bloodborne_pc

Activity, over time

Daily observations from the public event archive.

Attention

Daily stars & forks

Loading attention chart

Star accumulation

Cumulative stars

Loading star accumulation chart

Pull requests

Daily opens & merges

Loading pull requests chart

Conversations

Daily issues & comments

Loading conversations chart

Community

Daily accounts & reviews

Loading community chart

Releases

Daily releases

Loading releases chart

Mentions

37posts · 30d
Nov 40 posts
  1. Reddit · · r/BloodbornePC · u/Burito_28

    bbport 0.7 is out! and along with it, a Windows version has appeared! hi! I’m glad to announce that I’ve finally released a Windows version, and you can download and try it! There are many fixes here, but the most important thing is a working Windows build. github.com/deadinside28/bloodborne_pc/releases/ta…

    156 points · 44 comments
  2. Reddit · · r/decomps · u/Confident-Comfort212

    Ratchet & Clank 2016 (PS4) minimal HLE runtime layer for PC (Linux & Windows) Have you ever heard that theory about people with 0 posts, 0 followers, and their private passion projects that only they know exist? Well, I'm one of those people. Hey everyone! Honestly, I wasn't planning on showing this to anyone either, but this is the first time I actually felt proud of what I built - and it is genuinely in a very playable, working state. Introducing a minimal HLE runtime layer (which many PS4 translation projects tend to call a "PC Port", but let's be real - all these projects, mine included, fundamentally rely on ShadPS4's GNM translation layer, so let's call it what it is: a tailored derivative) built specifically for the EU release: Ratchet & Clank PS4 (CUSA01073 v1.09). Architecture foundation: - bloodborne_pc (HLE syscall/loader base) - shadPS4-GR2fork (high-performance GPU translation backend) The guiding design principle here was to "negotiate with the engine", rather than turning it into a swiss cheese of ad-hoc hacks and brittle hook trampolines. What was fixed compared to running on standard ShadPS4? 1. Wavefront64 fix for Intel GPUs / iGPUs: In upstream ShadPS4 (including current main / 0.20.1 at the time of writing), missing execution barrier synchronization when handling wave64 compute/pixel shaders causes severe rendering artifacts on Intel hardware simply because... Intel was omitted from the vendor whitelist requiring the barrier. Funny, but true. 2. Fixed page-table "panic attacks": Eliminated aggressive memory manager page sweeps that were forcing full-pipeline CPU/GPU synchronizations, which previously caused jagged, choppy frametimes. 3. Fixed camera rotation stutters: Eliminated micro-hitches during camera sweeps and streaming chunk queries. 4. General render pipeline stability: Improved descriptor-set binding plans and state caching. 5. Massive stability overhaul against crashes: The most important win. On the standard emulator, the game has been notoriously crashing during in-engine cutscenes, level transitions, and ship travel since 2025. In the current build, I can no longer reproduce these crashes under any normal gameplay scenario - the engine now gets the memory and state guarantees it expects on real hardware, without sacrificing framerate (check the video to see 14+ minutes of continuous gameplay with planet travel and cutscenes!). Integrated components & credits: 1. 60 FPS & 1440p* patches: Sourced from the community patch database. 2. ELF/PRX offline linker & loader architecture: Huge thanks to the bloodborne_pc developers for the probe loader foundation. 3. Optimized page/descriptor cache: Inherited with the GPU backend from GR2fork. *Note on 1440p / 4K: The game engine can run at 1440p, but I haven't done a full stability and FPS analysis yet, so I cannot guarantee completely correct behavior at this moment. As for 4K, the engine is simply incapable of outputting it without external intervention into its memory allocation logic. Known Quirks & Issues (Full Transparency): 1. Minor Texture / UI Glitches: (You can spot a rectangular noise artifact around the HP bar in the footage) - likely a byproduct of my own pipeline tweaks rather than inherited from upstream. It doesn't affect gameplay (except very rarely on shadows, in which case quickly entering/exiting your ship refreshes the stage). It also occasionally randomizes the color tint of Ratchet's armor - think of it as a free Gold Bolt skin roulette! :) 2. Lights bleeding through walls / geometry: Inherited from the upstream compute lighting / Liverpool pipeline. I personally call these "year-long problems" (classic in emulator development), so as a solo dev, I'm leaving that beast alone for now. 3. Bink Video Tearing: Pre-rendered video cinematics suffer from slight tearing/pacing hitches (also inherited from upstream video core). Doesn't really impact much since there aren't many pre-rendered clips, and you can always just watch the 2016 movie instead - the shots are literally identical. Important Clarifications & Acknowledgements: - Once again, huge thanks to the teams behind shadPS4, bloodborne_pc, and shadPS4-GR2fork for the incredible open-source foundations and materials used during development. - This is entirely a solo, independent project developed by me. I have no co-authors or affiliates. - If you have seen another project targeting the US release (CUSA01047 v1.00) - that is not me. That project has zero relation to my work, and I am not associated or affiliated with it in any way. I can't link the repository just yet because my newly created GitHub account got flagged by their automated abuse bot-detector (appeal currently pending review). If they don't resolve it within the next day or two, I'll mirror it to GitLab. Either way, full source code and standalone release packages will be available very soon!

