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Hey, how's it going guys? Welcome back
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to another PS4 and PS5 jailbreak news
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update. Lots of topics to dive into here
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in this video. Starting with some
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unfortunately bad news, it seems in
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terms of the Mastercore exploits and
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this is brought to us uh by GJI. So, of
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course, this is the exploit using the
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Star Wars Racer Revenge game that was
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hoping to be chained with the Colonel
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exploit to be able to jailbreak higher
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firmwares on the PS5 above 10.01 up to
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firmwares up to 12.0.
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That was the general idea because of
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course the masterore exploit has the
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dupe privilege sis call that's needed
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for a userland exploit to be able to
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trigger the kernel exploit to jailbreak
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the console. Now we actually got a
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pretty positive update initially from
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developer gaj here showing lua core
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finished from PS2 EMU escape to chaining
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Lua code execution with full primitives.
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We'll prepare a GitHub in a few days. So
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everything was looking good. It looked
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like the userland exploit was
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essentially done and then it was just a
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case of chaining it with the kernel
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exploit and then we'd have a jailbreak
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that we could use with this Star Wars
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game. However, over the past couple of
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hours, we got an update from Gina here
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saying, "So, we have a situation.
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Mastercore does have the dupe privilege,
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but at some point firmware 8.xx, XX. So
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some firmware around there, Sony has
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removed the network socket privilege
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from the PlayStation 2 emulator. Now for
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Colonel Rewrite Primitive, past exploits
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used the IPv6 sockets and Mastercore
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cannot use that. So we need some kind of
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alternative.
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So not looking good. Now you can see in
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the initial video that was posted
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showing the userland exploit up and
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running. We can see it is successfully
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mounting the save data for Lua
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transition and then it transitions over
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to the Lua based exploit. And you can
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see there we have a remote Lua loader
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running. So the idea is that it's using
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the Mastercore exploit to unlock some
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kind of Lua execution within the game or
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within the emulator that can then allow
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it to run a remote Lua loader to execute
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Lua scripts that are sent over the
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network. But it looks like the net
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sockets function is not working on
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higher firmwares which would prevent
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this remote Lua loader from working. And
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I believe that function or some other
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functions that are now blocked in these
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higher firmwares are needed for the poop
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exploits to work which would prevent
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this from being used to chain it with
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the poop exploit to jailbreak. Unless
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some kind of alternative, you know,
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method to load it can be found. Some
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kind of alternative for these particular
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um SIS calls. If those can be, you know,
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changed to something else that does
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work, then maybe there's still a chance
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for this exploit to survive. Now, I
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believe the issue is that, of course,
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Gina here, you can see, is on firmware
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6.02. So, the whole time this developer
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has been testing this on an older
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firmware, 6.02, which is just, I guess,
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the firmware that their console happens
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to be on, and it was working fine on
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that particular firmware. But then you
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can see here on the higher firmware, I
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guess this is being tested on when
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trying to invoke particular functions
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that are needed for the exploit. Here on
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higher firmwares, we can see these
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errors are appearing. Socket execute
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af_etet 6 failed. Function not
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implemented. Function not implemented.
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So it seems that Sony has removed some
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of these functions from the PlayStation
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2 emulator. So they no longer exist and
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cannot be implemented. So this is a
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pretty big blow in the development of
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this exploit. We hope that some kind of
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alternative could be implemented or
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found, but uh it's certainly not looking
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good at this stage for higher firmwares
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with this exploit. So now this doesn't
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immediately mean that this exploit is
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completely dead in the water. Of course,
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other alternative functions could be
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found to make this work and the poop
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exploit could be reworked to use those
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different functions in order to get that
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to work with it. So, it's there's always
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a possibility that this could still end
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up turning into a working exploit to
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load the jailbreak on higher firmwares,
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but obviously that's going to take a lot
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longer cuz it's going to require a lot
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of research. And if an alternative is
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found, then the exploit's going to have
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to be completely reworked to use that
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alternative to get it working on higher
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firmware. So, I'll definitely keep my
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fingers crossed that some kind of
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alternative solution can be found. But,
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it's certainly not looking great at the
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moment for this particular exploit. Now,
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it is working fine on the PS4, but not
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that that's really much of a consolation
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because, of course, the PlayStation 4
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has other userland exploits like the
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PlayStation View exploit that's been
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implemented and the Blu-ray exploits.
