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bbport runs the original PlayStation 4 executable of Bloodborne (CUSA03173, game version 1.09) directly on an x86-64 Linux PC. It is not a general emulator. The game's own x86-64 code executes natively; a small runtime written for this one game replaces the PS4 system libraries; the GPU work is translated to Vulkan by a renderer derived from shadPS4 and heavily extended for this game, including temporal upscaling with AMD FSR 3.1, FSR 4 and FSR 4.1.1.
No game files are included. You need your own dump of Bloodborne (CUSA03173, v1.09). 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, and only one machine (Linux, AMD Radeon RX 7800 XT, Mesa/RADV) has been tested thoroughly.
- 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.
- Unlocked frame rate. Community patches (
patches/Bloodborne.xml) make the simulation use the real frame time; ~90 FPS at 4K with FSR 4 Balanced on an RX 7800 XT, ~150 FPS at 1440p with FSR 4 Quality. Also 30/60/90 FPS modes. - Temporal upscaling built for this game. Bloodborne has no velocity buffer, so bbport
computes motion vectors itself: camera motion from depth and the scene matrices, and object
motion (characters, cloth, weapons) from the vertex positions of the previous frame. The
scene is jittered sub-pixel (Halton) and rendered at a reduced resolution; the upscaler fills
the output (720p for the Steam Deck, 1080p, 1440p or 2160p) and the UI is drawn natively at the output resolution.
- FSR 3.1 (FireBurn/FSR-Vulkan).
- FSR 4 (INT8, model v07) on GPUs exposing the required Vulkan shader features — RDNA2/3 included (see Requirements).
- FSR 4.1.1 (INT8): AMD's 4.1.1 DLL is recorded once under vkd3d-proton and its passes
are replayed natively on Vulkan; the output is bit-exact with the DLL. The assets are
built on your machine from your own DLLs (
tools/fsr4cap). - Faster than AMD's own shaders on RDNA3: the final passes of FSR 4 and 4.1.1 were rewritten to store through workgroup memory (3.5× and 2.3× faster, bit-exact); FSR 4 costs ~4 ms at 4K on an RX 7800 XT instead of ~6 ms.
- Multi-threaded GPU command processing. The PS4 command stream is decoded on one thread and draws are bound and recorded on another (two-stage pipeline), with a Vulkan recording thread and helper threads for memory copies. Early on the single GPU thread capped the game at ~26 FPS; now it runs at 90–150 FPS depending on resolution and scene.
- In-game menu (Insert or L3+R3): upscaler, preset, sharpness, output resolution, game effects (chromatic aberration, DoF, motion blur, SSAO, the game's own AA, SSR, model LOD).
- GTK4 launcher and an AppImage for the Steam Deck.
| shadPS4 | bbport | |
|---|---|---|
| Scope | General PS4 emulator, many games | One game: Bloodborne v1.09 |
| Loading | Its own ELF loader and kernel emulation at run time | The eboot is converted offline (scripts/) into an image with PS4 libc/Fios2 linked in; a C loader maps it and jumps into the game (loader and runtime: ~5k lines) |
| System libraries | Broad HLE of the PS4 OS | A small runtime (src/runtime_*.c) that implements exactly what Bloodborne calls: memory, threads, sync, files, audio (incl. ATRAC9), pad, saves, AppContent |
| GPU | shadPS4 video core and shader recompiler | The same core (vendored, GPL) with ~200 marked changes (bbport:) plus new modules: two-stage draw pipeline, render-state and texture-set memoization, render-scale proxies, motion vectors, FSR 3.1/4/4.1.1, frame capture and GPU profiler |
| GPU thread | One thread processes the whole command stream (the bottleneck in Bloodborne) | Decode and draw recording run on separate threads; the work scales with the hardware threads (Steam Deck included) |
| Upscaling | — | Temporal (FSR 3.1, FSR 4, FSR 4.1.1) with the game's own motion vectors and jitter |
| Game patches | Patch files applied by the emulator | The same community patches, compiled at start (scripts/patches.py); render resolution, effects and FPS from the launcher |
Without shadPS4 there would be no bbport: its renderer and shader recompiler are the base of the graphics side.
- Linux x86-64, a Vulkan 1.3 GPU. Tested: AMD RX 7800 XT with Mesa 26 (RADV).
FSR 4 / 4.1.1 require shader Float16, Int8/Int16, integer dot products, linear compute
derivatives and extended storage image formats; FSR 4.1.1 additionally requires
VK_VALVE_shader_mixed_float_dot_product. Unsupported choices fall back to FSR 3.1 before the first frame and are disabled in the in-game menu. - Your decrypted game dump: the
CUSA03173folder (eboot.bin, sce_module, ...), version 1.09. - To build: GCC, CMake, Ninja, Python 3, glslang, SDL3, Vulkan headers and the libraries in
shell.nix. With Nix everything comes fromshell.nixautomatically.
git clone --recursive <this repository> bbport && cd bbport
bash build.sh # builds out/bb-probe and out/gpu/libbbgpu.so
BB_GAME_DIR=/path/to/CUSA03173 bash run.shor the launcher (pick the game folder, settings, Start):
bash launcher/bb-launcher.sh # launcher/install-desktop.sh adds it to the app menuBy default the game folder is expected next to the repository (../CUSA03173). Saves and the
shader cache go to user/ (the launcher lets you choose another folder); settings to
bbport.ini. A gamepad is used through SDL3; there is a keyboard fallback.
