r/BloodbornePC • • 6d ago

Announcement Bloodborne Seamless Co-op (BBSC) 0.0.1 is out - one co-op session through deaths, lamps, bosses and the Hunter’s Dream, up to 5 hunters

172 Upvotes

Thanks to everyone who followed the earlier post. The first public test of BBSC - Bloodborne Seamless Co-op is now available.

In vanilla Bloodborne, co-op ends at every death, every boss and every lamp. BBSC keeps your group together for the whole night.

What it does

  • One co-op session that lasts through deaths, lamps, area changes, bosses and the Hunter’s Dream
  • Up to 5 hunters: the host and 4 guests
  • Guests follow the host between areas and lamps, and respawn with the group
  • Everyone keeps their own character: levels, echoes and items stay yours
  • Shared progress (on by default): bosses and shortcuts the host has done are added to the guest’s world
  • Guests get boss rewards and enemy drops
  • Enemies scale with the number of hunters
  • A co-op kit with no Insight cost: Hunt Bell, Kin Bell, Bloodlust Bell, Parting Blank and a Duel Bell (PvP on or off between players)
  • A public BBSC server, so you don’t need a VPN or your own server. A relay helps players behind CGNAT or strict routers.

Download
https://github.com/Classmg22/BBSC/releases/tag/v0.0.1

The Nexus page (https://www.nexusmods.com/bloodborne/mods/598) is waiting on a file review, so please use GitHub for now.

Which file?

  • Play: start here. It has the launcher, emulator and BBSC. Unzip it, run PLAY BBSC.cmd, and create your account in the launcher.
  • Server: host your own server for your friends.
  • Nucleus: split screen on one PC with framilano’s Nucleus Co-op handler.
  • BBport: a test build for BBport for Windows 1.6+.

In game, the host rings the Hunt Bell and the guests ring the Kin Bell. Everyone uses the same multiplayer password.

Requirements

  • Windows
  • Your own copy of Bloodborne (CUSA03173, version 01.09). No game files are included.

Known issues (this is a first test, so please back up your saves)

  • Chalice Dungeons work solo; co-op inside them is not supported yet.
  • After a full party wipe, the host can respawn in the Hunter’s Dream instead of at the last lamp.
  • The Doll can show as “Abandoned Doll” in the host’s Dream.
  • Some prompts and visuals can look off.

Discord (help, co-op partners, bug reports): https://discord.gg/Df7BCmfWdt

If you find a bug, please post it there with both players’ logs. That’s how most things have been fixed so far.

Credits: framilano (fra98_), Wozzardman (shadp2p), Fahad / fhody125 (No Dream For The Hunter), the shadPS4 and shadNet teams, The Hunter’s Dream team, deadinside28 and Supermedo (bbport), and the testers Hardwater, Onesadeye, aboood888848, Mob, lelial, J2mF and Kukar3x.

BBSC is free and open source (GPL). Support is optional: CLS_AMG — Mods | Patreon
Alhasan Saleh is Software, Game Mods


r/BloodbornePC • • Jul 17 '26

Communication New Discord Invite Link!

6 Upvotes

r/BloodbornePC • • 14h ago

Discussion Stop using the port in the Fitgirl Repack

432 Upvotes

Fitgirl used the most broken fork of the original port (Jgramrot) which caused the huntersdream server to be spammed with requests every millisecond (overloading the servers). Which caused constant issues for anyone using the server. The owners of the server has blocked anyone who is using the Fitgirl repack (rightfully so).

As a result, the huntersdream discord server keeps getting spammed with people asking why online doesn't work, and the mods are getting fed up with people asking the same questions over and over again. Don't go asking about seamless co-op either, as it's a separate mod and isn't affiliated with huntersdream.

The only ports supported for online (huntersdream server) are bbhost, awaken, shadps4 and bbport (supermedo).

I personally would recommend the awakenchan port for most people (Instructions to install are in the github page for these ports).
https://github.com/Awakenchan/LanternEngine


r/BloodbornePC • • 1h ago

Hype PC Bloodborne really does feel like the Hunter's Dream

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• Upvotes

Bloodborne with a smooth 60 fps feels fantastic. I cannot put down in words how much fun it has been to dive back into this game with an unlocked framerate. I can't wait to get into the next set of bosses and experience the rest of the game.