    543 points · 46 comments
  3. YouTube · · YouTube description · Guilherme Dev

    COMO EU FIZ O PORT DO INFAMOUS PARA PC USANDO O REA COM IA - #claude #ia #rea Em uma semana eu portei três jogos de PS4 pra rodar nativo no PC (Windows e Linux): inFAMOUS Second Son, The Last Guardian e Gravity Rush 2. Neste vídeo eu mostro o processo do zero: o dump do seu próprio jogo, o Ghidra, o REA (MCP de engenharia reversa) e, principalmente, como pedir pra IA (Claude Code, Codex) te ajudar no port. ⚠️ Pirataria é crime. Port e emulação são preservação. Nenhum arquivo do jogo, da Sony ou das desenvolvedoras é distribuído: pra jogar você precisa da SUA cópia e do SEU dump. 💬 Discord (testes, dúvidas, logs e novos ports): discord.gg O link também está no launcher dos três ports. 🎮 MEUS PORTS • inFAMOUS Second Son (CUSA00223): HayatoG/iss_pc • The Last Guardian (CUSA03627): HayatoG/tlg_pc • Gravity Rush 2 (CUSA03694): HayatoG/gr2_pc • PS4 Core (núcleo pra começar o seu port): HayatoG/ps4_core 🐞 Deu problema? No launcher: Suporte → Relatar um problema. Ou abra uma issue com o seu log: github.com/HayatoG/iss_pc/issues 🧰 FERRAMENTAS • GoldHEN (homebrew no PS4 com jailbreak): GoldHEN/GoldHEN • Itemzflow (dump do jogo no PS4): LightningMods/Itemzflow • Ghidra (engenharia reversa, gratuito, da NSA): NationalSecurityAgency/ghidra • REA, Reverse Engineer Anything: rea.tools (instalação: npx rea-agents setup) 📚 PROJETOS QUE SERVIRAM DE BASE (créditos!) • God of War III PC (SpartanPort), de Felipe Prado: FelipePrado0/SpartanPort • Bloodborne PC, de Dead Inside: deadinside28/bloodborne_pc • shadPS4 inFAMOUS Fix Build, de Ray Lancaner: rayhlancaner-png/shadPS4-Infamous-FixBuild • shadPS4 (tradução da GPU e dos shaders do PS4 pro Vulkan): shadps4-emu/shadPS4 🤖 O PROMPT "Eu tenho um jogo de PlayStation 4 que tá no meu PlayStation 4 com jailbreak. Quero fazer o dump dele pra poder preservar. Quero colocar esses arquivos no meu PC pra fazer um port, pra que eu possa jogar no meu PC." "Quero que se inspire nesses repositórios: [links acima]. Eles já usam funções que o PlayStation 4 utiliza pra rodar o jogo. Faça o clone desses projetos pra analisar o código e ver o que é reutilizável no nosso projeto." "Quero fazer um port nativo de inFAMOUS Second Son (PlayStation 4, CUSA00223, update 1.07) pra PC no Linux (ou Windows). Tenho o dump do meu console e o eboot.bin aberto no Ghidra com o REA. Como referência: o PS4 Core, o TLG PC e o Bloodborne PC. Primeiro, só planeje: liste os imports que o jogo usa, quais já existem no PS4 Core e quais faltam. Não escreva código ainda." Regra de ouro: diga o jogo e a versão, passe repositórios que deram certo e peça pra PLANEJAR antes de codar. 🧠 QUAL IA EU USEI • Ler o jogo no Ghidra: Claude Code com o REA • Planejar o port: Claude Code num modelo mais forte (Opus 5.5) • Escrever e corrigir o código: Claude Code no terminal • Também dá com o REA: Codex, Cursor, Gemini, Grok Build 📰 QUEM DIVULGOU (obrigado!) • DSOGaming: dsogaming.com • Nerd Maldito: nerdmaldito.com • Gameplayscassi: gameplayscassi.com.br • Senhor Linguiça: x.com Valeu também ao Leatherface, ao Apolar (presets que rodam a 30 e até 60 FPS), ao Illusion, ao Birex, ao kamynako (issue #188) e a todo mundo que testou e compartilhou no X. 