bloodborne_pc README

The project's README from github.com/deadinside28/bloodborne_pc. As one markdown file: README.md.

THIS PROJECT IS NOT RELATED TO SHADPS4. ALL QUESTIONS RELATED TO THIS PROJECT SHOULD BE SENT TO THE DISCORD SERVER https://discord.gg/KYZRKk9CB, NOT TO THE SHADPS4 SERVER.

bbport — a native Linux port of Bloodborne

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bbport runs the original PlayStation 4 executable of Bloodborne (CUSA03173, game version 1.09) directly on an x86-64 Linux PC. It is not a general emulator. The game's own x86-64 code executes natively; a small runtime written for this one game replaces the PS4 system libraries; the GPU work is translated to Vulkan by a renderer derived from shadPS4 and heavily extended for this game, including temporal upscaling with AMD FSR 3.1, FSR 4 and FSR 4.1.1.

No game files are included. You need your own dump of Bloodborne (CUSA03173, v1.09). This project is not affiliated with Sony Interactive Entertainment, FromSoftware or AMD.

Status: experimental, playable. The game boots, loads saves and plays (the Hunter's Dream and several areas of Yharnam were played with it) with sound, gamepad and saving. A full play-through has not been verified, and only one machine (Linux, AMD Radeon RX 7800 XT, Mesa/RADV) has been tested thoroughly.

Highlights

How it differs from shadPS4

shadPS4 bbport
Scope General PS4 emulator, many games One game: Bloodborne v1.09
Loading Its own ELF loader and kernel emulation at run time The eboot is converted offline (scripts/) into an image with PS4 libc/Fios2 linked in; a C loader maps it and jumps into the game (loader and runtime: ~5k lines)
System libraries Broad HLE of the PS4 OS A small runtime (src/runtime_*.c) that implements exactly what Bloodborne calls: memory, threads, sync, files, audio (incl. ATRAC9), pad, saves, AppContent
GPU shadPS4 video core and shader recompiler The same core (vendored, GPL) with ~200 marked changes (bbport:) plus new modules: two-stage draw pipeline, render-state and texture-set memoization, render-scale proxies, motion vectors, FSR 3.1/4/4.1.1, frame capture and GPU profiler
GPU thread One thread processes the whole command stream (the bottleneck in Bloodborne) Decode and draw recording run on separate threads; the work scales with the hardware threads (Steam Deck included)
Upscaling — Temporal (FSR 3.1, FSR 4, FSR 4.1.1) with the game's own motion vectors and jitter
Game patches Patch files applied by the emulator The same community patches, compiled at start (scripts/patches.py); render resolution, effects and FPS from the launcher

Without shadPS4 there would be no bbport: its renderer and shader recompiler are the base of the graphics side.

Requirements

Build and run

git clone --recursive <this repository> bbport && cd bbport
bash build.sh                        # builds out/bb-probe and out/gpu/libbbgpu.so
BB_GAME_DIR=/path/to/CUSA03173 bash run.sh

or the launcher (pick the game folder, settings, Start):

bash launcher/bb-launcher.sh         # launcher/install-desktop.sh adds it to the app menu

By default the game folder is expected next to the repository (../CUSA03173). Saves and the shader cache go to user/ (the launcher lets you choose another folder); settings to bbport.ini. A gamepad is used through SDL3; there is a keyboard fallback.

Resolution and preset changes: for outputs other than 1080p (720p on the Steam Deck, 1440p, 4K) the whole game renders at the preset's resolution, set by a patch at start — the fastest path. Changing the output or the preset in the in-game menu then needs Apply and restart the game. The Live resolution changes setting (launcher, in-game menu, bbport.ini live_resolution=0|1|auto; off by default) instead keeps the game at 1080p internally and scales its render targets at run time, so 720p/1080p/1440p/4K and the presets switch without a restart. It costs more: the game then believes it renders 1080p and draws more (e.g. ~8× more small lights), and some targets are copied between sizes — use it on strong desktop GPUs only (auto turns it on for discrete GPUs with 8+ GB that are not pre-Turing NVIDIA). 1080p output and TAA always use the live path.

TAA: a separate native-resolution temporal AA mode in the launcher and overlay, switchable live without an FSR model. The saved FSR preset is restored when returning to FSR. FSR Native AA adds reconstruction on top of full-resolution rendering and can be slower than disabling AA. TAA also adds work compared with no temporal AA. The RCAS switch and the 0–2 sharpness control also work with TAA. Sharpening runs after temporal accumulation and leaves its history and HUD unchanged.

Mods: the launcher accepts separate loose-file mod folders (with dvdroot_ps4/, an extra wrapper folder, or the game folders such as chr/ directly; file name case does not matter), with enable switches and load order. A sibling CUSA03173-mods/ overlay also works. The original game is preserved; later mods override conflicting files. Third-party patches: shadPS4-format XML patch files in the data directory's patches/, switched on and off in the launcher. See mods and patches.

Launcher language: Russian or English (follows the system language by default).

