# God of War III Remastered for PC
FelipePrado0%2Fgow3_pc | Trendshift
**English** | [Português (Brasil)](https://github.com/FelipePrado0/gow3_pc/blob/main/README.pt-BR.md) | [Español](https://github.com/FelipePrado0/gow3_pc/blob/main/README.es.md) A PC port of **God of War III Remastered** (PlayStation 4) for Windows 10/11 and Linux (experimental AppImage). > **No game files are included.** You need a dump from your own PS4 (tested: CUSA01623 and > CUSA01715, versions 01.00 and 01.02). > This project is not affiliated with Sony Interactive Entertainment or Santa Monica Studio. > God of War is a trademark of Sony Interactive Entertainment. ## Contents - [God of War III Remastered for PC](#god-of-war-iii-remastered-for-pc) - [Contents](#contents) - [Download and play](#download-and-play) - [Linux (AppImage, experimental)](#linux-appimage-experimental) - [What works](#what-works) - [Feature availability](#feature-availability) - [Settings](#settings) - [Keyboard controls](#keyboard-controls) - [Importing shadPS4 saves](#importing-shadps4-saves) - [Third-party overlays (Windows)](#third-party-overlays-windows) - [Troubleshooting](#troubleshooting) - [Performance and compatibility](#performance-and-compatibility) - [Building from source](#building-from-source) - [Windows](#windows) - [Linux (Ubuntu 24.04)](#linux-ubuntu-2404) - [Tests](#tests) - [Python](#python) - [Windows C++ tests (MSYS2 CLANG64)](#windows-c-tests-msys2-clang64) - [Linux C/C++ tests](#linux-cc-tests) - [Checks using a prepared game](#checks-using-a-prepared-game) - [How it works](#how-it-works) - [Credits](#credits) - [License](#license) ## Download and play - Windows 10 (1903 or newer) or Windows 11, 64-bit. - A 64-bit processor with AVX: Intel Sandy Bridge (2011) or newer, AMD FX or newer. On CPUs without MOVBE, BMI1 or LZCNT (Sandy/Ivy Bridge, AMD FX) the loader rewrites the game's instructions that use them to emulated stubs and logs an `ISA:` line; performance on those CPUs has not been measured yet. Older CPUs stop at start with a `STOP: this CPU lacks` line in the log. - A graphics card with Vulkan 1.3 and a current driver. - Your copy of the game (the folder with `eboot.bin`, `sce_module` and `sce_sys`). Tested: CUSA01623 and CUSA01715, versions 01.00 and 01.02. **Steps** 1. Download `gow3-windows.zip` from the [Releases page](https://github.com/FelipePrado0/gow3_pc/releases/latest). 2. Extract it to a folder of your choice, for example `C:\Games\gow3-windows`. Do not run it from inside the zip. 3. Open **`God of War III.exe`**. If Windows shows "Windows protected your PC", click **More info**, then **Run anyway**: the program is not digitally signed. 4. Click **Choose the game folder**. It takes you to the **Game** page. Next to **Game folder**, click **Browse…** and select the folder with `eboot.bin`. 5. Back on **Home**, the cover art and "CUSA01623 · version 01.02" appear. Adjust **Quick settings** if you like: display mode, frame rate limit, render resolution and engine frame rate. 6. Click **Save** to keep pending changes, then **PLAY**. The first start prepares the game image; shader compilation can also affect startup and performance on later launches. Patches and fixes are included and applied automatically: texture fix, skip videos with X and 120 FPS are on by default. Change the resolution and frame rate on **Home** or **Performance**. The startup black-screen fix is always requested, even with an older saved patch selection; patches apply only where their signatures match. A resolution patch replaces the texture fix. **While playing** - **Insert** on the keyboard, or **R3 + L2** on the controller, opens the port's menu: cheats, multipliers, image, performance and the performance overlay. - Saved shaders load in the background. A small "Loading shader cache" note in the corner shows the progress. **Next time** - **`Play God of War III.exe`** starts the game straight away with your saved settings. You can make a desktop shortcut to it, or add it to Steam with **Add a Non-Steam Game**. - Your saves, shader cache and log are in the `user` folder next to `God of War III.exe`. Keep that folder when you