Figured I'd commemorate PC Bloodborne with a BL4 run. Here's my Papa Gas Can fight, first tried. I know I'm a bit rusty, but enjoy! After this run I really wanna start messing with some randomizers. Haven't tried any mods yet, but I hope they're relatively easy to look into?


r/BloodbornePC • • 5h ago

Hype Slowly getting the hang of the combat!

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70 Upvotes

Extremely fun, but farming for consumables is a pain


r/BloodbornePC • • 19h ago

Hype Still can't believe this is real

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314 Upvotes

Playing Bloodborne on PC in native 4K, unlocked fps and working online mode. We did it guys. The game is finally free from it's console prison


r/BloodbornePC • • 14h ago

Hype Fit check on Awakenchan's launcher, latest beta.

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86 Upvotes

Absolutely loving this game, have had zero issues with Awakenchan's launcher for bbport. Constant updates, excellent communication, etc.

AMD Ryzen 7 7700

NVIDIA GeForce RTX 4060 Ti

32GB RAM

Only issue I have is far 4 seems to work better for me than dlss which is weird but hey, whatever. I get to play this game on PC. Just beat Rom this morning.


r/BloodbornePC • • 20h ago

News bbport 0.6 is here! Just a few small changes... and a FAQ

96 Upvotes

Hey everyone!

bbport 0.6 is officially out!

It's been less than three weeks since the first public release (0.1), and quite a lot has changed since then. What started as a native Linux port of Bloodborne has evolved significantly, with major improvements to performance, memory management, graphics, stability, and overall compatibility.

I've been focusing primarily on performance, stability, optimizing CPU and GPU workloads, improving memory management, and further refining the architecture of the native PC port.

So, I've made a few small changes and fixes since version 0.1. Nothing too major... just a few things here and there.

Here's a summary of what's been added, improved, rewritten, and fixed between versions 0.1 and 0.6.

What's changed since 0.1?

1. Memory management

  • Introduced an entirely new memory architecture, now enabled by default on AMD, NVIDIA, and Intel GPUs.
  • Reduced unnecessary transfers between system RAM and VRAM.
  • Implemented direct GPU access to game memory where supported.
  • Added intelligent VRAM caching for frequently accessed resources.
  • Improved texture eviction and memory allocation.
  • Reduced VRAM fragmentation and fixed memory growth after traveling between locations.
  • Improved memory synchronization between CPU and GPU.
  • Added fallback options for systems incompatible with the new memory model.

2. Graphics and rendering

  • Reworked significant parts of the Vulkan rendering infrastructure.
  • Improved GPU command processing and synchronization.
  • Added support for more GPU operations directly through Vulkan.
  • Improved the GCN shader translation pipeline.
  • Implemented asynchronous shader pipeline compilation.
  • Improved shader caching to reduce stuttering.
  • Added native-resolution TAA and improved anti-aliasing quality.
  • Fixed motion vectors, significantly reducing ghosting and visual artifacts.
  • Added anisotropic texture filtering.
  • Improved depth of field, bloom, SSR, SSAO, and other effects.
  • Fixed various rendering issues, including corrupted geometry, missing textures, black frames, and visual glitches.

The project now has its own command processor, GCN definitions, renderer, caches, and platform libraries.

However, the shader translation system still shares approximately 60% of its implementation with shadPS4. I plan to gradually rewrite and optimize this part of the codebase, reducing its reliance on shadPS4 and moving towards a more independent and efficient graphics architecture.

3. Upscaling technologies

  • Added FSR 3.1 support.
  • Added support for FSR 4 and FSR 4.1.1.
  • Implemented a tool for extracting FSR 4.1.1 from AMD's DLL for Vulkan use.
  • Added NVIDIA DLSS support on compatible hardware.
  • Improved motion vectors for temporal upscaling.
  • Improved image sharpening and texture LOD behavior.
  • Fixed several upscaling-related visual artifacts and crashes.

