Fast, reliable transfers from your computer to your PS5.
Transfer · Mount · Browse — designed to live alongside your PS5-side tools.
- Fast transfer — FTX2 binary protocol with BLAKE3 per-shard
verification, small-file packing, and resume on disconnect.
Uses your LAN flat-out. Pack worker absorbs transient
EIO/EMFILEhiccups so a 200k-file game upload doesn't get killed by one unlucky syscall. - Upload queue — line up multiple games or images, hit Start, walk away. Every running row shows live MiB/s and ETA; done rows show the wall-clock-average rate so you can spot a slow destination. Queue state survives app restarts.
- Compressed
.zipuploads — keep a game dump as a single.zipon your PC (less disk, easier to move) and upload it directly. ps5upload decompresses on the host and streams the files into the same FTX2 pipeline, so they land already extracted on the PS5 — no manual unzip, no temp copy of the whole game. The Upload screen previews the expansion (zipped → extracted, file count, space saved) and detects the embedded game. Decompresses one file at a time (large files spill to a temp file), so a 100 GB archive doesn't need 100 GB of RAM. ZIP only — unpack.raron the PC first. - Native image mount — attach
.exfatand.ffpkgimages on the PS5 (MDIOCATTACH + nmount) with no third-party helper. Every mount survives payload restarts and auto-reconciles on startup. - Browse everything — list games anywhere on the PS5 (including inside mounted images), disk images, files, and volumes. Run FS ops (chmod, delete, move, copy, mkdir) with a real directory tree. Bulk delete of a 200k-file folder shows live progress with a working Stop button.
- Stay-in-the-loop notifications — in-app alerts mirror to your computer's notification center (macOS / Windows / Linux, plus the Android shade) when a transfer finishes or fails in the background, and the PS5 itself shows a toast when an upload starts and completes. Your machine is kept awake automatically while a transfer runs.
- Hardware view — model, serial, uptime, storage, RAM, and the PS5
date/time, refreshed live; plus a fan-threshold control that rings
through to
/dev/icc_fanfor quieter operation. Live CPU/SoC temperature, clock, and power are read on demand (a button), not auto-polled — each read briefly pauses the system UI, so polling them could destabilize the console. They're also unreliable on current firmware (libkernel exports drift between FW points), so a reading may show—; everything else on the panel is stable. - Send any payload — push
.elf,.bin,.js,.lua, or.jarfiles to the PS5's loader port (typical defaults:.elf→ 9021 elfldr,.js→ 50000 WebKit-stage,.lua→ 9026,.jar→ 9025 BD-JB / BDJ; custom loaders may listen anywhere). Recent-sends history with click-to-replay and per-row success/fail badges. - Install fakepkgs (package library) — add a
.pkgand it uploads to your PS5 once and stays there. Install Package lists every uploaded package with cover art and size; Install, Reinstall, or Delete any of them in a click — no re-uploading to install again. Installs run through the DPI daemon (sceAppInstUtilAppInstallPkgfrom a clean loader process), the most reliable path on current firmware. Verified end-to-end on FW 9.60. Game pkgs (CUSA / PPSA / PCSA / EP / UP) install cleanly; for system pkgs (NPXS-prefix — Store updates, Settings) use the on-PS5 Settings → Debug Settings → Game → Package Installer. - Register + launch — Library row's Play button always registers first (idempotent if already registered), retries with DRM-type patch on rejection, then launches. Unmount unregisters every title inside the image first so the dashboard stays clean — no ghost tiles after unmount.
- Speaks your language — the whole UI, including error messages and troubleshooting hints, is translated into 18 languages: English, Simplified & Traditional Chinese, Spanish, Hindi, Arabic, Bengali, Brazilian Portuguese, Russian, Japanese, German, French, Korean, Turkish, Vietnamese, Indonesian, Italian, and Thai.
