pt-pc README

The project's README from github.com/LoreanXavier/pt-pc. As one markdown file: README.md.

P.T. for PC

Lisa in the hallway

If the port is worth something to you, you can support me on Patreon: patreon.com/loreanxavier. It keeps the testing hardware and the releases coming.

This is a native PC port of P.T., the 2014 PS4 teaser by Kojima Productions. It is not an emulator. The game logic was rebuilt in C++ from the original's behaviour and the renderer is written on Vulkan; every level, model, texture, sound, script and cutscene is read at run time from your own copy of the PS4 game. There is no game data in this repository and none in the installer.

I made this on my own, in my spare time, because P.T. deserved to keep existing somewhere other than on consoles that still have it installed. It plays the whole teaser from the first wake-up to the street, with the voice part included.

What you need

Installing

Download the installer from the Releases page: P.T.PC.Port.Setup.exe on Windows, the Linux setup binary on Linux. Point it at your dump folder or fake PKG and at a destination folder (the default on Windows is %LocalAppData%\Programs\P.T. PC Port). It copies the three game archives it needs (chunk1.psarc, texture.qar, pathid_list_ps4.bin) next to the port and makes a shortcut if you want one. The eboot, modules and system files are not used.

Linux: chmod +x the setup and run it from a terminal. The game needs only glibc and the system's Vulkan driver. On a Steam Deck install from desktop mode and add pt as a non-Steam game; it runs on SteamOS as it is.

There is also a portable zip on the Releases page if you prefer to put the game files in place yourself: unpack it, then start pt.exe --game <your CUSA01127 folder> once, or put the folder next to the executable as game/CUSA01127.

Settings go to %APPDATA%\pt-port\pt\pt.ini on Windows and ~/.local/share/pt-port/pt/ on Linux, together with the save, the log (pt.log) and crash dumps. The game checks the Releases page for a newer version once at start; [network] check_updates = 0 turns that off.

Playing

Mouse and WASD, right mouse button to zoom, left button, Enter or E to interact, Esc for the pause menu, Alt+Enter for fullscreen, F10 for the PC settings. Any gamepad works as the PS4 pad; the button prompts follow whatever you used last (keyboard, PlayStation, Xbox or Switch). Vibration follows the original's patterns. The in-game options (brightness, subtitles, camera inversion) are the original ones, and as on the PS4 the option screen and the preface only play on a first start.

What the port adds

Everything below is off or set to the original's behaviour by default. The PS4 look is the baseline; the extras are there if you want them.

Display and image

Extras

Languages

Mods

Building from source

Windows: Visual Studio 2022 Build Tools, LLVM (clang-cl), the Vulkan SDK, CMake 3.28 and Ninja. Then

tools\build_pt.bat release

gives build\release\pt.exe. CMake fetches the dependencies (SDL3, zlib, volk, VMA, glm, Dear ImGui, stb, Lua 5.1, libogg, libvorbis, whisper.cpp) and downloads the Whisper and Silero models and the upscaler SDK files, each checked by SHA-256. A failed SDK download leaves that upscaler out; -DPT_UPSCALERS=OFF builds without any. python tools\package.py turns the build into the portable folder and zip.

Linux: cmake -G Ninja -B build/linux -DCMAKE_BUILD_TYPE=RelWithDebInfo && cmake --build build/linux --target pt. GCC 13 or clang 17, the Vulkan headers and glslc. The upscalers are Windows-only SDKs and are left out there. tools/linux/ has the cross build I use from Windows. More in docs/linux.md.

The unit tests are CMake targets (pt_tests, pt_mods_test and the others in CMakeLists.txt). python tools/walkthrough.py --exe build/release/pt.exe --game <folder> plays the whole game without a window through the scripted routes in tests/walkthrough/ and checks the log; it is how I make sure a change did not break a loop.