💻 Desempenho honesto: no meu Ryzen 7 5700X3D + RTX 2060 6 GB + 32 GB de RAM roda entre 25 e 30 FPS. Em máquinas mais fortes tem gente a 50–60 FPS. O port tem 6 dias e segue sendo otimizado. ⏱️ CAPÍTULOS 0:00 Esse vídeo é diferente: 3 ports em uma semana 0:44 A repercussão: DSOGaming, Nerd Maldito, Gameplayscassi 1:35 Discord: de ~100 para mais de 1.300 pessoas 1:59 Os 3 jogos: inFAMOUS, The Last Guardian e Gravity Rush 2 2:47 Aviso: pirataria é crime, port é preservação 3:31 Passo 1: o dump (jailbreak, GoldHEN, Itemzflow) 5:01 eboot.bin e .prx: o que tem no dump 6:32 Por que dá certo: o PS4 é x86-64 como o PC 7:42 Ghidra: engenharia reversa gratuita 8:27 REA: o MCP que liga o Ghidra à sua IA 9:29 Como pedir pra IA (a parte mais importante) 11:44 O prompt, passo a passo 13:04 Repositórios-base e o PS4 Core 14:54 O prompt exato que eu usei 17:32 Qual IA usar em cada etapa 18:25 Aprenda a ler o log 18:59 Agradecimentos 19:38 Desempenho real (e honesto) 20:32 Discord, testes e hardware diferente 21:53 Como reportar um problema: log + issue 22:30 Apolar e os presets 23:09 Shaders e stutter: a pré-compilação 24:53 Issue #188: o stutter melhorou 26:06 6 dias de port e como começar o seu #inFAMOUS #PS4 #PCPort #EngenhariaReversa #IA [en] I Ported inFAMOUS from PS4 to PC with AI (Here's How) In one week I ported three PS4 games to run natively on PC (Windows and Linux): inFAMOUS Second Son, The Last Guardian and Gravity Rush 2. In this video I show the whole process from scratch: dumping your own game, Ghidra, REA (a reverse-engineering MCP) and, most importantly, how to ask AI (Claude Code, Codex) to help you with the port. 🌎 Video in Brazilian Portuguese with English subtitles (CC). ⚠️ Piracy is a crime. Porting and emulation are preservation. No game, Sony or developer files are distributed: to play you need YOUR own copy and YOUR own dump. 💬 Discord (testing, questions, logs and new ports): discord.gg The link is also inside the launcher of all three ports. 🎮 MY PORTS • inFAMOUS Second Son (CUSA00223): HayatoG/iss_pc • The Last Guardian (CUSA03627): HayatoG/tlg_pc • Gravity Rush 2 (CUSA03694): HayatoG/gr2_pc • PS4 Core (a core to kick-start your own port): HayatoG/ps4_core 🐞 Having issues? In the launcher: Support → Report a problem. Or open an issue with your log: github.com/HayatoG/iss_pc/issues 🧰 TOOLS • GoldHEN (homebrew on a jailbroken PS4): GoldHEN/GoldHEN • Itemzflow (dump the game on the PS4): LightningMods/Itemzflow • Ghidra (free reverse engineering, by the NSA): NationalSecurityAgency/ghidra • REA, Reverse Engineer Anything: rea.tools (install: npx rea-agents setup) 📚 PROJECTS I BUILT ON (credits!) • God of War III PC (SpartanPort), by Felipe Prado: FelipePrado0/SpartanPort • Bloodborne PC, by