- System pkg patches.
sceAppInstUtilInstallByPackageis built for game pkgs; NPXS-prefix system pkgs (Store updates, Settings app patches) register but the install path freezes Sony's mgmt service mid-flight on most firmwares. Use the on-PS5 Settings → Debug Settings → Game → Package Installer for those. .rararchives. Only.zipis supported for compressed uploads. Modern scene.raris typically split multi-part + encrypted, which isn't worth the unrar maintenance/licensing tax — and no other PS5 homebrew tool supports it either. Unpack.raron the PC first.
Pre-built downloads land on the Releases page:
| Platform | File | How to install |
|---|---|---|
| macOS (Apple Silicon / Intel) | PS5Upload-<ver>-mac-{arm64,x64}.dmg |
Open the .dmg, drag PS5Upload into Applications. See First launch on macOS below — Gatekeeper blocks downloaded apps the first time. |
| Windows (x64 / ARM64) | PS5Upload-<ver>-win-{x64,arm64}.zip |
Unzip, double-click PS5Upload.exe — portable, no installer. See First launch on Windows — SmartScreen warns on first run. |
| Linux — Debian / Ubuntu (x64 / ARM64) | PS5Upload-<ver>-linux-{x64,arm64}.deb |
sudo apt install ./PS5Upload-<ver>-linux-<arch>.deb — installs a normal app with a menu entry; pulls in the WebKitGTK deps automatically. |
| Linux — Fedora / RHEL / Bazzite (x64 / ARM64) | PS5Upload-<ver>-linux-{x64,arm64}.rpm |
sudo dnf install ./PS5Upload-<ver>-linux-<arch>.rpm (Bazzite/Silverblue: rpm-ostree install) — menu entry + auto deps. |
| Linux — any distro (x64 / ARM64) | PS5Upload-<ver>-linux-{x64,arm64}.zip |
Universal fallback (no install). Unzip, then chmod +x PS5Upload.sh PS5Upload.AppImage and run ./PS5Upload.sh (the wrapper — handles the FUSE-less and WebKit white-screen cases for you). Running ./PS5Upload.AppImage directly also works if your system has libfuse2 and a happy WebKitGTK. |
| Android | PS5Upload-<ver>-android.apk |
Enable "install unknown apps" for your browser/file manager, then open the .apk. Same interface, mobile-friendly; connects to and manages your PS5 over Wi-Fi. |
ps5upload is not code-signed with paid OS certificates — same as every other PS5 scene tool. The OS's verification layers (Gatekeeper on macOS, SmartScreen on Windows) treat unsigned downloads as suspicious until you allow them once. The one-time bypass:
macOS — "App is damaged" or "cannot be opened":
xattr -dr com.apple.quarantine /Applications/PS5Upload.appThat removes the quarantine attribute macOS slaps on every file downloaded from a browser. Alternatively, right-click PS5Upload in Applications → Open → click Open in the prompt. Either method only needs to be done once per install.
Windows — "Windows protected your PC" SmartScreen prompt:
- Click More info → Run anyway.
- Only shown until SmartScreen builds reputation for the binary; subsequent launches are silent.
- If your IT policy blocks "Run anyway", unzip + right-click
PS5Upload.exe→ Properties → check Unblock → OK.
Linux — no equivalent warning. Just chmod +x and launch.
- macOS 11 (Big Sur) or newer. No dependencies — ad-hoc signed, see First launch above for the one-line quarantine bypass.
- Windows 10 (build 19041+) or Windows 11. Ships with the Microsoft Edge WebView2 runtime by default; LTSC / stripped installs may need WebView2 installed once.