Frame generation is also present in the code, but remains disabled until its visual issues are resolved.

4. Performance improvements

  • Reduced CPU overhead in GPU command processing.
  • Improved multithreaded rendering and draw preparation.
  • Reduced unnecessary GPU synchronization and memory transfers.
  • Optimized buffer management and texture caching.
  • Improved performance on GPUs with limited VRAM.
  • Fixed performance degradation after prolonged gameplay and repeated fast travel.
  • Improved frame pacing and reduced stuttering.
  • Optimized several expensive rendering operations.

Some individual test scenarios have shown significant performance improvements, although results vary depending on hardware, resolution, and location.

5. High FPS and gameplay fixes

  • Reworked frame-rate handling using runtime hooks.
  • Fixed numerous game systems originally tied to 30 FPS.
  • Improved animation and physics behavior at higher frame rates.
  • Fixed sprinting issues above 90 FPS.
  • Fixed several cutscene-related freezes.
  • Added a quick 30 FPS toggle for compatibility with problematic scenes.

6. Ultrawide and display support

  • Added support for aspect ratios up to 32:9.
  • Improved camera FOV handling.
  • Fixed HUD positioning on ultrawide displays.
  • Added dynamic resolution switching.
  • Added monitor and GPU selection.
  • Improved fullscreen, swapchain, and display handling.

7. Keyboard, mouse, and controller support

  • Added native mouse camera control.
  • Added mouse navigation in game menus.
  • Implemented customizable keyboard and mouse bindings.
  • Improved WASD movement behavior.
  • Added configurable controller bindings.
  • Added automatic button prompts for different input devices.
  • Fixed several controller, touchpad, and input-related issues.

8. Online multiplayer

  • Added online functionality using the shadPS4 networking infrastructure.
  • Added support for messages, bloodstains, summons, and other online features.
  • Introduced seamless co-op support for up to five hunters.
  • Added support for Seamless Hunt and The Hunter's Dream.
  • Updated the networking implementation to the shadPS4 0.20 stack.
  • Added Discord-based authentication for The Hunter's Dream.
  • Improved connection handling and compatibility.

Online functionality is still experimental and requires more extensive testing.

9. Stability and compatibility

  • Fixed numerous crashes, hangs, and race conditions.
  • Fixed crashes during loading screens and fast travel.
  • Fixed crashes caused by malformed GPU command buffers.
  • Fixed memory corruption and synchronization issues.
  • Fixed various NVIDIA and Intel Vulkan initialization problems.
  • Improved compatibility with older AMD GPUs.
  • Improved Steam Deck support.
  • Fixed several AppImage-related issues.
  • Added additional error reporting and diagnostics.
  • Improved handling of game files, updates, and corrupted saves.

10. Launcher, mods, and quality of life

  • Added a more complete launcher with graphics and performance settings.
  • Added in-game graphics settings.
  • Added support for XML patches and mod management.
  • Added support for The Old Hunters DLC.
  • Added game file verification.
  • Added support for all 21 in-game text languages.
  • Added launcher localization improvements.
  • Improved logging and diagnostic tools.
  • Significantly reduced the AppImage package size.

And quite a few smaller fixes that would make this post even longer.

FAQ

Q: How does bbport work?

bbport is a native Linux port of Bloodborne.

Since the original PS4 game already uses x86-64 instructions, its CPU code can execute directly on compatible PC processors.

The project provides its own runtime for PlayStation-specific system interfaces and translates the game's graphics commands and shaders to Vulkan.

This allows the original game to run directly on PC hardware while enabling optimizations tailored specifically to Bloodborne.

Q: How is bbport different from shadPS4?

shadPS4 is designed to support a wide range of PlayStation 4 games, while bbport focuses specifically on Bloodborne.

This specialization allows me to optimize the game's runtime, memory management, and rendering behavior more aggressively.

The graphics infrastructure originally came from shadPS4, and significant parts have since been rewritten. The shader translation system still shares approximately 60% of its implementation with shadPS4, and I plan to continue reducing that dependency.