Free camera and game debug menu (v1.09): enable the corresponding switches in the launcher or in-game menu and restart. Free camera uses Lance McDonald's GoldHEN patch: hold Cross and press L3 to cycle modes (keyboard: hold Space and press Z). It needs no fonts and conflicts with Enemy Control. For the game debug menu, install DbgFont14h.ccm and DbgFont14h.tpf from Debug Menu and XML Patch into the game's dvdroot_ps4/font/ first. Startup rejects missing or empty font files instead of launching the unsafe patch. Open it with the left touchpad / Tab; Backspace is the right touchpad. Touch coordinates are forwarded from SDL gamepads; Back/Select emulates a left click on pads without a touch surface. The port's settings menu remains Insert / L3+R3.

GPU occlusion queries still use synthetic pixel counters (PixelPipeStatDump), and IT_SET_PREDICATION is unimplemented. Free camera allows visual investigation; it does not implement GPU occlusion culling.

Upscaler assets (not included; FSR 3.1 needs none):

bash tools/fetch_fsr4_assets.sh      # FSR 4 v07 (MIT, built from AMD's source by Q2RTX)
# FSR 4.1.1, from your own AMD DLLs (e.g. OptiScaler's FSR4_LATEST), needs Proton (GE-Proton):
bash tools/fsr4cap/build_assets.sh <amd_fidelityfx_upscaler_dx12.dll> <amd_fidelityfx_loader_dx12.dll>

AppImage (Steam Deck): bash build.sh && bash packaging/appimage.sh → dist/Bloodborne-bbport-x86_64.AppImage; data in ~/.local/share/bbport, --play starts the game without the launcher window (Game Mode). FSR 4.1.1 models are not packaged: build them (see above) into ~/.local/share/bbport/fsr4_411 (BB_PACKAGE_FSR411=1 bundles a local fsr4_411 into an AppImage for your own devices). On the Steam Deck pick the 1280×720 output (the game is 16:9; on the 1280×800 screen it gets thin bars).

Adding the AppImage to Steam (Add a Non-Steam Game) needs no options; the compatibility tool does not matter. (Steam preloads its overlay into every non-Steam game; the AppImage removes it before its own programs start, so the Steam overlay is not shown in the game.) Where Steam runs games without FUSE (NixOS: Steam's FHS sandbox; the AppImage then exits with Cannot mount AppImage), set the launch options to

TMPDIR=$HOME/.cache APPIMAGE_EXTRACT_AND_RUN=1 NO_CLEANUP=1 %command%

The AppImage then unpacks itself (2 GB, `/.cache/appimage_extracted_*) on the first start (~10 s) and reuses that copy afterwards; a new AppImage version gets a new copy, the old one can be deleted. Without TMPDIRit would unpack into Steam's/tmp, which is in RAM there. Add --playafter%command%` to skip the launcher.

NVIDIA in the AppImage: startup discovers the host's installed 64-bit NVIDIA Vulkan ICD and exposes its vendor libraries alongside the bundled AMD/Intel drivers. This keeps the NVIDIA userspace driver matched to the host kernel module. Standard Linux distributions keep these libraries under /usr/lib*; on NixOS the AppImage's internal /nix/store may hide them. In that case copy the NVIDIA libraries into an accessible directory and set BB_NVIDIA_LIB_DIR=/path/to/libraries (the NVIDIA manifest must also be accessible). Explicit VK_DRIVER_FILES/VK_ICD_FILENAMES overrides are preserved. Diagnose drivers inside the package with:

./Bloodborne-bbport-x86_64.AppImage --vulkan-info 2>&1 | tee bbport-vulkan.log

A user reported successful startup with FSR 3 on a GTX 1060 6GB (Fedora 44, NVIDIA 580.178.04); selecting FSR 4 caused a black window. Use FSR 3 on this configuration.

MangoHud is bundled in the AppImage; enable its checkbox in the launcher. When running from source, install MangoHud separately. A diagnostic launch with VK_LOADER_LAYERS_DISABLE=~implicit~ also disables MangoHud.

Useful variables: BB_FRAME_STATS=1 (frame statistics), BB_GPU_PROFILE=1 (GPU time per pass), BB_FSR4_PROFILE=1 (GPU time per FSR 4 pass), BB_UPSCALER=taa|fsr3|fsr4|fsr411|off|none, BB_FRAMES_AHEAD=N (how many frames the GPU command thread may run ahead of the GPU; 1 by default, 0 = unbounded), BB_PRESENT_THREAD=0 (present on the vblank thread, as before), BB_LIVE_RES=1 (live resolution changes instead of the startup patch for outputs other than 1080p), BB_PAD_RECORD=file / BB_PAD_REPLAY=file (record a route with F9, replay it in scripted tests), BB_GC_BUDGET_MB=N (texture cache budget, as on integrated GPUs), BB_PRESENT_DUMP_TRIGGER=file with BB_PRESENT_DUMP_COUNT=N (dump N consecutive presented frames). More in docs/; recent changes: docs/CHANGES_2026-10-02.md, docs/CHANGES_2026-10-03.md.