- Linux — the
.deband.rpmpackages pull in their dependencies automatically (WebKitGTK 4.1, gtk3, libsoup3, etc.) via the package manager, so they're the easiest route on Debian/Ubuntu and Fedora/RHEL/Bazzite. The universal.AppImageinstead expects those libraries already on the host (libfuse2, gtk3, webkit2gtk 4.1, libsoup3, libappindicator, librsvg2); install commands for Debian/Ubuntu/Fedora/RHEL/Arch are in the FAQ. Minimum distro version: all three Linux artifacts are built against glibc 2.39, so they need a reasonably recent distro — Ubuntu 24.04+, Debian 13+ (trixie), Fedora 40+, or equivalent. (This is a glibc floor, not a package dependency — the.deb/.rpminstall fine on older releases but the app won't launch, and the AppImage bundles WebKitGTK yet still uses the host's glibc.) On an older distro, build from source withmake dist-linuxon that machine.
The app checks GitHub for updates once per launch (Settings → Updates) and downloads a fresh archive to your Downloads folder when you click Download — replace the old app manually and relaunch.
Building from source:
git clone https://github.com/phantomptr/ps5upload.git
cd ps5upload
make install # bootstrap dev env (auto-detects host OS)
make build # payload ELF + engine + client UI
make run-client # launch the Tauri dev appmake install auto-detects your OS and runs one of:
make install-ubuntu— Debian / Ubuntu / WSL2:aptdeps for Tauri (libwebkit2gtk-4.1-dev,libgtk-3-dev,librsvg2-dev,libayatana-appindicator3-dev,libxdo-dev,libssl-dev,build-essential), Node.js 22 LTS via NodeSource (only if missing), Rust via rustup, and PS5 Payload SDK v0.38 →~/ps5-payload-sdk.make install-macos— macOS: Xcode CLT, Homebrew,node,llvm@18(the only Homebrew llvm shipped withld.lld— required byprospero-clang), Rust via rustup, and PS5 Payload SDK.make install-windows— Windows 11: Node.js LTS, Rust, VS 2022 Build Tools (C++ workload), WebView2 Runtime, 7-Zip, and PS5 Payload SDK viawinget. Run from an elevated PowerShell (or any shell withpwsh/powershell.exeon PATH).
All three install scripts are idempotent — re-running them after a partial setup is safe; each step skips if already satisfied.
For per-platform bundles only (no full dev env): make dist-mac,
make dist-mac-x64, make dist-linux, make dist-linux-arm,
make dist-win, and make dist-win-arm.
- Launch ps5upload on your computer.
- Open the Connection tab and enter your PS5's IP address.
- Click Check, then Send payload.
- Once the third step turns green, go to any other tab — you're connected.
The payload stays loaded until the PS5 reboots or goes into rest mode.
client/ (Tauri 2 · React · TypeScript)
│
└── spawns ── ps5upload-engine (HTTP :19113)
│
▼ FTX2 binary framing
payload/ps5upload.elf (PS5 C payload, ports 9113 + 9114)
Three layers:
payload/— C payload that runs on the PS5 (FreeBSD 11). Ports 9113 (transfer) + 9114 (management). Handles FTX2 framing, BLAKE3 verification, mount pipelines, and FS ops.engine/— Rust workspace with the protocol types, transfer logic, HTTP service, lab CLI, mock server, and benchmarks.client/— Tauri 2 desktop app. Tauri IPC commands proxy to the sidecar HTTP engine, keeping the engine usable from CLI / CI too.
All workflows go through the root Makefile (see make help).
| Target | What it does |
|---|---|
make build |
Payload + engine + client |
make payload |
PS5 ELF at payload/ps5upload.elf (requires PS5_PAYLOAD_SDK env var) |
make engine |
cargo build --workspace |
make client |
vite build in client/ |
make run-client |
Tauri dev (vite + Rust main process) |
make run-engine |
ps5upload-engine on localhost:19113 |
make send-payload |
Send the built ELF to PS5_HOST:PS5_LOADER_PORT |
npm run validate |
Full non-hardware quality gate |
make quality |
Same full non-hardware quality gate via Make |
npm run coverage |
Generate frontend + Rust coverage reports |
make coverage |
Same coverage reports via Make |
make test |
Script syntax + engine tests + payload validation + client build |
make test-engine |
cargo test --workspace (no hardware needed) |
make dist |
Tauri bundle under client/src-tauri/target/release/bundle/ |
Unit and integration tests run entirely against an in-process mock FTX2 server — no PS5 needed:
make test-engineFull local quality gate and coverage reports:
npm run validate
npm run coverageReal-hardware smoke test (requires payload already loaded):
npm run smoke:hardwareSee TESTING.md for the complete mock-test, coverage,
cross-platform, and live-PS5 validation workflow.