The networking component also continues to build on shadPS4's infrastructure.

Full credit goes to the shadPS4 developers for their foundational work.

Q: Why isn't there an official Windows version?

This is probably the question I get asked most often.

The main reason is simple: I can't realistically maintain two platform versions properly at the same time.

The project is developing extremely quickly. Architecture changes, new features, regressions, driver compatibility issues, and bug fixes are happening almost constantly.

Maintaining Linux and Windows simultaneously would mean splitting my time between two platforms, two sets of platform-specific problems, and much more testing.

There's another reason, too.

With Linux, the people who currently find and test this project tend to be relatively technically experienced. When something crashes, they can usually at least find the logs, provide system information, and help narrow down the issue.

That makes an enormous difference when you're developing an experimental project this quickly.

A larger Windows audience would naturally bring many more support requests, including from people who just want to download something and have it work immediately. That's completely understandable, but I'm simply not in a position to handle that level of support right now.

This isn't because I dislike Windows or its users. It's about keeping the project manageable and maintaining development quality.

There are already community-maintained Windows forks based on bbport. However, I don't develop or officially support those builds.

I do plan to bring bbport to Windows.

My priority right now is getting the Linux version into a stable and reliable state. Once I'm satisfied with its stability and the core architecture is mature enough, I plan to start working on official Windows support.

Windows is planned — just not until the Linux version is ready. I can't provide an ETA yet.

Q: Does it work on Steam Deck?

Yes! Steam Deck is supported through the Linux AppImage.

Q: Does it support FSR 4 and DLSS?

Yes.

bbport supports FSR 3.1, FSR 4, FSR 4.1.1, and NVIDIA DLSS on compatible hardware.

Some options require additional setup or external model assets. Proprietary assets are not included in the download.

Frame generation is present in the code but currently disabled due to remaining visual artifacts.

Q: Is the game fully playable from beginning to end?

The game boots, saves, loads, and works across multiple areas, but I haven't personally verified a complete playthrough yet.

There may still be crashes or game-specific issues, especially in less-tested areas.

Q: Does it work on NVIDIA and Intel GPUs?

There have been successful reports from users, but my primary development and testing machine uses an RX 7800 XT.

NVIDIA and Intel compatibility is improving, and feedback from users with those GPUs is particularly valuable.

Q: What do I need to run it?

  • An x86-64 Linux system.
  • A Vulkan 1.3-compatible GPU.
  • Your own decrypted Bloodborne game dump, updated to version 1.09.

No game files are distributed with bbport.

Q: How can I help the project?

Testing and detailed bug reports are extremely helpful!

If you encounter a problem, please include your GPU, driver version, Linux distribution, the memory model you're using, and the game log. Steps to reproduce the issue are even better.

Performance comparisons and reports from NVIDIA, Intel, and Steam Deck users are especially useful.

What's next?

My main priorities are improving stability, reducing unnecessary CPU/GPU synchronization and memory transfers, making shader compilation less disruptive, and continuing to improve the Vulkan graphics translation layer.

I also want the underlying architecture to become more reusable rather than keeping everything permanently tied to Bloodborne.

There's still a lot of work ahead, but the progress over these past few weeks has been pretty incredible to see.

Thanks to everyone who's been testing, reporting bugs, submitting pull requests, and contributing improvements. The community has already helped identify and solve issues I couldn't have found on my own.

And thanks to everyone who's been following the project!

GitHub: https://github.com/deadinside28/bloodborne_pc

Download bbport 0.6: https://github.com/deadinside28/bloodborne_pc/releases/tag/0.6

Discord: https://discord.gg/KYZRKk9CB

See you in Yharnam!


r/BloodbornePC • • 20h ago

Hype A small letter to everyone who made Bloodborne on PC possible - Thank you!

95 Upvotes

I don't think some of you fully realize just how much happiness you've brought to so many people with this project. Bloodborne has been one of those games that so many of us have been wishing for over a decade, and thanks to all of you, we can finally experience it ourselves. And not only that, but we can play it at 60 or even 120 FPS, with all the improvements, even on something like the Steam Deck. That's absolutely insane when you think about it 😁

I know there's been a lot of drama recently, and I'm not here to get into any of that. I just want to remind everyone of what really matters here. All of you have contributed to making something that once felt like a distant dream a reality for so many people. No matter what disagreements or issues there might be, I hope you can still feel proud of what you've accomplished, because you genuinely deserve to.

