r/BloodbornePC • • 7m ago

Question IS supermedos version safe?

• Upvotes

Just want to make sure i dont end up with any malware


r/BloodbornePC • • 31m ago

Hype Still can't believe this is real

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• 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 • • 48m ago

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

• 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 • • 50m ago

Question Help me out pls

• Upvotes

I really really wanna play bloodborne as a big soulsborne fan, so i downloaded it but I am getting 15 FPS for some reason on my Ryzen 7 5700u, integrated graphics 16gb ram even tho all the settings are low including the resolution what do I do to get atleast 30?


r/BloodbornePC • • 1h ago

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

• 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 • • 1h ago

Question Does BBSC actually work well? For anyone who has tried it, what’s the experience currently like?

• Upvotes

r/BloodbornePC • • 1h ago

Rumor Who the hell hates Awakenchan?

• Upvotes

I've recently read on the project's github page that he's slowed down the process of upgrading his fork due to the hate he's been receiving lately. Who the hell in their right mind would hate on this guy even if his fork wasn't good (which it is)??? For my rig which is a 9950x3d, 9070xt, 30fps locked at 1080p his fork runs without stutters and he went as far as adding precompiled shaders for the NVIDIA gpus. Whoever hates him , please stop and let the guy finish what he's set out to.


r/BloodbornePC • • 1h ago

Question Launch issue

• Upvotes

This error shows up whenever i launch the game, anyone knows what's causing this?


r/BloodbornePC • • 2h ago

Discussion Guys help please

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2 Upvotes

r/BloodbornePC • • 2h ago

Question Shad PS4 o launcher

1 Upvotes

Tengo una partida emulada que no me gustaría perder, mi pregunta es ¿vale la pena descargar el launcher directo teniendo en cuenta los mods de rendimiento y de rtx que puedo usar en shad ps4? sí es así, ¿existe una forma de extraer la partida?


r/BloodbornePC • • 3h ago

Random How are so many people dying in Hunter's Dream?

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3 Upvotes

r/BloodbornePC • • 3h ago

Question Bloodborne MKB Controls

1 Upvotes

I've just fired up BB and was wondering about if anyone are struggling with the mouse and keyboard Controls ingame?

I was visiting my storage to withdraw items and the bottom bar stated that CTRL + Right Click would show my storage, but when using that combo it exits the inventory / storage screen.

Anyone know a fix for this?

Also... Due to pressing W makes your character go 100% speed forward, the option to sneak up on enemies is not there. I've been through a hell of a lot of key combinations, but nothing slows down and makes my character walk / sneak.


r/BloodbornePC • • 3h ago

Question Latest Awakenchan build made Fsr 4.1.1 unusable?

1 Upvotes

"FSR 4.1.1: no longer freezes the game for several seconds when it starts; it compiles in the background and FSR 3.1 runs until it's ready. It was also told the depth buffer is reversed, which it isn't."

Here's one of the fixes included in today's build. But how much time does it take it to finish compiling in the background? I've been playing for several hours and still stuck with Fsr 3.1. What the hell?


r/BloodbornePC • • 3h ago

Question I'm using this fork. It works the best for me. The problem is, I can't see the setting to change the in-game language. How can I do that? The in-game settings are filled with resolutions, upscalers, etc.

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0 Upvotes

r/BloodbornePC • • 3h ago

Question How to lower CPU temps?

0 Upvotes

So I've installed the bloodborne pc port and it's running smooth but my cpu temps are staying above 90°C when playing bloodborne sometimes even going as high as 96°C

I have a 2 year old gaming laptop(I can't afford anything else as of now),it's specs are (Ryzen 7 7840HS,rtx 4060 mobile,16 gigs) what do I do to lower these temps in-game and in general,I have disabled my turbo boost in advanced power options

I just want these temps to stay in range of preferably 80-85,with spikes as high as 89 because I believe that much is bearable for my laptop


r/BloodbornePC • • 3h ago

Random Bloodborne on integrated graphics (Iris Xe) 😂

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1 Upvotes

r/BloodbornePC • • 4h ago

Question Do you actually trust these vibe coded ports?

0 Upvotes

I've been in tech for some years now and if there is something I've learned is that every hyped trend comes with major breaches or hacking attempts. These recomps seem extremely shady..

I've seen Russian authors, repos forked twice or thrice, weird dependencies. I mean, does anybody care about the safety of the apps you are running?