Dead Inside: deadinside28/bloodborne_pc • shadPS4 inFAMOUS Fix Build, by Ray Lancaner: rayhlancaner-png/shadPS4-Infamous-FixBuild • shadPS4 (PS4 GPU and shader translation to Vulkan): shadps4-emu/shadPS4 🤖 THE PROMPT 1) "I have a PlayStation 4 game on my jailbroken PlayStation 4. I want to dump it to preserve it, and move those files to my PC to make a port so I can play it on my PC." 2) "Take inspiration from these repositories: [links above]. They already use functions the PlayStation 4 uses to run games. Clone them, analyze the code and see what can be reused in our project." 3) "I want to make a native port of inFAMOUS Second Son (PlayStation 4, CUSA00223, update 1.07) to PC on Linux (or Windows). I have my console's dump and the eboot.bin open in Ghidra with REA. As reference: PS4 Core, TLG PC and Bloodborne PC. First, only plan: list the imports the game uses, which already exist in PS4 Core and which are missing. Don't write any code yet." Golden rule: name the game and the version, point to repositories that worked, and ask it to PLAN before coding. 🧠 WHICH AI I USED • Reading the game in Ghidra: Claude Code with REA • Planning the port: Claude Code on a stronger model (Opus 5.5) • Writing and fixing the code: Claude Code in the terminal • Also works with REA: Codex, Cursor, Gemini, Grok Build 📰 THANKS FOR SPREADING THE WORD • DSOGaming: dsogaming.com • Nerd Maldito: nerdmaldito.com • Gameplayscassi: gameplayscassi.com.br • Senhor Linguiça: x.com Thanks also to Leatherface, Apolar (presets running at 30 and even 60 FPS), Illusion, Birex, kamynako (issue #188) and everyone who tested and shared it on X. 💻 Honest performance: on my Ryzen 7 5700X3D + RTX 2060 6 GB + 32 GB RAM it runs at 25–30 FPS. On stronger machines people get 50–60 FPS. The port is 6 days old and still being optimized. ⏱️ CHAPTERS 0:00 This video is different: 3 ports in one week 0:44 The reaction: DSOGaming, Nerd Maldito, Gameplayscassi 1:35 Discord: from ~100 to over 1,300 people 1:59 The 3 games: inFAMOUS, The Last Guardian and Gravity Rush 2 2:47 Disclaimer: piracy is a crime, porting is preservation 3:31 Step 1: the dump (jailbreak, GoldHEN, Itemzflow) 5:01 eboot.bin and .prx: what's in the dump 6:32 Why it works: the PS4 is x86-64 like a PC 7:42 Ghidra: free reverse engineering 8:27 REA: the MCP that connects Ghidra to your AI 9:29 How to ask the AI (the most important part) 11:44 The prompt, step by step 13:04 Base repositories and PS4 Core 14:54 The exact prompt I used 17:32 Which AI to use at each step 18:25 Learn to read the log 18:59 Thank-yous 19:38 Real (and honest) performance 20:32 Discord, testing and different hardware 21:53 How to report a problem: log + issue 22:30 Apolar and the presets 23:09 Shaders and stutter: precompilation 24:53 Issue #188: the stutter got better 26:06 6 days of porting and how to start yours Started a port? Tag me on Discord and I'll create a channel for it so the community can help. #inFAMOUS #PS4 #PCPort #ReverseEngineering #AI

