Bloodborne · bloodborne pc (AwesomeObserver)
Bloodborne
OrigenPlayStation 4
TecnologíaRecompilación Estática (C/C++ nativo)
Disponible paraWindows
Ver proyecto oficialSobre el proyecto
Fork experimental de Supermedo/ bbport para Windows. Añade cámara con ratón Raw Input, reasignación de controles y modelos DLSS; la generación de fotogramas es experimental. Ejecuta binario x86-64 original, NO recompilación estática.
9 versiones de Bloodborne
Estás viendo: bloodborne pc (AwesomeObserver)
bloodborne pc (AwesomeObserver)github.com/AwesomeObserver/bloodborne_pc
Bloodbornegithub.com/Awakenchan/LanternEngine
bbportgithub.com/deadinside28/bloodborne_pc
Bloodborne (bbhost)github.com/droogie/bbhost
Bloodborne (bloodborne_pc_windows_port)github.com/Mrsuss60/bloodborne_pc_windows_port
Bloodborne (macOS)github.com/Wooloomooloo2/bloodborne_mac_port
Bloodborne Androidgithub.com/ducvd89/Bloodborne-Android
Bloodborne Decompilationgithub.com/Yharnam-Hunters/Paleblood
Bloodborne for Windows (Supermedo)github.com/Supermedo/bloodborne_pcInformación oficial del proyecto
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. |
| 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.
Quick start
Platform: Windows 10 (1903+) or Windows 11, 64-bit, with a Vulkan 1.3 runtime and an up-to-date graphics driver.
- Download a Windows archive from Releases and extract it.
- Open
Bloodborne.exe. - On Game & effects, select your game folder containing
eboot.bin. - 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 →
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.
- 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 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
- DLSS presets, sharpening and frame generation
- Raw mouse camera and validation
- Windows 0.4 migration and validation
- Windows crash analysis
- October 8 gameplay crash investigation
- Vulkan command-data crash and missing dump fix
- Respawn loading fix and timing capture
- Windows performance audit, optimizations and measurements
- Official RTX Remix SDK backend and integration status
Credits & license
Licensed under GNU GPL v2 or later. Third-party components retain their
own licenses; packaged builds include a licenses\ directory.
- Rendering: shadPS4, sirit, Vulkan Memory Allocator.
- Upscaling: FSR-Vulkan, AMD FidelityFX SDK, FSR 4 assets from FireBurn/Q2RTX, NVIDIA DLSS SDK, and DLSS bridge work adapted from IFreemz/shadPS4-Bloodborne-DLSS-FSR.
- Runtime and interface: SDL3, FFmpeg, LibAtrac9, Dear ImGui, magic_enum, miniz, xbyak.
- Build and packaging: MSYS2, LLVM, PyInstaller, Pillow.
- 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.
</details>This project is not affiliated with Sony Interactive Entertainment or FromSoftware.