update. - **Advanced → Check for updates** downloads and installs a new version. Your saves and settings are kept. ## Linux (AppImage, experimental) The Linux build runs the same native runtime and the same launcher. It was tested on Arch Linux with a Radeon RX 7800 XT (RADV) in a Wayland session. **You need:** x86-64 Linux with glibc 2.39 or newer, an AVX-capable CPU, a Vulkan 1.3 driver and your own game dump. Launcher startup is checked on Ubuntu 24.04, Debian 13, Fedora 42, Arch and openSUSE Tumbleweed; this does not establish gameplay compatibility on every GPU. **Download and run** 1. Download `gow3-x86_64.AppImage` from the [Releases page](https://github.com/FelipePrado0/gow3_pc/releases/latest). 2. In its folder, run: ```bash chmod +x gow3-x86_64.AppImage ./gow3-x86_64.AppImage ``` 3. Choose your game folder, save the settings and press **PLAY**. If an older download reports `GLIBC_2.44 not found`, download the rebuilt AppImage again. The Windows updater is not available on Linux; download a newer AppImage to update. Steam Deck/RADV rendering corruption is a known issue in the published 2.2.0 AppImage. - **Files:** saves, settings, shader cache and the log are in `~/.local/share/gow3`; the launcher's own settings in `~/.config/gow3-launcher`. - **Update folder:** if the update was dumped apart from the game, choose it under **Game → Update folder**. It is laid over the game folder without changing either. - **Advanced → Linux:** window system (automatic, Wayland or X11), GameMode and MangoHud. Only the tools installed on the system can be turned on. - **Steam:** **Advanced → Add to Steam** adds "God of War III Remastered" as a non-Steam game, with the icon, the vertical and horizontal capsules, the library background and the logo made from the dump's pictures. Close Steam first (it rewrites its shortcuts when it exits). The button is also in the Windows launcher (not tested there yet). - **Steam Deck / SteamOS (Gaming Mode):** if Steam tries to launch the AppImage with Proton, open the shortcut's **Properties → Compatibility** and select **Steam Linux Runtime** instead of Proton. The AppImage is a native Linux application. If it fails to launch using **Steam Linux Runtime**, open the shortcut’s **Properties → Compatibility** and select **Default** to use the host libraries instead. - **Menu entry:** the AppImage writes `~/.local/share/applications/gow3.desktop` when it starts, so the launcher and the game window show their icon in the dock; **Advanced → Linux** turns it off and removes the entry. When another tool (Gear Lever, AppImageLauncher…) already made an entry that starts the same file, it makes none and removes its own, so there are no duplicates. ## What works - Opening, menus, video cutscenes (H.264) and gameplay. - Audio: music, voices and effects (ATRAC9 and MP3). - Controller (DualSense, Xbox and others, through SDL3) and keyboard at the same time, both remappable. - **In-game button icons** (opt-in, off by default): the PlayStation button icons in the game can show your controller's, Xbox or Nintendo ones, or the keyboard keys you play with (Game page, Controls). - Saving and loading: the save list is shown on screen, as on the PS4. Autosave works too. The launcher backs the saves up before every start. - Patches: render resolution of 480p, 720p, 900p, 1440p, 1800p or 4K, corrupted texture fix and skip videos with the X button (community); engine frame rate of 120 FPS (kvicken), 100 FPS (for 100 Hz displays) or 240 FPS (adapted by Felipe Prado). - **Ultrawide (beta):** 21:9, 32:9 and 16:10 render resolutions (3440x1440 tested) with a wider field of view instead of a zoomed-in picture, built in: choose one in **Render resolution**, where every size shows its exact resolution and aspect ratio. Cutscenes keep their 16:9 borders (see [docs/ultrawide.md](docs/ultrawide.md)). Mods can also carry game patches; the [Ultrawide mod](extras/mods/Ultrawide) is the same sizes for older versions. **How to install a mod:** put its `.zip` (do not unzip it) in the `mods` folder next to `God of War III.exe`; the game unpacks it by itself. The Ultrawide mod and a one-click installer