- Payload — C (FreeBSD 11), prospero-clang toolchain
- Engine — Rust (edition 2021), tokio + axum 0.8
- Desktop client — Tauri 2, React, TypeScript, Zustand, Tailwind CSS v4, Vite
- Protocol — FTX2 (custom binary framing, BLAKE3 shard verification)
Desktop client
| x64 | arm64 | |
|---|---|---|
| macOS | ✓ | ✓ |
| Linux | ✓ | ✓ |
| Windows | ✓ | ✓ |
PS5 payload — every firmware the PS5 Payload SDK supports,
currently 1.00 through 12.70 on every console model (original
CFI-1xxx, Slim CFI-2xxx, Pro CFI-7xxx, Digital). Built against SDK
v0.38, which ships per-firmware kernel offsets and resolves them at
payload startup via kernel_get_fw_version() — the same binary
runs on every supported firmware without per-release rebuilds.
| Range | Feature coverage |
|---|---|
| 1.00 – 12.70 | Supported — the same binary runs everywhere the SDK covers |
| Hardware-tested | FW 5.10 and 9.60 (in-house) · FW 12.20 (user-confirmed) — core features (transfer, mount, browse, install) work across the range |
.pkginstall depends on the console's jailbreak having live kernel patches (kstuff / fpkg-enable). On builds where those aren't active the installer reports it honestly rather than claiming a false success — see the FAQ on install firmware support.
The process-list feature (Hardware tab's process snapshot) reads
kinfo_proc via sysctl(KERN_PROC_PROC) with field offsets that
have been stable across every SDK-supported firmware — pid at
byte 72, thread name at byte 447. No firmware-specific fallback
table required; real command names appear across the full 1.00 –
12.70 range. Transfer, mount, file browse, hardware monitor
(except CPU/SoC temps, which Sony gates on a different credential
check unrelated to firmware), and FS ops work identically across
all supported firmwares.
What actually gates users in practice is the ELF loader on port 9021 — a third-party component, not part of ps5upload. The ecosystem's real-world coverage is roughly 4.x through 12.x; below 4.x is obscure and above 12.70 is future work.
Q: "Connection Refused" or it won't connect?
- Did you load the payload first? The PS5 stops listening after a reboot or rest-mode cycle — send the payload again from the Connection tab.
- Is your computer's firewall blocking outbound connections to port 9113 / 9114 / 9021 on your PS5?
- Your computer and PS5 don't have to be on the same subnet, but there has to be a route to the IP.
Q: Resume gets stuck on "Checking what's already on your PS5…"?
- Reconcile scoped to the local tree's parent directories, so a
single-file upload into a folder that already holds other games
is now one
FS_LIST_DIRcall instead of a recursive walk of the whole destination. Update to the latest build. - Safe-mode reconcile still hashes every same-size remote file via BLAKE3 — that's ~2–3 s per GiB on PS5 UFS. Use Fast mode for single-file or large-file transfers.
Q: Do I need a LAN cable?
- Not strictly, but Wi-Fi caps throughput well below what the PS5 NIC can actually do. Plug in an Ethernet cable for the best experience.
Q: Can I use this over the Internet?
- Yes, technically. If you forward ports 9113 / 9114 to your PS5 it will work. However, the FTX2 protocol is optimised for speed, not for authentication — we don't recommend exposing an exploited PS5 to the open Internet.
Q: How do I install / launch a game from the Library tab?