Resolution and preset changes: for outputs other than 1080p (720p on the Steam Deck,
1440p, 4K) the whole game renders at the preset's resolution, set by a patch at start — the
fastest path. Changing the output or the preset in the in-game menu then needs Apply and
restart the game. The Live resolution changes setting (launcher, in-game menu,
bbport.ini live_resolution=0|1|auto; off by default) instead keeps the game at
1080p internally and scales its render targets at run time, so 720p/1080p/1440p/4K and the
presets switch without a restart. It costs more: the game then believes it renders 1080p
and draws more (e.g. ~8× more small lights), and some targets are copied between sizes —
use it on strong desktop GPUs only (auto turns it on for discrete GPUs with 8+ GB that are
not pre-Turing NVIDIA). 1080p output and TAA always use the live path.
TAA: a separate native-resolution temporal AA mode in the launcher and overlay, switchable live without an FSR model. The saved FSR preset is restored when returning to FSR. FSR Native AA adds reconstruction on top of full-resolution rendering and can be slower than disabling AA. TAA also adds work compared with no temporal AA. The RCAS switch and the 0–2 sharpness control also work with TAA. Sharpening runs after temporal accumulation and leaves its history and HUD unchanged.
Mods: the launcher accepts separate loose-file mod folders (with dvdroot_ps4/, an extra
wrapper folder, or the game folders such as chr/ directly; file name case does not matter),
with enable switches and load order. A sibling CUSA03173-mods/ overlay also works.
The original game is preserved; later mods override conflicting files.
Third-party patches: shadPS4-format XML patch files in the data directory's patches/,
switched on and off in the launcher. See mods and patches.
Launcher language: Russian or English (follows the system language by default).
Free camera and game debug menu (v1.09): enable the corresponding switches in the
launcher or in-game menu and restart. Free camera uses Lance McDonald's
GoldHEN patch:
hold Cross and press L3 to cycle modes (keyboard: hold Space and press Z). It needs no fonts
and conflicts with Enemy Control.
For the game debug menu, install DbgFont14h.ccm and DbgFont14h.tpf from
Debug Menu and XML Patch into the game's
dvdroot_ps4/font/ first. Startup rejects missing or empty font files instead of launching
the unsafe patch. Open it with the left touchpad / Tab; Backspace is the right touchpad.
Touch coordinates are forwarded from SDL gamepads; Back/Select emulates a left click on
pads without a touch surface. The port's settings menu remains Insert / L3+R3.
GPU occlusion queries still use synthetic pixel counters (PixelPipeStatDump), and
IT_SET_PREDICATION is unimplemented. Free camera allows visual investigation; it does
not implement GPU occlusion culling.
Upscaler assets (not included; FSR 3.1 needs none):
bash tools/fetch_fsr4_assets.sh # FSR 4 v07 (MIT, built from AMD's source by Q2RTX)
# FSR 4.1.1, from your own AMD DLLs (e.g. OptiScaler's FSR4_LATEST), needs Proton (GE-Proton):
bash tools/fsr4cap/build_assets.sh <amd_fidelityfx_upscaler_dx12.dll> <amd_fidelityfx_loader_dx12.dll>AppImage (Steam Deck): bash build.sh && bash packaging/appimage.sh →
dist/Bloodborne-bbport-x86_64.AppImage; data in ~/.local/share/bbport, --play starts the
game without the launcher window (Game Mode). FSR 4.1.1 models are not packaged: build them
(see above) into ~/.local/share/bbport/fsr4_411 (BB_PACKAGE_FSR411=1 bundles a local
fsr4_411 into an AppImage for your own devices). On the Steam Deck pick the 1280×720 output (the
game is 16:9; on the 1280×800 screen it gets thin bars).
Adding the AppImage to Steam (Add a Non-Steam Game) needs no options; the compatibility tool does not matter. (Steam preloads its overlay into every non-Steam game; the AppImage removes it before its own programs start, so the Steam overlay is not shown in the game.) Where Steam runs games without FUSE (NixOS: Steam's FHS sandbox; the AppImage then exits with Cannot mount AppImage), set the launch options to
TMPDIR=$HOME/.cache APPIMAGE_EXTRACT_AND_RUN=1 NO_CLEANUP=1 %command%
The AppImage then unpacks itself (~2 GB, ~/.cache/appimage_extracted_*) on the first start
(~10 s) and reuses that copy afterwards; a new AppImage version gets a new copy, the old one can
be deleted. Without TMPDIR it would unpack into Steam's /tmp, which is in RAM there. Add
--play after %command% to skip the launcher.
