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