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So, this doesn't have that much utility
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on the PS4 and it's working on older
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firmwares on the PS5, below 8.x
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firmwares, but again, we have other
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jailbreaks we can use on those older
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firmwares. Anyway, so we also have some
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updates to the PlayStation View exploit
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which is going to be used to jailbreak
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the PS4 up to firmware 13.0. Now, the
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first thing I saw in this was that there
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were some people getting confused about
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13.02, as if 13.02 was going to be
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supported. The thing is, yes, the
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PlayStation View exploit may work up to
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13.02 as a userland exploit, but the
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kernel exploit that we're triggering
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only works up to 13.0. That's the
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highest kernel exploit we have for the
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PS4 right now. which basically means
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we're only going to be able to jailbreak
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up to 13.0 because the kernel exploit is
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what actually jailbreaks the console,
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not the userland exploit. So just
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because uh PlayStation View exploits may
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work up to 13.02 doesn't mean we're
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going to get a jailbreak up to 13.02,
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just 13.0 for now until a new kernel
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exploit comes out that supports 13.02.
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So that's the situation there. But then
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as for actual updates, we've had a few
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pieces of information. And first of all,
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Earth Onion has stated that the Vue
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userland exploit is actually very
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stable. So that's excellent news. We're
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getting a pretty stable entry point to
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trigger the kernel exploit. Now, we also
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got some information from Dr. Yenyen
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outlining some of the challenges in
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getting this PlayStation View exploit
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done and finished. So, at the moment,
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there are several things that need to be
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bypassed, and we can see the progress
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that is made here. I'm just going to
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summarize it here in this video. Uh, so
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basically we've got four screenshots
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showing some different prompts that
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appear when trying to load the
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PlayStation View exploit that need to be
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worked around. So the first one is the
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sign into PlayStation Network to use
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network features. You'll get this if you
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try and launch the PlayStation View
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application without an activated
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account. This of course can be worked
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around with the backup file. So when we
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restore the backup file which contains
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the exploit in the PlayStation View
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application, it will also contain a fake
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activated account which will allow you
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to launch the application to bypass this
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error. So that's already essentially
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been solved. Now the second prompt that
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you get when PlayStation View is loaded
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is this one. This service requires you
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to sign into PlayStation Network.
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Apparently, this does not appear if
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you're actually using a proper PSN
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activated account. But for fake
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activated accounts, you will get this
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prompt and you just click okay and it
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should then start running the exploit.
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Then they also had to bypass this
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prompt. There is a network communication
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issue. The service is not responding.
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Click okay to try again or quit the
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application using the PS button. So
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apparently this one is bypassed via the
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save file. So something added to the
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save file that allows us to bypass this
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which is also present in the PC that was
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released by Earth Onion. And then the
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final prompt and this is the one that
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isn't bypassable uh at the moment which
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is that there is a problem connecting to
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the internet. Check the connect to
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internet setting in settings network and
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that you are connected to the internet.
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Click okay to try again. This is what
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happens if you're not connected to the
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internet. So So in its current form, you
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need an internet connection on the PS4
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to be able to get by this prompt. So you
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will not receive this prompt and you'll
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be able to actually get the PlayStation
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view application running to execute the
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exploit. So that's the kind of last
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purdle at the moment for the view
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application is bypassing this. Maybe
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some way to bypass this so that you can
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still use it offline because at the
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moment it requires an internet
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connection. And this is all going on
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while the kernel exploit is also being
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ported at the same time. So work is
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still ongoing importing the net control
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exploit from the flow while a more
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efficient version of the userland
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exploit is trying to be created to you
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know bypass these prompts uh as well. So
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those are our PlayStation view updates
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so far. A few other interesting updates.
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We got the release of Shadow Mount from
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Void Whisper which was then subsequently
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deleted not long after. So, Shadow Mount
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is a payload that kind of acts more like
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a plug-in that runs in the background
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and allows you to automatically mount
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your PlayStation 5 or PlayStation 4 game
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dumps. But generally, the idea is that
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you run this payload, preferably when
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you load the jailbreak so that you don't
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have to send it separately. And then
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whenever you load any game backups onto
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say a USB drive, external hard drive,
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uh, or transfer it over to the conso's
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internal storage or an M.2 two drive.