NVIDIA in the AppImage: startup discovers the host's installed 64-bit NVIDIA Vulkan ICD
and exposes its vendor libraries alongside the bundled AMD/Intel drivers. This keeps the
NVIDIA userspace driver matched to the host kernel module. Standard Linux distributions keep
these libraries under /usr/lib*; on NixOS the AppImage's internal /nix/store may hide them.
In that case copy the NVIDIA libraries into an accessible directory and set
BB_NVIDIA_LIB_DIR=/path/to/libraries (the NVIDIA manifest must also be accessible).
Explicit VK_DRIVER_FILES/VK_ICD_FILENAMES overrides are preserved. Diagnose drivers inside
the package with:
./Bloodborne-bbport-x86_64.AppImage --vulkan-info 2>&1 | tee bbport-vulkan.logA user reported successful startup with FSR 3 on a GTX 1060 6GB (Fedora 44, NVIDIA 580.178.04); selecting FSR 4 caused a black window. Use FSR 3 on this configuration.
MangoHud is bundled in the AppImage; enable its checkbox in the launcher.
When running from source, install MangoHud separately. A diagnostic launch with
VK_LOADER_LAYERS_DISABLE=~implicit~ also disables MangoHud.
Useful variables: BB_FRAME_STATS=1 (frame statistics), BB_GPU_PROFILE=1 (GPU time per
pass), BB_FSR4_PROFILE=1 (GPU time per FSR 4 pass), BB_UPSCALER=taa|fsr3|fsr4|fsr411|off|none,
BB_FRAMES_AHEAD=N (how many frames the GPU command thread may run ahead of the GPU; 1 by default,
0 = unbounded), BB_PRESENT_THREAD=0 (present on the vblank thread, as before),
BB_LIVE_RES=1 (live resolution changes instead of the startup patch for outputs other than 1080p),
BB_PAD_RECORD=file / BB_PAD_REPLAY=file (record a route with F9, replay it in scripted tests),
BB_GC_BUDGET_MB=N (texture cache budget, as on integrated GPUs), BB_PRESENT_DUMP_TRIGGER=file
with BB_PRESENT_DUMP_COUNT=N (dump N consecutive presented frames).
More in docs/; recent changes: docs/CHANGES_2026-10-02.md,
docs/CHANGES_2026-10-03.md.
| Path | Contents |
|---|---|
src/ |
Loader (probe.c) and the HLE runtime |
scripts/ |
Offline preparation of the game image, module linking, patch compiler |
gpu/ |
Renderer library: vendored shadPS4 video core with this port's changes (gpu/VENDOR.txt), shims, ImGui menu, FSR 4.1.1 runtime (gpu/shadps4/video_core/renderer_vulkan/fsr411) |
launcher/, packaging/ |
GTK4 launcher; Nix package and AppImage |
patches/ |
Community patches for Bloodborne |
tools/ |
Developer tools: scripted runs, A/B toggles, FSR benchmark helpers, FSR 4 shader rewrites, fsr4cap (FSR 4.1.1 recording/extraction) |
tests/ |
Loader, runtime, patch and renderer tests |
docs/ |
Design notes and measurements (upscaler, parallel GPU, motion vectors, roadmap) |
Tests: bash build.sh --test, python3 -m unittest discover -s tests, and
ninja -C out/gpu motion-history-test ui-composition-test scene-resolution-test motion-shader-test.
- More CPU parallelism in GPU command processing (split the draw-recording stage further), scaling to all hardware threads — most important for the Steam Deck.
- Async compute for the upscaler (the frame is GPU-bound at 4K).
- XeSS (super resolution) and XeFG frame generation through a Wine helper sharing Vulkan
memory (a memory-bridge prototype is in
tools/bridge_helper); DLSS for NVIDIA users; inputs exposed so that OptiScaler-style mapping works. - Frame generation (FSR 3.1 FG first), reactive and transparency masks for particles and fog.
- Fix the races in AMD's FSR 4.1.1 shaders at output widths that are not multiples of 64 (e.g. 1600×900), as already done for the left-edge race in FSR 4 v07 at 1080p.
- Steam Deck validation of the AppImage; HDR output.
bbport is licensed under the GNU GPL v2 or later (LICENSE) — it contains code
from shadPS4 (GPL-2.0-or-later). Third-party components keep their licenses:
shadPS4 video core and shader recompiler (GPL-2.0+),
sirit, half,
FSR-Vulkan by FireBurn (MIT; FSR 3.1 on Vulkan and the
FSR 4 v07 provider), AMD FidelityFX SDK (MIT), LibAtrac9
(MIT), Dear ImGui (MIT), DejaVu fonts,
dxil-spirv (MIT, used to build the
FSR 4.1.1 assets). Game patches by Kyo, Lance McDonald, auser1337, illusion, emoose and other
community members (patches/Bloodborne.xml). AMD's FSR 4 DLLs and model data are not
distributed here.