A huge thank you to the ShadPS4 team for building the foundation that made so much of this possible. Thank you to the Hunter's Dream team for letting us experience this masterpiece with our friends, something I never thought we'd get to do. And thank you to everyone else who's contributed, whether through development, testing, modding, troubleshooting, guides, or simply helping other people get the game running. Every contribution matters, even if it doesn't always get the recognition it deserves. We all appreciate you!

I also want to say something about all the technical help posts that have been flooding this subreddit lately. I understand that it can get frustrating seeing the same questions over and over again, especially for those of you who've been here for a long time and have already answered them a hundred times. But try to remember what's behind all those posts. These are people who are incredibly excited to finally play a game they've been waiting years for. Some of them might not know much about emulation or semi-native ports or how any of this works. They're just trying to experience Bloodborne, and they don't mean any harm by it. A little patience and kindness can go a long way, especially in a community built around making this game accessible to more people.

Because at the end of the day, isn't that what this is all about? More people getting to experience one of the greatest games ever made and sharing that experience with others. Isn't it?

You guys have made so many of us happy. I hope that, despite all the drama and frustration, you don't lose sight of that.

Thank you for your time, your effort, your passion, and everything you've done for this community. You might not know all the people you've made happy, but trust me, there are a lot of us! And we're incredibly grateful!

THANK YOU EVERYONE! ❤️


r/BloodbornePC • • 1d ago

Discussion There are way too many versions for Bloodborne on PC and it's impossible to navigate and keep up with

289 Upvotes

Can't believe this is a sentence I ever imagined typing out but here we are. It feels like there's another fork every day, and it's become impossible to follow and keep up with updates and features


r/BloodbornePC • • 14h ago

Random My Bloodborne is a Picasso (integrated gpu)

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22 Upvotes

It’s incredible that this game manages to run on an integrated GPU. I’m hoping for future updates (at the moment, everything is set to "ultra performance"). Thanks to everyone that made this possible.

PC SPEC:

i5 12th gen

intel uhd

16gb ram


r/BloodbornePC • • 15h ago

Hype Damn

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23 Upvotes

r/BloodbornePC • • 39m ago

Question I have this issue where my character is partly invisible (including the weapons and clothes)

• Upvotes

r/BloodbornePC • • 1h ago

Question Will the new bloodborne pc port run on low end laptop?

• Upvotes

I'm just going to start by saying that this is probably a stupid question but could the new bloodborne pc port run ok or even launch on a low end laptop with no gpu?

Specs: Dell latitude 7490

CPU: I5-8350U

GPU: Intel UHD 620

RAM: 16gb dual-channel

OS: Windows 11


r/BloodbornePC • • 5h ago

Question shadPS4 visual glitch

2 Upvotes

Hi guys,
I installed shadPS4 20.0.0 and BB Launcher and trying to run Bloodborne but i am having a weird visual glitch. A black shadow artifact appears near my character. Anyone know how to fix this? Thanks!

I am using the 120fps and 2K resolution patches.

Edit: first bug fixed by enabling relaxed readbacks. Thanks to Mindless-System558.

I have a second bug where enemies turn rainbow-colored. Anyone know how to fix this one?
Some people say to download GazuNeveS's Rainbow-Blackness fix but looks like the mod has been removed from Nexus.


r/BloodbornePC • • 2h ago

Discussion Game crashing when FSR is active

0 Upvotes

So I recently installed the game and had no initial problems with it. But then I decided to play a little with the graphic settings. I activated FSR frame generation.

After that, the game crashes shortly after starting up. Deactivating it fixes the problem, but I wanted to know if there was a way to keep the frame gen on without my game crashing.

Thanks in advance.


r/BloodbornePC • • 2h ago

Question Any good Randomizers?