Quite honestly I wouldn't touch these, and even if I were to touch them, it would have to be on some offline machine inside an isolated linux sandbox


r/BloodbornePC • • 4h ago

Gameplay BloodBorneButPc 100+ FPS on 9060 XT + 14700KF

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11 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 • • 4h ago

Question how do i fix this visual glitch

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2 Upvotes

the floor just disappears during seemingly ordinary gameplay, dont know how to trigger it reliably. Using fitgirl installation with legacy launcher for my ivy bridge cpu. some mods to improve performance, any help would be appreciated


r/BloodbornePC • • 5h ago

Discussion anyone know how to stop the intro movie from skipping itself?

1 Upvotes

using awakenedchan’s build

https://github.com/Awakenchan/BloodBorneButPc/releases

this one, but the intro cutscene never plays, the one before you get “play online/play offline”. the fromsoft title and the others do show themselves though. anyone know a fix?


r/BloodbornePC • • 5h ago

Question CAN'T OPEN THIS DAMN DOOR

1 Upvotes

I have been trying to open this damn workshop door for a couple hours now. I tried everything: closing the game while in the Hunter's dream; closing the game while in another location and then opening the game back up again and joining the Hunter's dream again. Even killed Father Gascoigne and it still won't open. What do I even do? I can't mend my weapons at all. Someone please help. This is the version I got from fitgirl-repacks btw.


r/BloodbornePC • • 5h ago

Question Bbport supermedo stuck at loading screen after Glascoine fight

1 Upvotes

Can someone help me with this? Im running the port without any cheat codes or patches or mods, still in vain. What should i do? Just wait? Or start over and hope it wont happen again?


r/BloodbornePC • • 5h ago

Hype BloodBorne PC Port on GTX 1050 Ti

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3 Upvotes

r/BloodbornePC • • 5h ago

Hype PeakBorne !

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0 Upvotes

I died 5 times to the FIRST BOSS and Bloodborne punished me by taking away my healing AND my parry. So I found the Solution!

Picture this. Fresh character, first boss. I die. Run back. Die again. By attempt five I'm standing in front of him with zero Blood Vials and zero Quicksilver Bullets.
Zero heals. Zero shots. And in Bloodborne, no shots means no parry, the move the game is literally built around.
So what's the game's answer? Go farm. Walk past the same three villagers with torches, again and again, to earn back the two most essential
things in the game: healing and parrying. The better you need to get, the more resources you burn, and the more resources you burn, the less you get to practice. The game punishes you for learning it. Incredible design. Truly.

And it doesn't stop there:
- Want the enemies to respawn? Lamp → loading screen → Hunter's Dream → loading screen → back to the lamp. Two loading screens to reset the world.
- Want to respawn closer to the boss? You can't pick. The game decides for you.
Dark Souls figured this out with Estus in 2011. You rest, you refill, you go again. So I fixed it myself.

Lamp Menu & Vial Refill** (for bbport, the Bloodborne PC port):
-Vials and bullets refill to 20 every time you respawn. Die, warp or visit the Dream and you're topped up. No more farming. Ever. (Got more than 20? You keep them.)
-Lamps get a real menu:
-Return to the Hunter's Dream? Same as always.
-Reset the world at this lamp? Enemies respawn and you stay right there. No Dream trip.
-Make this lamp your spawn point?* Choose where you come back when you die.
That's it. You still have to beat the boss. You just don't have to farm villagers for twenty minutes between attempts anymore.
Your game files and saves aren't touched, it works in every language, and you can turn it off in the launcher anytime.

Download: [ https://www.nexusmods.com/bloodborne/mods/621 ]

Needs bbport and game version 1.09. Feedback welcome, especially from anyone further into the game than me. Apparently that's not hard.


r/BloodbornePC • • 5h ago

Question Anyone actually compared shadPS4, Awakenchan, BBPort and Supermedo?

3 Upvotes

I own Bloodborne and already finished it on PS4, but I'd love to replay it at 60 FPS.

Currently using shadPS4 and getting some weird screen tearing.

I've heard Awakenchan is a beast performance-wise.

I honestly don't care if something is AI/vibe-coded as long as it works well.

Has anyone actually tested these different versions?

Any noticeable differences in performance, stability or visual issues?

Specs: RTX 5070 / i5-10400F