    1,993 likes · 588 comments · 59,862 views
  4. YouTube · · YouTube description · Repo Radar

    AI Is Porting Console Games to PC, and It's All on GitHub Bloodborne has never had an official PC release, yet three GitHub projects now run it on PC. I tracked the 300 most-starred new repos on GitHub in three snapshots: console games running natively on another platform went from 2 (Oct 7) to 6 (Oct 15) to 13 (Oct 19). Then I checked how many of them show AI help in their own repositories. In this video: → 13 projects, 5 consoles: PS4, Switch, Wii U, GameCube, PS2 → How the PS4 ports work (not emulators) and what static recompilation is → 11 of 13 show AI help: 3 say so in the README, 9 list Claude as co-author in recent commits (bbport: 92 of its last 100) → The agent tools climbing the same list, and a project that bans AI outright ⏱️ Chapters 0:00 Intro: 2 → 6 → 13 ports in 12 days 0:20 The lineup 0:35 How the PS4 ports work 0:52 Static recompilation isn't new 1:11 Guess: how many used AI? 1:21 11 of 13 show AI help 1:36 The agent tools 1:49 The other side: no-AI 1:59 The fine print 2:11 Takeaways 📊 Method GitHub Search API: public repositories created in the previous 30 days, sorted by stars, top 300 kept, in three snapshots (2026-10-07 20:21, 2026-10-15 15:42, 2026-10-19 00:10). A "port" here is a console game made to run natively on another platform (PC, Mac, iPhone, browser) that requires your own copy of the game; the list was reviewed by hand, repo by repo, from each README. "AI help" means the README says AI was used, or recent commits (up to 100, read Oct 19) carry a Claude "Co-Authored-By" line. No trace does not mean no AI: 2 projects simply don't state it. Star counts change daily. 🎮 The 13 projects (all say they include no game files; you need your own copy) • Diablo II: Resurrected (Switch): jhaizhou-ops/d2r-mobile • Bloodborne (PS4): deadinside28/bloodborne_pc • P.T. (PS4): LoreanXavier/pt-pc • Uncharted Collection (PS4): Supermedo/uncharted_pc • Link's Awakening (Switch): peiikai/LASRecomp • Shadow of the Colossus (PS4): AjncSystem/ShadowOfTheColossus-PC • PS2 games (PS2): snuri00/ps2-web-recomp • Tears of the Kingdom (Switch): ly05010419/MacNativeGames • Wind Waker HD (Wii U): ZeldaWWHDRecomp/ZeldaWWHDRecomp • Bloodborne (PS4): droogie/bbhost • inFAMOUS Second Son (PS4): HayatoG/iss_pc • The Wind Waker (GameCube): elliotttate/Wind-Waker-Recomp • Bloodborne (PS4): Awakenchan/BloodBorneButPc 🛠️ Agent tools mentioned • rehan-remade/universal-modder (#14, 8,358 ★) rehan-remade/universal-modder • Zfinix/eleven (#213, 761 ★) Zfinix/eleven • aicodeking/leanrea (#246, 651 ★) aicodeking/leanrea • morluto/awesome-reverse-engineering (#179, 846 ★) morluto/awesome-reverse-engineering 📚 Sources • bbport "the counterpart of Wine + DXVK for a single game": deadinside28/bloodborne_pc • LASRecomp, "made almost exclusively with AI": peiikai/LASRecomp • Zelda 64: Recompiled, no-AI stance: Zelda64Recomp/Zelda64Recomp • N64: Recompiled: N64Recomp/N64Recomp • Unleashed Recompiled: hedge-dev/UnleashedRecomp • shadPS4 (credited by every PS4 port): shadps4-emu/shadPS4 • No official Bloodborne PC release (PCWorld): pcworld.com Left out on purpose: a GTA V port that doesn't explain where the game build it needs comes from, a PS2 emulator for jailbroken PS5s (not a port to PC), and two reverse-engineering repos (one ships license-bypass playbooks, one is an uncredited copy of morluto/rea). This video does not show or link any game files. Bloodborne, Shadow of the Colossus, Uncharted, inFAMOUS, P.T., Zelda, Diablo and the consoles named are trademarks of their owners. Repo Radar is not affiliated with any project or company mentioned. Previous videos: youtube.com · youtube.com 📅 Next month I'll check whether this wave keeps growing. Which game do you want ported next? Tell me in the comments. ℹ️ The voice in this video is AI-generated (ElevenLabs), and the person in the thumbnail is an AI-generated image. The data and analysis are real. #GitHub #OpenSource #Gaming