The installer is installer/: a native C++ setup (pt_setup, built when a payload exists) and a small LGPL extraction helper in C# that reads fake PKGs with LibOrbisPkg. docs/installer.md describes how it decides what it accepts.

Other docs: docs/upscaling.md, docs/vr.md, docs/updates.md, and the file format notes in docs/formats/ that came out of reverse engineering the game data, with the tools in tools/ that read those formats.

Thanks

P.T. is the work of Kojima Productions and is owned by Konami. This project is not affiliated with, endorsed by or connected to either of them. It contains none of their assets and does nothing without your own copy of the game.

The shadPS4 emulator was my reference for how the original behaves on the PS4 and for checking the port's frames against it. Thanks to its developers.

The port is built on SDL3, Vulkan (volk, VMA), glm, Dear ImGui, stb, Lua 5.1, libogg and libvorbis, whisper.cpp with OpenAI's Whisper model and the Silero VAD for the voice part, Real-ESRGAN with ncnn for the enhanced textures, AMD FidelityFX, NVIDIA DLSS and Intel XeSS for the upscalers, the Khronos OpenXR loader for VR, HarfBuzz on Linux and the Noto fonts for the added languages, and LibOrbisPkg in the installer. Their notices ship in licenses/ next to the executable.

License

The port's own code is under the MIT license (see LICENSE). The third-party pieces listed above keep their own licenses.

pt-pc (LoreanXavier/pt-pc)

sdl3
Searching Database…

1.9K ·GitHub
What is this?A native PC port of P.T., the 2014 PS4 teaser by Kojima Productions. It is not an emulator: the game logic was rebuilt in C++ and the renderer is written in Vulkan, while every asset (levels, models, textures, sounds, scripts, cutscenes) is read at runtime from your own copy of the PS4 game.
How do I install and run it?Download the installer from the Releases page (P.T.PC.Port.Setup.exe on Windows, a setup binary on Linux), point it at your dump folder or fake PKG and a destination folder; it copies the three needed game archives next to the port. A portable zip is also available if you'd rather place the game files yourself.
What do I actually need to play it?Your own copy of P.T. (built and tested with the US release CUSA01127, as a dump folder or fake PKG), Windows 10/11 x64 or Linux x86-64 with glibc 2.38+, and a GPU/driver supporting Vulkan 1.3. A microphone is used for one voice-recognition segment, but you can bind a key instead if you have none.
Can I use a store-bought digital copy of P.T.?No. A store PKG is encrypted for the console that owns it and nothing in this project decrypts it; you need a dump or fake PKG instead. Only the US release (CUSA01127) has been personally verified by the author, though the EU and JP releases install with a caveat.
Does it run on Steam Deck?Yes, it runs on SteamOS as-is. You install it from desktop mode and add the binary as a non-Steam game.
Do I need a specific graphics card for the upscalers?DLSS needs a GeForce RTX card and DLSS Frame Generation needs RTX 40-series or newer; FSR and XeSS run on any recent GPU, with FSR 3 frame generation available from Radeon RX 5000 up. Ray-traced shadows, AO and reflections additionally need a GPU with Vulkan ray queries.
Can I mod the game?Yes. A mods folder next to the executable can replace game files, textures and sounds, and run Lua scripts that react to game events, documented in docs/modding.md and docs/luaapi.md.
Does it support VR?There's experimental VR support through OpenXR, but the author notes it has only been tested against a simulated runtime since they don't own a headset.
What extra features does the port add beyond the original PS4 experience?Photo mode, a free camera, a loop browser to jump to any house loop once finished, a museum of unlocked content, Game+, a speedrun timer with LiveSplit integration, experimental third-person view, upscalers (DLSS/FSR/XeSS) and frame generation, plus several added subtitle languages.
Why did the author build this?They wanted P.T. to keep existing somewhere other than on the consoles that still happen to have it installed, since Konami pulled it from the PS Store.
Size
26.1 MB
Stars
1.9K
Age
11d
Commits · 90 Days