for 2.2.0 are explained in [extras/mods/Ultrawide](extras/mods/Ultrawide/README.md). - **Background shader compilation:** saved pipelines load and compile in the background while you play. Stutters, missing effects during compilation and temporary FPS drops can still occur; startup time depends on the cache, graphics driver and CPU. - **Launcher** in the game's colors, with selectable languages and English fallback: five pages (**Home, Graphics, Performance, Game, Advanced**) and a **Save** button for pending changes; quick settings on the home page, graphics, performance, game folder and save backups, patches, mods (order, presets and conflicts), controls with PlayStation or Xbox button icons, updates and diagnostics. - **In-game menu** (Insert on the keyboard, R3+L2 on the controller), with four tabs: - **Game:** cheats (infinite health, magic, item meter, Rage of Sparta, max red orbs); multipliers from 0.1x to 100x for red, green (health), blue (magic) and gold (Rage of Sparta) orbs and for damage dealt and taken; an enemy health bar. - **Image:** display mode (windowed, borderless, fullscreen), VSync and RCAS sharpening. - **Performance:** frame rate limit (30 to unlimited), frames queued, background shader compiling; render resolution, engine frame rate and GPU readback options apply with one "Apply and restart" button. - **Overlay:** a performance overlay with FPS, frametime, upscaler, GPU (name and use), CPU, RAM and VRAM, each optional, with font size, corner, background opacity and layout. The numbers are the game's own use, not the whole system's. ## Feature availability Availability checked against [release 2.2.0](https://github.com/FelipePrado0/gow3_pc/releases/tag/windows-v2.2.0) and the source on October 14, 2026. | Feature | Published 2.2.0 packages | Current source | |---|---|---| | Windows ZIP / experimental Linux AppImage | Available | Build scripts available | | Startup black-screen patch / controller button icons | Included | Included | | Discord Rich Presence | Not included | Optional under Advanced, off by default; game name and elapsed time | | RADV sparse-queue fix | Not included | Merged into `main` | | FSR 1, FSR 3.1, FSR 4, TAA, DLSS | Disabled | Disabled in the launcher/game settings path | | RCAS sharpening | Available | Available | The Linux AppImage was rebuilt on October 14 for glibc 2.39 or newer. The Windows and Linux packages can use different source revisions. Check the release notes for changes to later downloads. ## Settings Settings are kept in `gow3.ini` (the game and the in-game menu) and in `settings.json` (the launcher), in the port folder. Saves, the shader cache and `last_run.log` go to the project's `user` folder. **GUI Scale:** choose **Auto**, **1x** or **2x** under **Advanced → Launcher**, then click **Save**. Text, controls and layout resize together, without changing game resolution. Auto follows the desktop scale reported by Tk, with X11/XWayland font DPI and window-scale fallbacks on Linux. On macOS, Retina scaling stays with the operating system. Manual 1x/2x sets the launcher's logical size, including text, icons, controls, scrollbars and spacing. Screen resolution alone does not select a scale. The choice is saved in `settings.json`. On **Performance → GPU data → Stream buffer memory**, choose **System RAM (cached, default)**, **System RAM (uncached)** or **GPU memory (previous behavior)**. System RAM can improve frame rates on NVIDIA laptops. The choice is saved and applies on the next game launch, including when using `Play God of War III.exe` or `--play`. Choose GPU memory to restore the previous allocation behavior. For direct launches without the launcher, `GOW3_STREAM_MEMORY` accepts `cached`, `host` or `device`; the launcher's saved choice takes precedence when using it. On **Performance → GPU data → Game multisampling**, **Automatic** lets the game decide by the graphics card it runs on: it creates the game's multisampled images with a single sample on AMD's and Intel's Windows drivers, where reading the 2-sample depth buffer as a texture produced black lines in the lighting (Radeon RX 6600 family, Arc), and keeps them