# God of War III Remastered for PC
**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\