- The 2.2.26 Library row exposes Mount for
.exfat/.ffpkg/.ffpfsimages plus Register / Register (patch DRM) / Launch / Unregister buttons on the games inside. - Mount is hardware-validated on FW 9.60 — a 76 GiB UFS
.ffpkgmounts on/dev/lvd1, appears in Volumes with the correctsource_image, and unmounts cleanly. The new round's payload uses compile-time-lSce*linkage so the rtld initialises the Sony sprx state viaDT_NEEDEDbefore main() runs. - Register is hardware-validated: pointing it at a folder
game with
eboot.bin+sce_sys/param.jsonsucceeds end to end —sceAppInstUtilAppInstallTitleDirreturns 0, the title appears inapp.dbwith the correct title name, and a nullfs bind is installed at/system_ex/app/<title_id>. Idempotent — re-registering the same path returns the same result. - Register (patch DRM) rewrites the source's
sce_sys/param.json'sapplicationDrmTypeto"standard"before staging — needed for PSN-extracted dumps that ship with"PSN"or"disc". Modifies the source file in place; only use when a normal Register fails with a DRM error. - Launch routes
sceLncUtilLaunchAppthrough a ptrace RPC intoSceShellUIso Sony'sgetpid() == SceShellUI.pidcaller-context check passes natively. Hardware-validated on FW 9.60: hitting Launch on a registered title actually starts the game (SoC power draw confirms the title comes up). Falls back to a direct call when ShellUI RPC isn't available. - Listing inside an active mount (
/mnt/ps5upload/<name>/...) is gated by the PS5 sandbox / LVD mount permission set rather than payload privilege. We re-check after every credential elevation; treat "ENOTDIR descending into a mount" as expected for now. Other PS5-side tools see the mount via/mnt/ps5upload/, and the source path is recorded in our tracker so reconcile-on-next-boot keeps state consistent. - Live CPU/SoC temperature, clock, and SoC power are read on demand
(the Hardware tab's "Read sensors" button), not on a timer. Each read
briefly ptrace-pauses the system UI, and doing that on a loop could
destabilize the console — it powered some consoles off — so the auto-
refresh now covers only the ptrace-free data (info, uptime, storage,
date/time). These readings are also unreliable across firmware
revisions: libkernel exports them by NID-only on some FW points and the
call returns garbage or fails, so a persistent
—usually means your firmware's exports are NID-only, not that the payload is broken.
Q: "No writable storage found"?
- The tool blocks writes to read-only system partitions. If you want to write to a USB drive, make sure it's formatted (exFAT is best) and plugged in before you load the payload.
Q: macOS: "App is damaged" or "Unidentified Developer"?
- This is normal for unsigned apps. Right-click the app, select Open, then click Open in the dialog.
- If macOS still blocks it, System Settings → Privacy & Security → Open Anyway.
- Last resort — remove the quarantine flag:
xattr -dr com.apple.quarantine /Applications/ps5upload.app
- No Apple Developer account is required; the app is intentionally unsigned.
Q: Where are config and logs saved?
- The desktop client uses the OS app-data directory:
- Windows:
%APPDATA%\com.phantomptr.ps5upload - macOS:
~/Library/Application Support/com.phantomptr.ps5upload - Linux:
~/.local/share/com.phantomptr.ps5upload
- Windows:
Q: Does this work on PS4?
- No. The payload is compiled specifically for the PS5 (FreeBSD 11, Zen 2) and calls PS5-only kernel entry points.
Q: What about older firmware (≤ 9.00)?
- The FTX2 payload itself doesn't call firmware-gated APIs, but the ELF loader workflow on port 9021 depends on what your jailbreak exposes. Patches welcome.
Q: Can I run ps5upload headless / over SSH?
- Not the GUI. The
ps5upload-enginebinary speaks HTTP on:19113and exposes the full transfer / reconcile / FS API, so you can script transfers from a terminal or CI job without ever opening the desktop client.
Q: Can the engine run on a different machine (remote / self-hosted)?