multisampled elsewhere (NVIDIA). The label names the card and the decision, for example "Automatic (Intel(R) Arc(TM) A750 Graphics: off)", and follows the **Graphics card** choice. The rule covers every GPU on those two drivers, integrated ones included; the game's log line `GPU: guest multisampling off` or `on` is what was applied. Choose **Off** if the lines appear on another card and **On** to keep multisampling anyway. Off and On set `GOW3_NO_MSAA=1` or `0`; Automatic passes an inherited `GOW3_NO_MSAA` through. Applies on the next game launch. ## Keyboard controls Defaults; change them on the launcher's **Controls** page, under **Keyboard & Mouse Mapping**. | Key | Button | |---|---| | WASD | left stick | | Arrows | right stick (camera) | | Space | Cross | | Left Shift | Circle | | Left click | Square | | Right click | Triangle | | Q and E | L1 and R1 | | R and the mouse's forward button | L2 and R2 | | Z and X | L3 and R3 | | Wheel click | Rage of Sparta (L3 + R3) | | C | Grab (L1 + Circle) | | The mouse's back button | Dodge | | 1, 2, 3, 4 | d-pad up, right, down, left (weapons) | | Tab | Options | | P | left touchpad click (photo mode) | | Esc | right touchpad click (pause menu) | | Insert | the port's menu (R3+L2 on the controller) | **Rage of Sparta on one input** (on by default) leaves Z and X unused. **Joystick prompts** answer the stick-rotation quick-time events without a stick: type the turn (half turns D S A, A S D, A W D or D W A; full turns D S A W or A S D W) or, with *Adaptive mouse*, draw it. While you play, the mouse stays in the game window; the in-game menu, the pause key (Esc) and other windows get it back, and Esc again or a click in the window takes it back. With L2 held (R), the mouse aims with the right stick, for the Head of Helios or the Bow of Apollo: *Relative* follows the movement, *Absolute* points from where the mouse was when L2 was pressed, and *Right stick sensitivity* sets how much mouse it takes. Without the launcher the game keeps its own keys: E and Q for Square and Triangle, 1 and 3 for L1 and R1, F for R2, C for R3, I, K, J, L for the d-pad, Enter for Options, Tab and Backspace for the touchpad. On a controller without a touchpad (Xbox and others), View opens the pause menu (the right touchpad click) and L1 + View opens photo mode (the left click). On a DualSense the touchpad works as on the PS4, and Share/Create works like View. **In-game button icons** (off by default) are chosen on the launcher's Controls page, under *In-game button icons*: *Match my controller*, *Xbox*, *Nintendo* or *Keyboard*. They replace the PlayStation icons in the tutorial, move-list and quick-time prompts; the pause-menu controller drawing stays a DualShock 4. *Keyboard* shows the key that presses each button, following your keyboard mapping (a changed key shows on the next start); *Match my controller* shows the keys too when no gamepad is connected. The launcher writes a patched copy of two game files into the port's data folder and never changes your game folder. A new controller is picked up after a restart. Without the launcher, set `GOW3_GLYPH_STYLE` to `auto`, `xbox`, `nintendo` or `keyboard` before starting `run.py`. In the menu: L1/R1 or Q/E switch tabs. In the save list: arrows or the d-pad choose, Enter or Cross confirm, Esc or Circle cancel. ## Importing shadPS4 saves Only **shadPS4 saves for God of War III Remastered** are compatible. RPCS3 saves are from the PS3 game and will not work. Use the same title ID (this example uses `CUSA01623`). 1. Close the game and shadPS4. Back up both save folders. 2. Find the source in shadPS4's data folder: `user\savedata\1\CUSA01623\` in older versions, or `home\\savedata\CUSA01623\` in newer versions. 3. The destination is **`user\savedata\1\CUSA01623\` next to `God of War III.exe`**. Example: `C:\Games\gow3-windows\user\savedata\1\CUSA01623\`. With a custom **Saves folder** in the launcher, use `\savedata\1\CUSA01623\`. 