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PS5 Relapse Exploit

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A public exploit chain named Relapse has been released for PlayStation 5 firmware versions 7.00 through 13.60, utilizing a WebKit info leak and a kernel use-after-free race condition.

summary is enough The GitHub readme details the vulnerability chain, but a technical reader only needs the summary to understand its scope and impact.

summary

A group of security researchers released Relapse-Exploit, targeting PlayStation 5 firmware versions 7.00 to 13.60. The exploit leverages a JavaScriptCore information leak in WebKit combined with a use-after-free race condition in the kernel aio_multi_wait function to achieve arbitrary read/write access. This enables homebrew payloads and local code execution on newer firmware versions that previously lacked accessible kernel exploits. The community discussion heavily centers on hardware ownership, the frustration of blocked local save backups, and the implications for future console emulation.

key points

  1. Targets PlayStation 5 firmware versions 7.00 through 13.60.
  2. Combines a WebKit type mismatch bug with an aio_multi_wait kernel use-after-free race condition.
  3. Spawns a local ELF loader listening on port 9021 upon successful execution.

who should read it

Security researchers and homebrew developers interested in console exploitation.

discussion mixed

consensus

Commenters widely express frustration over strict modern console restrictions like blocked local save backups and discuss the broader shift toward cloud-only gaming.

pushback

Some critics argue that releasing exploits too early forces immediate vendor patches, while others debate the economic trade-offs of subsidizing hardware via locked ecosystems.

best comment by gambiting ↗

The main problem is that PS5(and Xbox) has unified memory, that's the whole advantage of these systems. You can put your texture in one place in memory, have the CPU write to it and the GPU can immediately read it from the same address once you are finished. It's an absolutely huge performance advantage, that the typical PC architecture doesn't support and doing such a thing will always incur the penalty of having to transfer the data from system ram to GPU vram - with enough bandwidth and fast memory the issue can be somewhat mitigated, but it doesn't change the fact that on PS5 your GPU can …

It details the hardware architectural hurdles, specifically unified memory, that make PS5 emulation difficult on standard PC architectures.

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