/1757662718604013868
https://steamdb.info/app/1817070/charts/
It feels like R&D project that Steam is doing so in case Microsoft gets really aggressive and locks down Windows 11 to point that Steam no longer works, they have fallback option.
The Steam Machine's biggest problem in general: it's launching into a headwind, because of hardware shortages. It should have been like $650-$700 for the base model, instead it's $1100ish.
The Steam Machine's biggest strength, overall: the Steam library. Absolutely massive.
The Steam Machine's nerd-gamer appeal: you can also run emulators, use it as a desktop, and play games from other stores (Epic, GOG, et c.). Nb this all comes with a big asterisk, as you're very much into non-console-like operation with any of this—I had to intervene with Heroic's installation of The Outer Worlds (from Epic) once to get it running with functioning cutscenes, which took me probably 30 minutes including a lot of trawling Reddit and forums to figure out the most-recent version of Proton that would work [I doubt I found the most-recent one, but I did find one more-recent than the first suggestion I saw], and then again on about my fourth play session when an update caused it to misplace its own saves (my only indication was all the saves had disappeared—they hadn't moved, it just wasn't finding them there anymore) for some reason, which I doubt would have happened on for-real Windows, and also any time it has an update available it silently fails to launch until it's updated, but I'm not notified of this until I re-start Heroic itself. This is some real computer-gaming and Linuxy bullshit (which is to say, it sucks and wastes your time) not a console experience. Still a benefit that it's there, but comes with a caveat that someone who just wants it as a console won't/can't/shouldn't engage with any of this.
Where the Steam Machine struggles as a console: Yes, it has tons of games available from many, many consoles of multiple generations, running natively (not emulated console games—though, mostly through proton, but Wine Is Not [an] Emulator), including very recent games, giving it a library that dwarfs that of any (... non-"hacked") console. HOWEVER:
1) Couch multiplayer sucks. Very few PC-first games include it, and a lot of console ports will have had it removed (since, who local-multiplayers on a PC now that the Internet is widespread? That hasn't been a normal feature for PC games since, like, the DOS era). If you want lots of couch multiplayer options you're gonna need to deal with console emulation (and I can tell you, bluetooth pairing is better on here than most Linux systems I've thrown together, but it's still bluetooth pairing under linux... hope you like either cords, or headaches) most likely, not just playing Steam games, at which point you're outside the space of treating the Steam Machine like a normal console and into wrestling with a computer.
2) Parental controls basically don't exist. You can have restricted-library child accounts after you jump through some very annoying hoops ("sorry, this just-created kid's account seems to be in another country from the family you're adding it to, based on its purchase activity... which doesn't exist, there has been no purchase activity")... but there's no PIN-locking, anyone can just use anyone else's account unless you want to log all the hell the way out every time you use it. It's a total joke compared to a Switch or PS5, neither of which are, themselves, exactly amazing at this. In short, its account management is tacked-on crap, they do not adequately-well support having multiple people using one of these, even if you don't factor in the various ways a person could get around it on account of the thing actually being a fairly ordinary Linux OS.
Where the Steam Machine struggles as a gaming PC: Hope you don't love playing the very-latest online multiplayer games. Odds are pretty good you'll be excluded by anti-cheat.
This leaves it a damn nice device for, almost exclusively: 1) people like me, a (to put it mildly) power-user who can benefit from its more computer-like aspects while also appreciating just putting it in its default Steam-only environment and relaxing, and who doesn't give a damn about online multiplayer, AND who can afford it; and 2) people who want to treat it as a console and play almost exclusively local single-player games (and have some money burning a hole in their pocket)... and this'll probably only be a great use-case if they already have a largish steam library, since otherwise their needs are likely covered by a Playstation or X-Box and starting from scratch on a steam machine with no owned games won't be very appealing. Which means it's kinda only a great deal for people in this category who were also already PC gamers.
That's a pretty small market of ideal customers, IMO. I'm rooting for the thing overall but I'd hesitate to recommend it to most gamers.
This part does not make sense to me, because as far as I'm aware the Steam Machine runs basically the same OS as the Deck and my Deck absolutely prompts me for my PIN every time I bring it out of suspend, the same as my Xbox does. I'd find it really strange if the Machine wasn't capable of doing the exact same thing.
Maybe it's a PIN to unlock the device period, but not per-account? The former is a lot less useful to me than the latter, and I may have overlooked it. I don't want to have to intervene any time someone else wants to use it, I want to let other people use it without worrying they'll (intentionally or accidentally) end up seeing the wrong library, or messing with anyone else's saves, or anything like that.
If that functionality does exist and I've just not found it, I'd love a clue to send me in the right direction.
Apple's policy on macOS, iOS and tvOS is to prioritize native ports at all cost. The difference in compatibility is thousandfold; even games that have native ARM/Mac builds like Cyberpunk 2077, Death Stranding and No Man's Sky only work on macOS and not iOS/tvOS.