4. Copy each slot folder there, keeping its name and game files. Do not nest another `CUSA01623` folder. Exclude the slot's internal `sce_sys` folder from the game data. 5. Beside each slot, create `.sce_sys` if it does not exist. You can copy shadPS4's `sce_sys\icon0.png` there. **Do not rename `param.sfo` to `param.bin`**: the formats differ. Preserve any existing port `param.bin`. Without one, the slot appears by folder name; saving again in the port writes its metadata and refreshes the displayed information. 6. Start the port and select **Load Game**. Completed saves can be imported too. The port's save dialog displays at most **32 entries**. If the imported slot is missing from a long list, test it with a separate **Saves folder** containing just that slot under `savedata\1\CUSA01623\`, with its sibling metadata folder. Keep the original saves and restore the previous Saves folder setting after testing. ## Third-party overlays (Windows) The game process is **`bin\gow3-probe.exe`**, not `God of War III.exe` (source builds use `out\gow3-probe.exe`). Add that executable to RTSS and enable Afterburner's on-screen display. In the ReShade installer, select that same executable and the **Vulkan** API. If the overlay still does not appear, report the port and overlay versions, the last working port version, and attach `user\last_run.log`. These checks do not confirm a fix for every overlay configuration. ## Troubleshooting - Executable format errors: source builds accept plaintext PS4 SELF containers and unpacked little-endian x86-64 ELF executables and modules. A valid unpacked ELF was previously rejected with `prepare failed: expected PS4 SELF`. Files in another format and encrypted/compressed SELF segments still need a correctly prepared game dump. - Black screen at start: use the latest release, which includes the startup deadlock patch. If it persists, report your GPU, driver, game build and **Advanced → Log** output. Clearing the shader cache is not a general fix and requires rebuilding it on the next launch. - The game closes with "cannot create ... guest memory (error 1450)": Windows ran out of virtual memory to allocate the guest pool. Increase the page file: press **Win + R**, type `SystemPropertiesAdvanced`, go to **Performance** Settings → **Advanced** → **Virtual memory** Change, uncheck automatic management, select drive **C:**, set a custom size (e.g. 16384 MB initial, 24576 MB maximum), click **Set**, **OK**, and restart your PC. - The game does not open: check **Advanced → Log**, or send `user\last_run.log` with your report. With a custom **Saves folder**, `last_run.log` is in that folder instead. - Yellow/orange/white textures or wrong lighting: try disabling **Performance → GPU data → Deferred GPU readbacks**, then restart. This workaround can cause stutters. - GPU-specific rendering failures, crashes, audio problems and progress blockers remain under investigation. Check the [release notes](https://github.com/FelipePrado0/gow3_pc/releases/latest) and [issues](https://github.com/FelipePrado0/gow3_pc/issues) before reporting; include a save from before the problem when relevant. ## Performance and compatibility Previous testing on an AMD Radeon RX 6700 XT, Ryzen 5 5600X and 32 GB recorded 144 FPS on average (55 to 240) at 1080p with the 240 FPS engine frame rate. These are reference results, not a benchmark of every release or a guarantee for other systems. **Tested and playable from start to finish** at native 1080p with the 240 FPS engine frame rate on the test system. Texture corruption, crashes and progress blockers have also been reported on other setups, including at 1080p. See the known issues in the release notes. ## Building from source ### Windows Install Python 3.10 or newer from python.org, with Tk support, then install the launcher and instruction-rewrite dependencies in PowerShell: ```powershell python -m pip install pillow iced-x86==1.21.0 ``` The following build commands use MSYS2 CLANG64; launcher commands marked PowerShell use the Windows Python installation. Development happens on the `gow3` branch; `main` receives tested merges. 1. Install MSYS2 (`winget install MSYS2.MSYS2`) and, in the **MSYS2 CLANG64** shell, the packages listed in [packaging/windows/README.md](https://github.com/FelipePrado0/gow3_pc/blob/main/packaging/windows/README.md). 