    2 comments · 216 views
  5. Reddit · · r/decomps · u/MrSuS60

    Bloodborne PC Windows Port Is Now Much More Stable After Recent Fixes Hey everyone, It's been about 2 weeks since work started on this port, which is based on the originalbbport 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: github.com/Mrsuss60/bloodborne_pc_windows_port/re… Discord server (help and report bugs): https://discord.gg/uW3k68y3G3

    307 points · 30 comments
  6. Reddit · · r/BloodbornePC · u/MrSuS60

    The Bloodborne PC Windows Port is now significantly more stable after recent updates. Hey everyone, It's been about 2 weeks since work started on this port, which is based on the originalbbport 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: github.com/Mrsuss60/bloodborne_pc_windows_port/re… Discord server (help and report bugs): https://discord.gg/uW3k68y3G3

    195 points · 20 comments
  7. @Unconejo7 @DaezielYT @wilkinzon_pok si. el port original es para linux. todos los forks a windows que estan dando vueltas salen de ese. entre esos, este que se robo fitgirl deadinside28/bloodborne_pc

    2 likes · 66 views
  8. @SamuelSam_dev deadinside28/bloodborne_pc فایل بازی رو فقط باید داشته باشید

    3 likes · 44 views
  9. YouTube · · YouTube description · 지투지 - 지식에서 지혜로

    [오픈소스] 깃허브를 뒤흔든 미친 오픈소스 TOP 20 00:00 깃허브에서 최근 화제가 된 오픈소스 TOP 20 프로젝트 소개 00:39 20개 프로젝트를 통해 살펴보는 주요 메가 트렌드 개요 01:23 AI를 팀원으로 고용하여 업무를 협업하는 에이전트 기술 04:10 에이전트의 단기 기억 한계를 극복하는 롱텀 메모리 솔루션 05:50 데스크톱 및 인터페이스를 직접 제어하는 Computer Use 에이전트 07:34 로컬 PC 자원을 활용한 AI 비디오 생성 및 공간 데이터 시각화 08:53 개발 환경 최적화 및 경량화를 통한 코어 개발 툴의 혁신 11:13 AI 결과물 검증 프로세스 및 개인정보/권한 보안 강화 12:43 순수한 재미와 호기심에서 출발한 오픈소스 가상화 및 커스텀 혁신 14:01 자율 에이전트 시대의 도래와 인간 역할에 대한 성찰 및 마무리 The RAD Debugger Project : EpicGames/raddebugger OpenRig : mvschwarz/openrig Agent Reach : Panniantong/Agent-Reach God's Eye View : bilawalsidhu/gods-eye-view Hindsight : vectorize-io/hindsight knowledge-work-plugins : anthropics/knowledge-work-plugins cua : trycua/cua RemoveMacAI : omlahore/RemoveMacAI bloodborne_pcbloodborne_pc : deadinside28/bloodborne_pc FreeVideo : FlashML-org/FreeVideo leviathan : elstongun/leviathan Agent Memory Repo : AgentMemoryRepo/agent-memory livenerf : ninjahawk/livenerf mygo : egoist/mygo OpenDots : CopilotKit/OpenDots clearai-dsh : Clearailhc/clearaidsh omnirush-gui : omnirush-ai/omnirush-gui hairline : lucasmarkes/hairline bops : OrgoAI/bops gdp-ts : rauchg/gdp-ts [en-US] [Open Source] The Top 20 Insane Open Source Projects That Shook GitHub 00:00 Introduction to the Top 20 Open Source Projects Recently Trending on GitHub 00:39 Overview of