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The payload runs in the background and
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it's automatically scanning uh those
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directories and those locations where
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you typically store your game dumps and
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then it will detect if a new game has
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been added and it will automatically
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create the shortcut on the homepage to
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be able to run that game backup. It's
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really easy, especially if you're
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loading your games onto like a USB
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storage of some kind. You can just copy
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your game dump folders on, plug the USB
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drive into your PS5, and with that
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payload running, it will automatically
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detect that new games have been added.
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It will create these shortcuts
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automatically on the homepage, and you
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can load them directly from the home
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menu and get your game dumps running.
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It's really the most convenient way to
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get your game dumps running on the PS5
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at the moment. Now, there was an update
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to version 1.3, which now scans more
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locations, including the root
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directories of your like USB drive, M.2.
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Then all of a sudden the whole project I
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think including the account was removed
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from GitHub. The account is back and the
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Shadow Mount project's back but the
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release is still missing. Although maybe
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has been updated by now. Ah, there we
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go. It's back now. I just refreshed the
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page. It's back. Okay. So there we go.
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So we're now on version 1.3b. So we can
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see what was included here. This release
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has been reposted after being flagged.
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Okay. So it was flagged. That's why it
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was removed from GitHub, but it is now
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restored. So you can now access it here.
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I did upload a separate link so people
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could still access the files when the
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project was down, but now it is back up
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on the official repo. So, you can go
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ahead and just download it directly from
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here. So, definitely a useful payload
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for running your PlayStation 4 and
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PlayStation 5 game backups, but you do
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need to make sure you're using Kstuff
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version 1.6.7
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in order for this to work. And of
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course, you can update the version of
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KStuff within ETA hen in the KS menu by
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using the option to download the latest
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KS stuff version from GitHub and then
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reloading the jailbreak and ETA hen will
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then load that latest version of K stuff
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that's compatible with this payload. So
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that's the other development and again I
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00:10:50,399 --> 00:10:52,000
have a full tutorial breaking down how
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00:10:52,000 --> 00:10:54,079
to set up that payload. Now in other
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news, we also got the release of this
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00:10:55,600 --> 00:10:58,079
YouTube jailbreak web UI from NASI. So
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NASI is getting into PS5 development
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which is great. So we can see we've got
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the ability to manage the YouTube
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jailbreak using a web UI. So I haven't
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really had a lot of time to look into
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this but I believe the idea is that it
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runs a web server on you know some
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device on your local network and then
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from there the YouTube jailbreak when it
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loads it reaches out over the network
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and this web server will respond by
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sending whatever payloads you want it to
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load. So you can update this payloads
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folder with any payloads that you want
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uh YouTube jailbreak to load and then
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when the web server is running and you
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run the YouTube jailbreak on the PS5, it
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will receive those payloads and execute
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them one by one. I believe that's the
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general idea. Now you could also perhaps
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use this to update the exploit itself
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whenever there's any new updates
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00:11:40,640 --> 00:11:42,640
available. And we can also see there's a
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00:11:42,640 --> 00:11:45,440
update here showing another update to
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the web UI of a payload injector that
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can be used to remotely send payloads to
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the console. And we can see here sending
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the shadow mount beta version 1.3 and
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that payload being successfully executed
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on the console too. So that's an update
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00:12:00,000 --> 00:12:02,000
there from NASI. This is using just
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regular YouTube jailbreak I believe uh
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not implemented with the auto loader,
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but uh there may be some kind of update
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in the future that uh implements this
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with the autoloader version as well. And
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finally, we've seen a drastic
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improvement to FTP speeds with a new FTP
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payload from Dramore on the PS5. And
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00:12:21,680 --> 00:12:23,440
it's also been updated to also support
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the PS4 as well. So, there's a PS4
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payload for PS4 and a PS5 payload. But
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obviously, the PS5 is definitely the
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console that needs the improved speed.