2. Clone the repository with its submodules and build: ```bash git clone --recursive https://github.com/FelipePrado0/gow3_pc cd gow3_pc git checkout gow3 # development branch; omit to build main bash build.sh ``` 3. Start the launcher (in PowerShell, in the project folder): ```powershell python launcher/gow3_launcher_win.py ``` 4. On **Game**, choose the game folder and patches. Adjust **Graphics** and **Performance**, click **Save** for pending changes, then **PLAY**. To play with the saved settings without opening the launcher's window (for a shortcut or Steam): ```powershell python launcher/gow3_launcher_win.py --play ``` Or without the launcher at all: ```powershell $env:GOW3_GAME_DIR = 'D:\path\CUSA01623' python run.py ``` ### Linux (Ubuntu 24.04) For a fresh checkout, run the following in a Linux shell. The dependency script installs system packages using sudo, selects GCC 14 as the default compiler and creates `out/venv` with PyInstaller, Pillow and iced-x86. It is intended for Ubuntu 24.04; adapt dependencies for other distributions. If already cloned, start in the repository and skip the first two commands. ```bash git clone --recursive https://github.com/FelipePrado0/gow3_pc cd gow3_pc bash packaging/linux/ci-deps.sh bash build.sh out/venv/bin/python launcher/gow3_launcher_win.py ``` To package an AppImage after the build: ```bash PATH="$PWD/out/venv/bin:$PATH" bash packaging/linux/build.sh ./dist/gow3-x86_64.AppImage ``` The build environment is created before the packaging command. Building on a newer distribution can require a newer glibc; public release builds use Ubuntu 24.04. From the repository, use `out/venv/bin/python launcher/gow3_launcher_win.py --play` for saved launcher settings, or `GOW3_GAME_DIR=/path/to/CUSA01623 out/venv/bin/python run.py` for a direct launch. ## Tests Run these from the repository root after the build. The first C++ checks below do not need a game dump. ### Python On Windows, use PowerShell. On Linux, replace `python` with `out/venv/bin/python`. ```powershell python -m unittest discover -s tests -p "test_*.py" ``` ### Windows C++ tests (MSYS2 CLANG64) ```bash source ./msys2-env.sh ninja -C out/gpu perf-overlay-test warmup-inbox-test graphics-settings-test out/gpu/perf-overlay-test.exe out/gpu/warmup-inbox-test.exe out/gpu/graphics-settings-test.exe ``` ### Linux C/C++ tests ```bash bash build.sh --test ninja -C out/gpu perf-overlay-test warmup-inbox-test graphics-settings-test out/gpu/perf-overlay-test out/gpu/warmup-inbox-test out/gpu/graphics-settings-test ``` `bash build.sh --test` runs the additional C runtime tests on Linux only. On Windows the build exits before that block; use the Ninja targets above. ### Checks using a prepared game After preparing your own dump, `out/eboot.elf` and `out/boot-linked.bin` are needed for the following checks. In MSYS2 CLANG64 on Windows, replace the example game path with yours: ```bash ninja -C out/gpu stat-multipliers-test out/gpu/stat-multipliers-test.exe out/eboot.elf out/gow3-probe.exe out/boot-linked.bin --app0 "D:/Games/CUSA01623" --check-imports ``` On Linux, use `out/gpu/stat-multipliers-test` and `out/gow3-probe` without `.exe`, and a Linux game path. `--check-imports` checks system imports and exits without starting gameplay. More test targets are listed in [gpu/CMakeLists.txt](https://github.com/FelipePrado0/gow3_pc/blob/main/gpu/CMakeLists.txt). ## How it works The CPU side is native: the game's original executable runs directly on the PC's processor (the PS4 uses the same x86-64 architecture), and a runtime written for this game replaces the PS4 system libraries, without CPU emulation. The graphics are translated: they run on the [shadPS4](https://github.com/shadps4-emu/shadPS4) video core, which converts the PS4 GPU commands and shaders to Vulkan, with the God of War III rendering fixes from [cuesta4's `eltutz` branch](https://github.com/cuesta4/shadPS4/tree/eltutz). Running the game code directly on the CPU is also how shadPS4 works; what this project changes is the system layer and the game-specific work (patches, background shader cache, launcher and in-game menu). It is a fork