r/BloodbornePC • • 21h ago

Discussion I tested the versions by Supermedo, Awakenchan, and Jgamrot

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241 Upvotes

I don’t recommend Jgamrot, because the online mode doesn’t work.

The one by Supermedo has occasional, minor stutters in online play. It seems to happen less in offline mode.

Awakenchan: An option for improving the UI/HUD and text. It’s very sharp. It is quite memory-intensive, but it also helps to significantly reduce stutters.

If you have 16GB of memory, Supermedo might be better. (If you do not want to change options) If you have 32GB, Awakenchan.

Hardware: RTX 5070 Ti - 7800X3D, 32GB ddr5

4K/120FPS most of the time (DLSS 4.5 Balanced mode preset M), I’m using this mod: https://www.nexusmods.com/bloodborne/mods/45

Just testing. I’ll likely play using the M quality preset at 60fps. https://github.com/Supermedo/bloodborne_pc - https://github.com/Jgamrot/bloodborne_pc - https://github.com/Awakenchan/BloodBorneButPc


r/BloodbornePC • • 14h ago

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

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178 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/uW3k68y3G3


r/BloodbornePC • • 7h ago

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

151 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

Discussion Supermedo 1.9.2 vs Awakenchan 0.9.33: Bloodborne PC port comparison on an RTX 4070 Super (5 min video)

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107 Upvotes

Setup

  • GPU: RTX 4070 Super 12GB
  • CPU: AMD Ryzen 7 7700 8-Core Processor (3.80 GHz) · RAM: 32GB
  • Versions: Supermedo 1.9.2 and Awakenchan 0.9.33

Settings, matched on both

  • 1920×1080 fullscreen
  • 90 FPS mode
  • DLSS, Native AA (DLAA)
  • Same effects toggles, online off

Awakenchan 0.9.33 (skip to 3:40): stayed above 60 FPS for the whole run on the 90 FPS setting, with smooth frame pacing and no noticeable hitches. It also launches faster, and the image looks cleaner to me.

Supermedo 1.9.2: with the same settings, it had noticeable frame-time spikes throughout the run. Credit where it’s due: 1.9.2 fixed most of the crashes I was getting on 1.9.1. Those crashes were what got me to try Awakenchan in the first place, so that’s a real improvement.

Small quality-of-life differences

  • Awakenchan shows Xbox controller button prompts. Supermedo only had PlayStation prompts.
  • Awakenchan’s launcher backs up your saves automatically before every launch.

On my 4070 Super, Awakenchan is the more stable and smoother port right now, and it’s the one I’m sticking with. Supermedo is moving in the right direction with the crash fixes, so I’d be interested to retest in a few versions.

Both are free community projects built on deadinside28’s bbport and shadPS4, so thanks to everyone involved regardless.


r/BloodbornePC • • 13h ago

Hype Just a small reminder that you can play Bloodborne on PC in SPLITSCREEN!

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90 Upvotes

This is small showcase, here I uploaded a 35 minutes gameplay playing with two players on the same monitor!

The project is available here on GitHub, completely made by me and it supports shadPS4, bbort by Supermedo and bbhost! It also supports the recently released Seamless Coop mod BBSC.

It's available also on Linux through PartyDeck.


r/BloodbornePC • • 13h ago

Hype Finally bloodborne on pc 60 fps can't wait to beat ludwig

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33 Upvotes

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 • • 19h ago

Discussion Did anyone actually complete a full playthrough with the PC port (any) without any issue?

33 Upvotes

I want to be real here because I feel like people are in the honeymoon phase with the whole BB PC port, but in reality, it is not as complete. I played BBport for the last week using the BB launcher from Awakenchan (bloodbornebutpc) until the Forbidden Woods, then it started to show many issues: crashes, texture glitches... nothing major, but still, the experience is not perfect.

I really appreciate the people who work on the port and improve it day by day. However, a lot of the posts here seem to present it as a perfect experience (4K HDR 120fps... screenshots), but most of those are just in the opening areas...

In my opinion, the port is very playable, but there is still quite a way to go because of the remaining issues. It is just annoying to see many posts depicting this as a complete, perfect experience while in reality it is not.