The Steam Machine will probably still flop, but Apple's failure vis-a-vis making gaming work is self-inflicted.
Someone at Nintendo had the genius idea of charging you a subscription fee for internet access.
So, you can play Pokemon Champions on a Switch 2 for $35 / year, or you can play it on your phone, which has an internet connection outside Nintendo's control, for free.
Nintendo's value proposition really seems to be "we will screw you as hard as we can, and we hope you like that".
Microsoft had that 'genius' idea with the original Xbox. The others saw that people will indeed pay for such a thing and copied the idea with the PS4 and Switch.
It's not good, but it's not just Nintendo. In fact, Nintendo is the most reasonably priced.
Now add the perception that Mac users don't play games and Apple devices are made for people already in their ecosystem. The only way they could gain market share is competing with Steam Machine as a more open platform, but without a giant library of existing games.
OSX has also recently released a proton-style compat layer so we are seeing gains there as well.
For a long time Apple was outright AGAINST games. They wanted their machines to be for musicians and artists, not bratty kids.
The best gaming hardware will always be the hardware you keep on you; be it a phone, GameBoy, or a Mac. macOS is basically last-place in supporting PC gaming though, and Apple has no qualms letting it die again.
> Beyond this date, we will maintain a subset of Rosetta features designed to support older, unmaintained games that rely on Intel frameworks.
honestly, I just use it for emulators like PS2 Dreamcast etc...
Mac users deserve to have a platform where games and software work forever once you buy it. It doesn't take much work on Apple's behalf to support it, so it's worrying to see them shift away from well-maintained software stacks and industry-spanning standards to focus on their own fragile runtimes.
A console-optimized lower-priced higher-GPU variant of the A series could be useful for local AI in so many products that don’t come with a capable processor (eg homepods, TV, the monitor they put a whole iPhone chip in)
I could see something for around the price of a Mac Mini with a controller that’s og MacBook plastic white/black
When Apple first launched the Apple TV game store they required games be playable with the horrible remote. Understandably even games that would have been fine on the hardware didn't bother and while Apple later relented and allowed games to require a controller it's still an extra purchase that's needed.
That said, I think the hardware is totally capable they just don't have a layer to run win32 or Linux apps natively (like proton for m series) so they'd have to commit to what valve is doing for linux, for macos
Apple TV, PS and Xbox all meet that definition. I'm not following what you're pitching…
Steam Machine is GREAT. But it still has warts around controller support etc...
Also, a lot of AAA games do not work on steam machine because of aggressive anticheat and DRM, and those vendors don't provide Linux builds. No spyware, no game.
The software for the UI just isn't there for Windows machines. There have been attempts but it is always janky and you end up pulling out a keyboard anyway.
Devs are afraid of piracy so they like the walled garden. They don't want emulators running because then they have to compete with the 90s-2015 era which is the golden age of gaming, and their newer games don't stack up ( except in graphics ). Nintendo doesn't want to compete with Mario Kart Double Dash on the Switch 2.
Also: Modern PCs absolutely MOG the Switch 2 and Xbox. The games are all in the same engines and cross-platform anyway, so piracy ends up useful.
That said, these games fall pretty much exclusively in the competitive shooter space. Which isn't the kind of thing you usually sit down at the couch with a controller to play. If you aren't in to competitive online games then proton has basically 100% compatibility.
I have to imagine that AI has significantly increased the velocity of technically demanding hobby projects.
consoles are sold at a loss, best information i can dig up is that this is still true today, even after all the volume.
Inventory of other locations, and the individual details of a stocked item were one of the functions. This additionally displayed the markup/profit percentage for a given item. I understand that these numbers may not have been completely accurate, but will be sufficient for demo purposes.
Most toys, movies, and video game titles claimed a ~20-30% margin. Private label clothes and such, slightly higher. Game consoles showed ~1-2%. When employee discounts were finally adopted, it maxed at 10%, and thusly items like game consoles were excluded.
Sure, "education". Releasing exploits for software vulnerabilities has very little to do with education. The relation to piracy is clear however.
What people decide to do with them is on them, and fixing the exploits would be on the manufacturer if they care about this so-called "piracy".
It sounded like things may have changed.
https://news.ycombinator.com/item?id=49727627
The issue, as I understood it in this case was that he wanted it kept quiet until GTA6 launches, because announcing it to the public also announces it to Sony, and they'll patch it; normally that's fine, everyone just doesn't update, but given GTA6 is apparently quite popular, my understanding is that he wanted to let everyone get that one last update that allows GTA6 to run before they're stuck on that version.
So normally if the community found this stuff I guess they’d work together to make a jailbreak. Maybe they already were working on that with bug X but hadn’t told anyone.
The JoeClaudeUser posts publicly “Hey everyone I found bug X over here! I’m awesome!”.
Now it can’t be used because Sony will fix it. If they had already been using it behind closed doors all that work is flushed.