{"full_name":"deadinside28/bloodborne_pc","owner":"deadinside28","name":"bloodborne_pc","url":"https://github.com/deadinside28/bloodborne_pc","description":"Bloodborne (v1.09) running natively on Linux and Windows: the game's x86-64 code runs as is, GPU side translated to Vulkan; FSR 4 / DLSS, co-op (BBSC). Bring your own dump.","homepage":null,"topics":[],"language":"C++","license":"GPL-2.0","avatar":"https://avatars.githubusercontent.com/u/225147579?u=4d1c1864852bc47c8713e036678e9f2e9a0eda9b&v=4","created_at":"2026-10-01T05:50:31Z","pushed_at":"2026-10-28T23:56:07Z","metrics":{"stars":3979,"forks":1116,"watchers":35,"issues":302,"prs":78,"releases":13,"issues_open":null,"issues_closed":null,"prs_open":null,"prs_closed":null,"prs_merged":null,"discussions":0},"growth":{"day":{"stars":4,"forks":1,"base_day":"2026-11-09"}},"history":{"dates":["2026-11-09","2026-11-10"],"stars":[3975,3979],"forks":[1115,1116],"watchers":[35,35],"issues_open":[null,null],"prs_open":[null,null]},"boards":{"new":180},"same_owner":[],"issues":[{"number":385,"title":"Make FSR 4.1.2 available for linux builds","comments":7,"created_at":"2026-10-29T09:47:33Z"},{"number":107,"title":"[NVIDIA] Vulkan driver fails to initialize on CachyOS with GTX 1650","comments":6,"created_at":"2026-10-09T17:24:44Z"},{"number":46,"title":"LSFG-VK Support Request","comments":6,"created_at":"2026-10-06T20:55:25Z"},{"number":32,"title":"Crash every ~20 minutes (memory pressure)","comments":6,"created_at":"2026-10-06T07:03:54Z"},{"number":392,"title":"the game exited (code 139)","comments":5,"created_at":"2026-10-29T14:50:48Z"},{"number":219,"title":"SIGSEGV (signal 11) at startup — RIP (nil) / address (nil), thread bb-probe — reproducible on 0.5.1 and 0.6","comments":5,"created_at":"2026-10-16T11:39:57Z"},{"number":181,"title":"bbport crashes with SIGSEGV at RIP = 0 (code 139) on bb-probe","comments":5,"created_at":"2026-10-13T23:15:27Z"},{"number":443,"title":"Can't type the character's name","comments":4,"created_at":"2026-11-06T14:44:53Z"}],"discussions":[],"latest_release":{"name":"0.7","tag":"0.7","published_at":"2026-10-28T23:58:29Z","body":"**English** · [Русский](#русский)\n\n# 0.7\n\nbbport is the counterpart of Wine + DXVK for a single game: Bloodborne (v1.09), now on **Linux\nand Windows**. Changes since [0.6](https://github.com/deadinside28/bloodborne_pc/releases/tag/0.6).\n\nQuestions about this project: Discord https://discord.gg/KYZRKk9CB — not the shadPS4 server.\n\n### Windows\n\n- **A native Windows build** (Windows 10/11, x86-64, Vulkan 1.3), on the new memory model only:\n  `bbport-windows.zip` with `Bloodborne.exe`, a launcher in the Windows 11 style (WPF; Russian,\n  English, Brazilian Portuguese, Simplified Chinese, French), `bbport-run.exe` for `--play`, the\n  shader recipes and `README-Windows.txt`. Unpack it anywhere, start `Bloodborne.exe`, choose the\n  game folder. Saves, settings and the shader cache stay inside the folder.\n- **Online play on Windows**: the online module is `online\\bbnet20.dll` (shadPS4 0.20 network with\n  BBSC, the same code as `libbbnet20.so`), set in the launcher's new *Online* section as on\n  Linux: both pools (Seamless Hunt with account and BBSC, The Hunter's Dream with Discord\n  sign-in), UPnP, connection check, and BBSC's local game server when the server's own does not\n  answer. Mods and third-party XML patches from the launcher too (the *Mods and patches* section;\n  without Developer Mode the modded game is put together with junctions and hard links).