Repository layout

Path Contents
src/ Loader (probe.c) and the HLE runtime
scripts/ Offline preparation of the game image, module linking, patch compiler
gpu/ Renderer library: vendored shadPS4 video core with this port's changes (gpu/VENDOR.txt), shims, ImGui menu, FSR 4.1.1 runtime (gpu/shadps4/video_core/renderer_vulkan/fsr411)
launcher/, packaging/ GTK4 launcher; Nix package and AppImage
patches/ Community patches for Bloodborne
tools/ Developer tools: scripted runs, A/B toggles, FSR benchmark helpers, FSR 4 shader rewrites, fsr4cap (FSR 4.1.1 recording/extraction)
tests/ Loader, runtime, patch and renderer tests
docs/ Design notes and measurements (upscaler, parallel GPU, motion vectors, roadmap)

Tests: bash build.sh --test, python3 -m unittest discover -s tests, and ninja -C out/gpu motion-history-test ui-composition-test scene-resolution-test motion-shader-test.

Roadmap

Credits and licenses

bbport is licensed under the GNU GPL v2 or later (LICENSE) — it contains code from shadPS4 (GPL-2.0-or-later). Third-party components keep their licenses: shadPS4 video core and shader recompiler (GPL-2.0+), sirit, half, FSR-Vulkan by FireBurn (MIT; FSR 3.1 on Vulkan and the FSR 4 v07 provider), AMD FidelityFX SDK (MIT), LibAtrac9 (MIT), Dear ImGui (MIT), DejaVu fonts, dxil-spirv (MIT, used to build the FSR 4.1.1 assets). Game patches by Kyo, Lance McDonald, auser1337, illusion, emoose and other community members (patches/Bloodborne.xml). AMD's FSR 4 DLLs and model data are not distributed here.

bloodborne_pc (deadinside28/bloodborne_pc)

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Что это?bbport — нативный порт Bloodborne (CUSA03173, v1.09) для Linux, который запускает оригинальный исполняемый файл PS4 прямо на ПК с x86-64 Linux. Это не универсальный эмулятор: код игры выполняется нативно, небольшой собственный рантайм заменяет системные библиотеки PS4, а за графику отвечает Vulkan-рендерер на основе shadPS4, включая временное масштабирование с FSR 3.1/4/4.1.1.
Это универсальный эмулятор PS4 вроде shadPS4?Нет — bbport сделан ровно под одну игру. Файл eboot офлайн конвертируется в нативный образ памяти со слинкованными PS4 libc и libSceFios2, поэтому игра работает без поинструкционной эмуляции CPU; GPU-рендерер shadPS4 не переиспользуется как универсальное ядро эмулятора, а встроен в проект и сильно доработан.
Как его собрать и запустить?Соберите с GCC, CMake, Ninja, Python 3, glslang, SDL3 и заголовками Vulkan (или доверьте всё shell.nix в Nix), положите свою папку с игрой CUSA03173 рядом с репозиторием и запускайте через лаунчер GTK4. Для Steam Deck выполните 'bash build.sh && bash packaging/appimage.sh', чтобы получить AppImage.
Нужна ли мне своя копия Bloodborne?Да — файлов игры в комплекте нет. Нужна ваша собственная расшифрованная копия CUSA03173 (eboot.bin, scemodule и т. д.) версии 1.09, а также GPU с поддержкой Vulkan 1.3.
Игру уже можно пройти целиком?Статус — экспериментальный: Охотничий сон и несколько районов Ярнама проходили с работающим звуком, геймпадом и сохранениями, но полное прохождение не проверено, а основательно протестирована только одна машина (AMD RX 7800 XT на Mesa/RADV).
Работает на GPU NVIDIA или только на AMD?В принципе поддерживаются оба — AppImage сам находит Vulkan-драйвер NVIDIA вашей системы и предлагает его вместе со встроенными драйверами AMD/Intel, — однако FSR 4 требует определённых возможностей шейдеров и, по сообщениям, не работает на старых картах NVIDIA вроде GTX 1060; там вместо него работает FSR 3.
Как работает FSR 4.1.1 без официальных шейдеров AMD для Linux?bbport один раз записывает работу официальной DLL AMD FSR 4.1.1 под vkd3d-proton, а затем воспроизводит её проходы нативно на Vulkan, выдавая результат, бит-в-бит совпадающий с DLL; ассеты собираются локально из ваших DLL через tools/fsr4cap.
Поддерживаются ли моды?Да — лаунчер умеет загружать отдельные папки модов из распакованных файлов или соседний оверлей CUSA03173-mods/, с переключателями включения и порядком загрузки, плюс XML-патчи в формате shadPS4 для дополнительных правок.
Как игра идёт на Steam Deck?Есть отдельный AppImage, собираемый командой 'bash build.sh && bash packaging/appimage.sh': он включает MangoHud и отключает оверлей Steam перед запуском; на Deck выбирайте выходное разрешение 1280x720, так как игра в 16:9 на экране 16:10.
Почему это настолько быстрее типичного однопоточного эмулятора?Декодирование командного потока PS4 и запись GPU-отрисовки выполняются в разных потоках, а не в одном, поэтому частота кадров растёт примерно с 26 FPS до 90–150 FPS в зависимости от разрешения и сцены.
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