Bloodborne port icon

Enhanced Native Bloodborne Port for Windows

v2 · Native x86-64 game execution · Vulkan rendering · Windows launcher

Port v2 Windows 10 and 11 Vulkan renderer GPL 2.0 or later

Download builds · Quick start · Controls · Documentation · Report an issue

Run Bloodborne's original x86-64 game code natively with Vulkan rendering. Packaged builds include runtime dependencies and a Windows launcher; no separate Python installation is needed. > **Bring your own game files.** Requires a decrypted **CUSA03173** dump, updated to > **1.09**, with the supported executable. The launcher verifies it before preparation > and launch. No game files are distributed with this project. ## Highlights | Feature | What you get | | :--- | :--- | | **DLSS & FSR upscaling** | DLSS Super Resolution / DLAA, FSR 3.1, FSR 4, FSR 4.1.1/FP8 and native TAA. **720p–4K**, Native AA through Ultra Performance. | | **RTX Remix (experimental)** | Official SDK connected to captured game geometry, textures and camera, with native HUD composition. Original lighting and scene coverage are incomplete. [Status and limitations](docs/rtx-path-tracing-windows.md). | | **DLSS model presets** | Auto, **A–F, J, K, M, L**. CNN/transformer selection follows the preset automatically, independently of render scale. | | **Frame generation** | **DLSS FG ×2** or **FSR 3.1 FG ×2**, independent of upscaling. FSR FG also works with DLSS or native TAA. | | **Raw mouse camera** | Windows Raw Input, direct orbit response, equal-axis sensitivity, invert Y and automatic controller handoff. No added acceleration or virtual stick conversion. | | **Press-to-bind controls** | Keyboard, mouse, wheel and controller inputs. **Four bindings per action**, controller selection and touchpad gestures. | | **Graphics & frame rate** | Unlocked FPS, configurable cap, sharpening and model detail. Toggle motion blur, depth of field, chromatic aberration, SSAO, shadows and reflections. | | **In-game settings** | **Insert / L3 + R3**. Mouse navigation, supported live changes, saved configuration and restart controls. | | **Mods & gameplay tweaks** | Mod ordering, external XML patches, camera tweaks and optional cheats. Source game files stay intact. | | **Windows launcher** | **13 languages**, updates that preserve saves/settings/mods, direct shortcuts, shader-cache cleanup, session logs and local crash dumps. | | **Respawn loading** | Removes the original death-triggered **12-second minimum loading timer**, retaining resource and character readiness checks. | | **Launch & render caches** | Verified prepared-image reuse, shared shader-module reuse during preload and asynchronous cache writes without payload copies. | Feature availability is checked at runtime. FSR 4 variants also need their matching shader assets. DLSS presets A–D are legacy requests that current DLLs may substitute; E/F are deprecated. See [DLSS presets and frame generation](docs/dlss-frame-generation-windows.md). ## Quick start **Platform:** Windows 10 (1903+) or Windows 11, 64-bit, with a Vulkan 1.3 runtime and an up-to-date graphics driver. 1. Download a Windows archive from [Releases](https://github.com/AwesomeObserver/bloodborne_pc/releases) and extract it. 2. Open **`Bloodborne.exe`**. 3. On **Game & effects**, select your game folder containing `eboot.bin`. 4. Choose graphics and controls, then press **PLAY**. After setup, **`Play Bloodborne.exe`** launches directly with your saved settings. You can add it to Steam or use **Advanced → Desktop shortcut**. ## Controls | Action | Default input | | :--- | :--- | | Move / keyboard camera | **WASD** / **Arrow keys** | | Walk (hold) | **Alt + WASD** (either Alt) | | Toggle raw mouse camera | **F4** | | Open port settings | **Insert** / **L3 + R3** | | Cross / Circle / Square / Triangle | **Space** / **Left Shift** / **E** / **Q** | | L1 / R1 · L2 / R2 | **1** / **3** · **R** / **F** | | L3 / R3 · D-pad | **Z** / **C** · **I / K / J / L** | | Options / Touchpad | **Enter** / **Tab** | On **Controls**, click a binding and press the desired input. **+** adds an alternative; **Clear** removes bindings. Remaps apply at the next game launch. Keyboard movement uses symmetric diagonals within the circular stick range, including after rounding to the game's input format. Adding a strafe key preserves the held axis. Releasing that first key uses a brief directional handoff (8 ms) at the current movement strength. Hold **Alt** to walk; release it to return to normal movement. Remap **Walk (hold)** on **Controls**. Releasing all movement keys stops keyboard input immediately; opposite movement keys cancel. Mouse sensitivity and invert Y are available in the launcher and in-game menu. Opening the port menu, name entry or switching windows releases capture; lock-on uses the game's camera. [Mouse camera details →](docs/mouse-camera-windows.md) ## Compatibility notes - **Keep the render cap at 120 FPS or below.