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So if we take a look at the normal
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transfer rates with FTP with ETA hen. So
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00:12:38,160 --> 00:12:41,920
when I connect via ETA hen on port 1337
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00:12:41,920 --> 00:12:43,760
and I try and transfer a package file
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from my computer to my PS5 into the data
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ETA hen folder you can see that this is
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00:12:49,440 --> 00:12:52,560
a 24 GB file and when I transfer it the
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speed starts off high and then it just
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craters all the way down to about 5
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00:12:56,160 --> 00:12:58,160
megabytes per second. And it's telling
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00:12:58,160 --> 00:13:00,079
me it's going to take about 1 hour and
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00:13:00,079 --> 00:13:02,639
17 minutes just to transfer a 24 GB
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00:13:02,639 --> 00:13:04,880
file. And this is on a direct wired
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00:13:04,880 --> 00:13:06,399
connection. So I should be getting much
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00:13:06,399 --> 00:13:08,320
higher transfer rates. So this is the
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issue. Now sometimes the speeds are
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00:13:10,160 --> 00:13:12,160
higher than this. They're about 20 to 30
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megabytes per second sometimes. Um but
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00:13:14,399 --> 00:13:16,959
in this case quite often it seems to get
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00:13:16,959 --> 00:13:19,360
capped at about 5 megabytes per second.
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00:13:19,360 --> 00:13:21,440
So that is just obviously far too slow.
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00:13:21,440 --> 00:13:23,519
So with this new payload, if we send
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00:13:23,519 --> 00:13:25,920
this new FTP payload instead, and then
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00:13:25,920 --> 00:13:27,920
we repeat the same test by copying the
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00:13:27,920 --> 00:13:30,320
same 24 GB file over to the same
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00:13:30,320 --> 00:13:32,720
location, you can see that the speed
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00:13:32,720 --> 00:13:35,839
stays high at about 75 megabytes per
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00:13:35,839 --> 00:13:37,519
second thereabouts. And we're getting
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00:13:37,519 --> 00:13:39,279
much faster transfers rates, and it's
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00:13:39,279 --> 00:13:40,720
saying it's only going to take about 5
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00:13:40,720 --> 00:13:43,680
minutes now to transfer that 24 GB file.
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So much much faster than the FTP server
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00:13:46,160 --> 00:13:48,160
built into EThen and some of the other
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00:13:48,160 --> 00:13:50,399
FTP payloads that we've had in the past.
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Now, beyond that, another big advantage
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00:13:52,480 --> 00:13:54,480
of this is that it does seem to be more
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00:13:54,480 --> 00:13:56,880
stable with simultaneous transfers as
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00:13:56,880 --> 00:13:58,320
well. So, when you're transferring
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00:13:58,320 --> 00:14:00,399
folders that have hundreds or thousands
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00:14:00,399 --> 00:14:02,320
of files in them, it can take a long
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00:14:02,320 --> 00:14:04,160
time if it's just transferring like two
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00:14:04,160 --> 00:14:06,480
at a time. Whereas in FileZilla, you can
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go into the FTP settings into the
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00:14:08,880 --> 00:14:10,639
transfer settings and you can change the
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00:14:10,639 --> 00:14:12,959
number of simultaneous connections up to
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I think 10 is the maximum. And then when
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you transfer a folder that has thousands
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00:14:16,720 --> 00:14:18,800
of files in it, it will transfer them at
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00:14:18,800 --> 00:14:21,360
10 files at a time, which is going to
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00:14:21,360 --> 00:14:23,279
get them transferred a lot faster. It
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00:14:23,279 --> 00:14:24,959
would normally cap out about five
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00:14:24,959 --> 00:14:27,120
simultaneous transfers, whereas with
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this, we can go up to the maximum and
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get 10 transferred at a time, which as
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you can see is transferring thousands of
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00:14:32,639 --> 00:14:35,279
files a lot faster. So, if you've got
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00:14:35,279 --> 00:14:37,040
big folders with thousands of files on
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00:14:37,040 --> 00:14:39,199
them, this can also help to get those
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transferred over. Although, it's still
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not recommended to use FTP to transfer
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your games. I would highly recommend
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using items flow to copy your game dumps
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from a USB to the internal storage or an
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internal M.2 drive instead. That's going
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to do it for this one. Just a quick
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update here. So, hope you guys enjoyed
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00:14:54,480 --> 00:14:55,680
this one or found the information
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00:14:55,680 --> 00:14:57,199
useful. If you did, please leave a like
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00:14:57,199 --> 00:14:58,800
and subscribe. And as always, I'll
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00:14:58,800 --> 00:15:03,320
hopefully see you guys in the next one.31208
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