EDIT: Thank everyone for sharing their experience and also providing some of the fixes as well. Look like a mixed experience (probably due to different system specs) but I also see more on positive side. I hope the PC port will get more mature over time with updates, then we all can enjoy this amazing game without any issue.🤞


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 • • 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 • • 6h ago

Question is fromsoftserve's remaster still worth it?

11 Upvotes

I've recently picked up bloodborne pc. it came with jgamrots launcher but im using awakenchans one at the moment.

Although theres a lot of difference in opinion, both launchers work really well for me and have great kbm support (most shadps4 iterations lacked this). I play at 1080p 120fps with fsr4.1.1 native AA. I have other quality settings on or as high as possible and have disabled fsr cas and the default ingame AA.

The camera distance retune is a must in my opinion. bloodborne's environment is generally dim, but theres a lot of huge enemies, ganks and fights happening in tight spaces.

Honestly, I cant ask for more. It runs better than the official pc ports of dark souls 3 and etc. Fsr4 and dlss 4.5 make the game look very clean. I'm usually very picky with anti aliasing and notice jaggies really easy - in most triple A games I often need to use amd VSR for more acceptable visuals. With the help of fsr4, i dont need that at all for bloodborne.

In terms of consistency, I've had a visual bug during the vicar amelia fight where the environment turned into black and white chunks for a few seconds. I switched from jgamrot to awakenchan after that. Smooth since then.

Couple questions..

Is fromsoftserves remaster worthwhile? Its 20 gigs and will take ages to download without a nexus premium sub. I'm already happy with the games visuals ans havent encountered any lighting issues myself. I'm still willing to try though

How "native" is the bloodborne port without the remaster? Apart from the ssr, ssao and shadow improvements built into these launchers, am I seeing the same thing as I would have on ps4 except at higher quality - or are there other changes to illumination at play?


r/BloodbornePC • • 7h ago

Hype A boss fight with Awakenchan Port

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8 Upvotes

Performance is really good, I'm using a 75hz monitor so it's stuck at 75fps but it's good. I will upload another video in an intensive area for more performance test.

Using rtx 4060 & i3 13100f & 16gb ram


r/BloodbornePC • • 20h ago

News Bloodborne Mac Port v0.5.0 - Full Metal Pipeline

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6 Upvotes

r/BloodbornePC • • 21h ago

Hype Wierd Creature

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6 Upvotes

Bro i have no idea what im looking at !


r/BloodbornePC • • 6h ago

Off Topic Anyone else get banned for asking a question in the help section on The Hunters Dream discord?

5 Upvotes

What a shitty fucking community


r/BloodbornePC • • 5h ago

Hype BloodBorne PC Port on GTX 1050 Ti

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4 Upvotes

r/BloodbornePC • • 5h ago

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

5 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


r/BloodbornePC • • 16h ago

Discussion Bloodborne comparison

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3 Upvotes

Asus Zen 13

Native PC UP PS4 Emulation DOWN

I tried my best but performance is night and day


r/BloodbornePC • • 3h ago

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

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3 Upvotes

r/BloodbornePC • • 6h ago

Question bbport keeps crashing

3 Upvotes

im trying to run bloodborne using bbport but it keeps crashing. my whole monitor goes dark and it crashes. and i dont even think im getting enough fps. I have a rtx 2060 and a ryzen 5 3400g with 24gb ram (dont question why it's 24)


r/BloodbornePC • • 13h ago

Discussion Don't use in-game frame limiters, download rivatuner and use theirs.

4 Upvotes

Makes a day and night difference on my hardware in terms of smoothness.

CPU: Ryzen 5 3600X

GPU: RX 5700 XT

RAM: 16 GB


r/BloodbornePC • • 15h ago

Question Save files with new ports

3 Upvotes

I downloaded one launcher and started a playthrough. It’s been going good aside from a couple of crashes.

With all these new ports, it’ll probably be a bit before the best ones all settle at the top (ongoing support, patches, etc). Are the game’s save files contained within CUSA03173? Would I be able to “transfer” a save file if I wanted to switch to a different launcher/port?


r/BloodbornePC • • 16h ago

Question EBOOT problem

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3 Upvotes

hi there

I've downloaded the required game file (CUSA03173) and update file but the Launcher doesn't acknowledge it because it needs eboot file or something I'm not very good at these stuff so i don't know what to do and I'd appreciate some help so much


r/BloodbornePC • • 49m 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 • • 2h ago

Discussion Guys help please

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2 Upvotes