\n- **FSR 4 from AMD's own FSR SDK 2.4 DLLs** (`fsr_amd`, in-game menu): put AMD's Vulkan DLLs\n  (`amd_fidelityfx_loader_vk.dll`, `amd_fidelityfx_upscaler_vk.dll`) into `user\\fsr` or set\n  `BB_FFX_DIR`; the driver's newest model (4.1.2 on Radeon) is used. Windows only.\n- Built with MSYS2 CLANG64 (`packaging/windows/`), or cross-built from Linux with llvm-mingw.\n- Upscalers on Windows: FSR 3.1, FSR 4, **FSR 4.1.1** (assets built from your own DLL on the same\n  PC, no Proton needed), **FSR 4.1.2 driver models** on Radeon (INT8 on RDNA2/3, the *Lite* model;\n  taken from the driver's `amdxcffx64.dll`), **DLSS** and **DLSS Frame Generation** through the\n  bridge (needs NVIDIA's DLSS SDK at build time).\n- Fixed on Windows during testing: stalls in `VirtualQuery` while the game's heaps grew,\n  BC6H textures that could not be storage images, the opening movie crash, the spinning character\n  in the creator, the HUD atlas decoding, DLSS Frame Generation black frames, a lost shader\n  cache after an update.\n- NVIDIA on Windows: the port puts a *prefer maximum performance* profile for `bb-probe.exe` into\n  the driver (NVAPI; your own Control Panel choice is kept; `BB_NV_POWER=0` off). GPUs stuck at\n  low clocks halved the FPS in heavy places. A tester's RTX 5060 now runs as expected.\n- Windows + NVIDIA uses FIFO instead of Mailbox (present bursts on Optimus laptops;\n  `BB_NVIDIA_MAILBOX=1` keeps Mailbox).\n- Tested on: Ryzen 7 5700X3D + RX 7800 XT, i5-7300HQ + GTX 1050 2 GB, i5-8250U + GeForce 930MX.\n\n### One memory model\n\n- **The old memory model of 0.3 is gone.** The new memory and translation model is the only\n  one, on every GPU; *Memory model* is no longer in the launcher. A driver that cannot use the\n  game's memory in place stops with a `STOP: the GPU driver cannot use the game's memory in place`\n  line instead of falling back.\n- **The game's graphics heaps grow on demand**: about 1.5 GB of the PS4 heaps were allocated\n  but never used; now memory is added as the game takes it and given back when freed (`BB_HEAP_GROW=0`: whole from the start).\n- Texture packs with upscaled map textures get larger graphics heaps by themselves (PR #360 by\n  wheat32; `BB_LARGE_HEAPS=1/0`).\n- *Texture quality* (launcher, game menu): full, half, quarter, or *auto* (half on cards with up to\n  3 GB for the game). Big mipmapped textures then skip their top levels.\n- Cards with up to 3 GB: smaller stream and constant rings.\n\n### Faster\n\n- **Occlusion queries counted only while the game's queries are open**: before, the results\n  were collected ~5 times a frame, each time waiting for the GPU (~0.8 ms of GPU time per "},"readme":true,"readme_zh":false,"news":[{"title":"Bloodborne Unofficial Native PC Port Available Now for Download","url":"https://www.dsogaming.com/news/bloodborne-unofficial-native-pc-port-available-now-for-download/","source":"Dark Side Of Gaming","lang":"en","date":"2026-10-06"},{"title":"Bloodborne ported to PC - the game runs without an emulator","url":"https://news.google.com/rss/articles/CBMipgFBVV95cUxPOEpfSmU1RUZFV0hqY0t1QnhhakFJd0JPd0FzQm1LTmVobW14TzgyNzktc095V1AwX2VtckVrUXVVYVVSSGExemRHWmFQMzBMbHpoMFItY1lkX2Zsb2hMY2F5SGZCWWVkZjY0VGF2RUVCLUM4ODUxa0hxb3MtbU5XVkc0dERxTjhKdzB2Z2pVMmRuNVFIa1JCbDRraUwwTGxYVlBUZWJB0gGrAUFVX3lxTE4wV0I4YjRHQlN5UUFmaDNKM0xPSzZIWFd4Q3g5TS1EbjJPSXJ0NWU5aW15VGxkU181Ri1qa01fT21CNXlBT09MTks4U0o5U21KZU9FdngwVXdtWlAySzRKUGRLXzJaYmZia2dYMGlqLVdVSERta0x3TXkyZXlmOGtvOFhlQWpDT1BkN19hNkJJdF9zTzR0R0JEOVRWTmlxcDI1ZlVhdDRVZGdfZw?oc=5","source":"iXBT.games","lang":"en","date":"2026-10-04"}],"stale":false,"snapshot_at":"2026-11-10T09:35:25Z","history_start":"2026-09-06"}