deadinside28 /bloodborne_pc

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.

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C++GPL-2.0Created 2026-10-01
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README

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 and Windows port of Bloodborne

English · Русский

bbport is the counterpart of Wine + DXVK for a single game: Bloodborne for PlayStation 4
(CUSA03173, game version 1.09) on an x86-64 PC with Linux or Windows 10/11 (since 0.7, see
Windows). The game's original executable runs directly on the PC:

- as in Wine, the game's x86-64 code runs on the CPU directly, and a runtime written for
  this one game replaces the PS4 system libraries;
- as in DXVK, the game's graphics are translated to Vulkan — by the port's own renderer and
  shader translator (they started from shadPS4's and were
  rewritten), including temporal upscaling with AMD FSR 3.1, FSR 4, FSR 4.1.1 and NVIDIA DLSS,
  and DLSS Frame Generation;
- memory and the GPU's work follow the PC model on every GPU: the new memory and translation
  model is the only one (the default since 0.6; the old model of 0.3 was removed in 0.7).

 No game files are included. You need your own dump of Bloodborne with update 1.09: any retail
 release (CUSA00900 in the US, CUSA03173 for the European Game of the Year edition, ...), as they
 share the same executable.
 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. Tested thoroughly: AMD Radeon RX 7800 XT (Linux with
Mesa/RADV, and Windows 11), the Steam Deck; on Windows also two laptops with NVIDIA GTX 1050 and
GeForce 930MX; other NVIDIA and Intel GPUs by players.

 Highlights

- Native execution. The eboot is converted offline into a flat memory image; PS4 libc and
  libSceFios2 are linked into it as native code. No CPU emulation and no per-instruction
  translation: the game code runs at full speed.
- One memory and translation model (the model of 0.3 is gone):
  - The game's memory lives
    in system RAM and the GPU reads it where it is, as a PC game's buffers; data it reads often
    is kept in VRAM and given back when unused (textures after 20 s, buffers after 60 s). The
    layer's memory module tracks CPU writes to mirrored blocks to keep those copies coherent;
    it does not copy the whole GPU-visible memory. The PS4 command processor's work
    is translated into Vulkan commands rather than emulated on the CPU: memory writes
    (WRITE_DATA, DMA) are done by the GPU in command-stream order, and fences are written by the
    GPU itself at the end of the pipeline, at the same point of the stream as the PS4's command
    processor writes them. On every GPU the game's memory goes through the layer's memory module:
    bound in place, VRAM copies as separate buffers, no sparse binding (NVIDIA's sparse binding

Top issues

Latest release

0.7 0.7 2026-10-28
English · Русский

 0.7

bbport is the counterpart of Wine + DXVK for a single game: Bloodborne (v1.09), now on Linux
and Windows. Changes since 0.6.

Questions about this project: Discord https://discord.gg/KYZRKk9CB — not the shadPS4 server.

 Windows

- A native Windows build (Windows 10/11, x86-64, Vulkan 1.3), on the new memory model only:
  bbport-windows.zip with Bloodborne.exe, a launcher in the Windows 11 style (WPF; Russian,
  English, Brazilian Portuguese, Simplified Chinese, French), bbport-run.exe for --play, the
  shader recipes and README-Windows.txt. Unpack it anywhere, start B

Snapshot: 2026-11-10T09:35:25Z · Data license Apache-2.0 · JSON