** Higher rates can slow movement and rolls; the automatic cap respects this limit. - **Frame generation is experimental:** ×2 only; requires SDR output and object motion vectors. DLSS FG gameplay validation is pending. See the [validation and limits](docs/dlss-frame-generation-windows.md#validation-and-limits). - **Some settings require a restart.** Effects, model detail and motion-vector patches use **Apply and restart game**. Resolution and quality also need a restart when live resolution changes are disabled. - **Character creation preview can be empty.** The created character still appears in game. ## Saves & troubleshooting Saves and shader caches default to **`user\` beside `Bloodborne.exe`**; choose another save folder in the launcher. Port settings live in `bbport.ini`, launcher options in `%APPDATA%\bbport-launcher`. For a black screen, try **Advanced → Clear shader cache** and relaunch. For a crash, [open an issue](https://github.com/AwesomeObserver/bloodborne_pc/issues) with reproduction steps, the build version and **`user\last_run.log`** (or `last_run.log` in your selected save folder). Native crash dumps are saved locally in **`logs\crashes\`** under the port's data folder. **Advanced → Save session log** enables additional session logs. If the game closes without a dump, run **Trace Crash.cmd** and reproduce it in that launch. Send the resulting **logs/crash-trace-*.zip**. This optional diagnostic mode captures terminal Windows exceptions from a separate process and can reduce performance. ## Documentation - [Windows build and packaging](packaging/windows/README.md) - [DLSS presets, sharpening and frame generation](docs/dlss-frame-generation-windows.md) - [Raw mouse camera and validation](docs/mouse-camera-windows.md) - [Windows 0.4 migration and validation](docs/windows-upstream-0.4.md) - [Windows crash analysis](docs/crash-analysis-windows-v1.5.md) - [October 8 gameplay crash investigation](docs/crash-analysis-2026-10-08.md) - [Vulkan command-data crash and missing dump fix](docs/crash-analysis-2026-10-09.md) - [Respawn loading fix and timing capture](docs/respawn-loading-windows.md) - [Windows performance audit, optimizations and measurements](docs/performance-windows.md) - [Official RTX Remix SDK backend and integration status](docs/rtx-path-tracing-windows.md) ## Credits & license Licensed under **[GNU GPL v2 or later](LICENSE)**. Third-party components retain their own licenses; packaged builds include a `licenses\` directory.
Third-party components and patch credits - Rendering: [shadPS4](https://github.com/shadps4-emu/shadPS4), [sirit](https://github.com/shadps4-emu/sirit), [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator). - Upscaling: [FSR-Vulkan](https://github.com/FireBurn/FSR-Vulkan), AMD FidelityFX SDK, FSR 4 assets from [FireBurn/Q2RTX](https://github.com/FireBurn/Q2RTX), [NVIDIA DLSS SDK](https://github.com/NVIDIA/DLSS), and DLSS bridge work adapted from [IFreemz/shadPS4-Bloodborne-DLSS-FSR](https://github.com/IFreemz/shadPS4-Bloodborne-DLSS-FSR). - Runtime and interface: [SDL3](https://github.com/libsdl-org/SDL), [FFmpeg](https://ffmpeg.org), [LibAtrac9](https://github.com/Thealexbarney/LibAtrac9), [Dear ImGui](https://github.com/ocornut/imgui), [magic_enum](https://github.com/Neargye/magic_enum), [miniz](https://github.com/richgel999/miniz), [xbyak](https://github.com/herumi/xbyak). - Build and packaging: [MSYS2](https://www.msys2.org), [LLVM](https://llvm.org), [PyInstaller](https://pyinstaller.org), [Pillow](https://python-pillow.org). - Game patches: Kyo, Lance McDonald, auser1337, illusion, emoose and the Bloodborne community. NVIDIA and DLSS are trademarks of NVIDIA Corporation. The port icon is original artwork.
This project is not affiliated with Sony Interactive Entertainment or FromSoftware.