- Yes (3.3.7+). Host the engine elsewhere and point the desktop app at it via
Settings → Engine URL. An official multi-arch image is published at
ghcr.io/phantomptr/ps5upload-engine(:latestor:<version>); you can also build fromengine/Dockerfile. To let a remote box reach it, setPS5UPLOAD_ALLOW_IPto that box's IP. Security: the engine's API is unauthenticated (it can read/write/delete PS5 files), so only do this on a trusted LAN — never expose the engine to the internet.
- Report bugs: GitHub Issues
- Pull requests welcome — please read
.github/PULL_REQUEST_TEMPLATE.mdand runmake testlocally before opening.
Use this software entirely at your own risk. It is provided "as is", without warranty of any kind, express or implied, including but not limited to warranties of merchantability, fitness for a particular purpose, and non-infringement.
You are solely responsible for how, where, and on what hardware you use this tool. By downloading, installing, or running it, you acknowledge and accept that:
- It interacts with a modified PS5. This tool only works on a console that has been jailbroken / has kernel exploits loaded by the user. Modifying console state, bypassing platform integrity checks, or running unsigned code may void your manufacturer warranty, violate the platform's terms of service, and — under certain operations — leave your console unrecoverable without a reinstall. You took those steps before this tool entered the picture; this tool does not put you in that state and cannot reverse it.
- It writes to your PS5's filesystem and can install / register packages with Sony's installer. Mistakes can corrupt the console's app database, leave orphaned mount points, or wedge Sony's mgmt service mid-install. Recovery normally means a reboot or — worst case — a factory reset. Back up anything important before bulk operations.
- It is intended for use only with content you legally own and hardware that belongs to you. Using it to install, mount, or distribute software you do not have the legal right to use is your responsibility, not the project's.
- No support is guaranteed. This is a free, volunteer-built tool. The author may answer questions on Discord but is under no obligation to provide fixes, updates, or compensation if anything goes wrong.
If any of the above is not acceptable to you, do not use this software.
This software builds on the following open-source projects:
Desktop client (Tauri 2 + React):
- Tauri — Rust-backed cross-platform desktop runtime
- React — UI library
- Zustand — Client state management
- Tailwind CSS — Styling
- Vite — Build + dev server
- lucide-react — Icons
- react-router — Routing
Engine (Rust):
- tokio — Async runtime
- axum — HTTP service
- serde — Serialization
- anyhow — Error handling
- uuid — Job IDs
- zip + sevenz-rust2 — pure-Rust
.zip/.7zextraction - unrar / unrar_sys —
.rarextraction on desktop (bundles the UnRAR source by Alexander Roshal; used to extract only, never to compress). See the required notice and the GPLv3 §7 linking exception inLICENSES/.
Payload (PS5):
- PS5 Payload SDK — Open-source SDK for PS5 payload development
- BLAKE3 — Fast cryptographic hashing (per-shard verification)
ps5upload stands on the shoulders of the PS5 homebrew scene. Huge thanks to everyone who makes this ecosystem possible — the exploit and kernel researchers, the ELF/payload loader authors, the PS5 Payload SDK maintainers, the homebrew tool developers whose work this lives alongside, and everyone in the community who tests, reports bugs, and shares knowledge. None of this exists without your collective effort. 🙏
GNU General Public License v3.0 (GPLv3).
Free to use, free to modify. See LICENSE.
.rar support / UnRAR: the desktop build bundles the UnRAR source (used
only to extract RAR — never to compress or build a RAR-compatible archiver).
A GPLv3 §7 linking exception covers combining it with this GPL code, and
UnRAR's own license is reproduced as required. See
LICENSES/UnRAR-exception.md and
LICENSES/UnRAR-license.txt.
Created and maintained by PhantomPtr.
If you find this tool useful, consider buying me a coffee!
- Discord server: https://discord.gg/fzK3xddtrM
- Support me on Ko-fi: https://ko-fi.com/B0B81S0WUA