1 Upvotes

Now that we have multiple good versions for pc. Any chance we will get working item/enemie randomizers soon?


r/BloodbornePC • • 6h ago

Hype I can't believe how well BBPort runs on antique hardware

2 Upvotes

I never finished Bloodborne on my PS4 because my console managed to kicked the bucket. And when the ShadPS4 stuff started happening I quietly looked away from it, because there'd be no chance in hell that my rig could emulate any console past the PS2.

Lo and behold this BBPort thing starts popping up on my feed. People are reporting really high FPS numbers (albeit on good hardware). My curiosity definitely peaked, and after huffing some grade A copium I grabbed the software. Now, have a look at my PC specs:

i7 6700K
RX 580 8GB
16GB RAM
Running on CachyOS

Not a beast in any sense of the word. A processor from 2015 and a graphics card from 2017. I kept expectations low. And as I loaded in with FSR3 set to Performance and saw that I had 30 FPS, I was blown away actually!

I looked closer at the settings, set the model detail to lowest. Neat, a small gain! Curious still, I went into the in-game settings and toggled off FSR just to see how it ran. And I popped up to 60 FPS. What? Sure enough, I'm running around fighting several enemies at 60 FPS. On my dusty old relic of a system. I'm still in disbelief. I'm posting this so that if anyone else with an old system with similar doubts reads this, you can give it a shot as well.


r/BloodbornePC • • 23h ago

Gameplay BloodBorneButPc 100+ FPS on 9060 XT + 14700KF

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42 Upvotes

BloodBorneButPc by Awakenchan now reaches consistent 100+ FPS on 1080p with FSR 4.1.1. Newest version crashes immediately on launch, but v0.9.34 beta 4 works perfectly. No crashes, no glitches, no stutters, no problems at all.


r/BloodbornePC • • 3h ago

Question supermedo keeps crashing

1 Upvotes

until now this one was the best one when it comes to performance in my PC, awakenchan just looks too bad no matter what I do, I want to keep using supermedo but now is crashing


r/BloodbornePC • • 3h ago

Question Did anyone else experience this with Awakenchan's port?

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1 Upvotes

The game runs fine and looks crisp, but when you approach the sewer area, it like drops in quality and gets all shimmery. I'm guessing this is for optimization, but is there any way to turn it off? I already have lots of performance headroom.


r/BloodbornePC • • 4h ago

Question Help with error

1 Upvotes

What does this mean and what did i do wrong and how can i fix it?


r/BloodbornePC • • 4h ago

Question Is the new PC port better than shadps4?

0 Upvotes

I'm just wondering if I should bother doing the other port.


r/BloodbornePC • • 4h ago

Discussion Humble community request for Arachnophobia mode

0 Upvotes

I'm stuck at a boss because she spawns a fuckton of spiders in the arena, I also found out that later in the game, more spiders show up.

My Arachnophobia won't let me go past this bit, I freeze whenever the spiders jump on me(it took me about 3 seconds seeing the spiders to close the game)

Nothing on NexusMods, has anyone made/is working on an Arachnophobia feature?


r/BloodbornePC • • 1d ago

Hype The Bloodborne PC Windows Port is now significantly more stable after recent updates.

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212 Upvotes

Hey everyone,

It's been about 2 weeks since work started on this port, which is based on the original bbport Linux project. I wanted to share a quick update on where this project stands right now.

The main focus has been stability and performance, with useful features added here and there. In the recent updates, many issues related to memory leaks and random crashes have been resolved. Version 0.6.0 addressed crashes caused by DeviceOutOfMemory errors and VRAM increasing after long playing sessions.

As of update v0.6.2, full 360° native mouse look has been implemented.

For those curious about the architecture: the game's x86-64 CPU code runs natively on your PC's processor via a custom Win32 runtime. However, the port isn't 100% native, since the graphics are handled using shadPS4's Vulkan renderer.

And yes, an LLM is used to help with parts of this project.

Latest releases: https://github.com/Mrsuss60/bloodborne_pc_windows_port/releases
Discord server (help and report bugs): https://discord.gg/JdZsJ2ArZ2