of [Supermedo's Windows port](https://github.com/Supermedo/bloodborne_pc) of [deadinside28's bloodborne_pc](https://github.com/deadinside28/bloodborne_pc) (see [Credits](#credits)). - The patches and the in-game hooks (cheats, multipliers, health bar) find their sites by signature: the original bytes around each one, wherever a release placed that code (`tools/make_signatures.py`). A site that is not found leaves only that patch or hook off; the game starts without it, and the log and the menu say why. | Part | Where | What it does | |---|---|---| | Preparation | `scripts/` | Reads `eboot.bin`, applies its relocations and links the game's own `libc` and `libSceFios2` into one image | | Loader | `src/probe.c` | Loads the image, installs the validated hooks (cheats, multipliers, health bar) and starts the game's original code | | Runtime | `src/runtime_*.c` | Reimplements the PS4 system functions: memory, threads, files, audio, video, controller, saves and services | | GPU | `gpu/shadps4/` | The shadPS4 video core, translating the PS4 GPU commands and shaders to Vulkan, with cuesta4's God of War III fixes (`eltutz` branch) and this port's speed work (background shader cache, deferred readbacks) | | In-game menu | `gpu/shim/gow3_overlay.cpp` | The Dear ImGui menu and performance overlay; settings in `gpu/shim/gow3_settings.cpp` | | Patches | `patches/God_of_War_III_Remastered.xml`, `scripts/patches.py` | Applied in memory at start, without changing the game files | | Launcher | `launcher/gow3_launcher_win.py` | Settings, patches, mods, controls and the play button | More documentation: [mods](https://github.com/FelipePrado0/gow3_pc/blob/main/docs/MODS.md), [patches](https://github.com/FelipePrado0/gow3_pc/blob/main/docs/PATCHES.md), [frame map and historical upscaler research](https://github.com/FelipePrado0/gow3_pc/blob/main/docs/upscaler.md) and [parallel GPU work](https://github.com/FelipePrado0/gow3_pc/blob/main/docs/parallel_gpu.md). ## Credits This project is a fork of Supermedo's Windows port, which builds on deadinside28's original: - **deadinside28**: [bloodborne_pc](https://github.com/deadinside28/bloodborne_pc), the original native port. - **Supermedo** (Mohammed Albarghouthi): [bloodborne_pc for Windows](https://github.com/Supermedo/bloodborne_pc), the fork this project comes from. - **cuesta4**: [shadPS4 fork focused on God of War III Remastered](https://github.com/cuesta4/shadPS4/tree/eltutz) (branch `eltutz`). The game's rendering in this port depends on its fixes: the GNM blend rewrite, depth/stencil state and image aliasing. cuesta4 is also a co-author of the resolution, texture fix, 120 FPS and skip videos patches (below). If you play on shadPS4, this is the build to use for God of War III. - **shadPS4 team**: the [shadPS4](https://github.com/shadps4-emu/shadPS4) video core, which does all the GPU and shader translation to Vulkan in this port. Patches: kvicken and cuesta4 (resolution, texture fix, 120 FPS and skip videos, building on the PS3 patches by illusion0001), published for shadPS4 in [shadps4-emu/ps4_cheats#145](https://github.com/shadps4-emu/ps4_cheats/pull/145) and adapted to this executable. The 240 FPS patch was adapted by Felipe Prado from the 120 FPS patch; the 100 FPS one is the same patch with 100. Cheats: adapted from Celogamez's [GoldHEN cheats](https://github.com/GoldHEN/GoldHEN_Cheat_Repository). Also used: [LibAtrac9](https://github.com/Thealexbarney/LibAtrac9), [FFmpeg](https://ffmpeg.org), [SDL3](https://github.com/libsdl-org/SDL), [Dear ImGui](https://github.com/ocornut/imgui), [sirit](https://github.com/shadps4-emu/sirit), [magic_enum](https://github.com/Neargye/magic_enum), [miniz](https://github.com/richgel999/miniz), [xbyak](https://github.com/herumi/xbyak), [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator), [FSR-Vulkan](https://github.com/FireBurn/FSR-Vulkan) and the AMD FidelityFX SDK, [MSYS2](https://www.msys2.org), [LLVM](https://llvm.org) and [Pillow](https://python-pillow.org). ## License GNU GPL v2 or later ([LICENSE](https://github.com/FelipePrado0/gow3_pc/blob/main/LICENSE)). Third-party components keep their own licenses.