Major Mega Trends Explored Through 20 Projects 01:23 Agent Technology for Collaborating on Work by Hiring AI as Team Members 04:10 Long-Term Memory Solutions Overcoming the Short-Term Memory Limitations of Agents 05:50 Computer Use Agents Directly Controlling Desktops and Interfaces 07:34 AI Video Generation and Spatial Data Visualization Utilizing Local PC Resources 08:53 Innovation in Core Development Tools Through Development Environment Optimization and Lightweighting 11:13 AI Output Verification Process and Enhanced Security for Personal Information and Permissions 12:43 Open Source Virtualization and Custom Innovations Starting from Pure Fun and Curiosity 14:01 The Arrival of the Autonomous Agent Era, Reflections on the Role of Humans, and a Wrap-up The RAD Debugger Project : EpicGames/raddebugger OpenRig : mvschwarz/openrig Agent Reach : Panniantong/Agent-Reach God's Eye View: bilawalsidhu/gods-eye-view Hindsight: vectorize-io/hindsight knowledge-work-plugins: anthropics/knowledge-work-plugins cua: trycua/cua RemoveMacAI: omlahore/RemoveMacAI bloodborne_pcbloodborne_pc: deadinside28/bloodborne_pc FreeVideo: FlashML-org/FreeVideo leviathan: elstongun/leviathan Agent Memory Repo: AgentMemoryRepo/agent-memory livenerf: ninjahawk/livenerf mygo: egoist/mygo OpenDots: CopilotKit/OpenDots clearai-dsh: Clearailhc/clearaidsh omnirush-gui: omnirush-ai/omnirush-gui hairline: lucasmarkes/hairline bops: OrgoAI/bops gdp-ts: rauchg/gdp-ts [id] [Open Source] 20 Open Source Gila yang Mengguncang GitHub 00:00 Pengantar 20 Proyek Sumber Terbuka Teratas yang Sedang Tren di GitHub Baru-baru Ini 00:39 Gambaran Umum Mega Tren Utama yang Dieksplorasi Melalui 20 Proyek 01:23 Teknologi Agen untuk Kolaborasi Kerja dengan Mempekerjakan AI sebagai Anggota Tim 04:10 Solusi Memori Jangka Panjang Mengatasi Keterbatasan Memori Jangka Pendek Agen 05:50 Agen Penggunaan Komputer yang Mengontrol Desktop dan Antarmuka Secara Langsung 07:34 Generasi Video AI dan Visualisasi Data Spasial dengan Memanfaatkan Sumber Daya PC Lokal 08:53 Inovasi dalam Alat Pengembangan Inti Melalui Optimasi dan Pengurangan Beban Lingkungan Pengembangan 11:13 Proses Verifikasi Output AI dan Peningkatan Keamanan untuk Informasi Pribadi dan Izin 12:43 Virtualisasi Sumber Terbuka dan Inovasi Kustom yang Berawal dari Kesenangan dan Rasa Ingin Tahu 14:01 Kedatangan Era Agen Otonom, Refleksi tentang Peran Manusia, dan Kesimpulan Proyek Debugger RAD: EpicGames/raddebugger OpenRig: mvschwarz/openrig Agent Reach: Panniantong/Agent-Reach God's Eye View: bilawalsidhu/gods-eye-view Hindsight: vectorize-io/hindsight knowledge-work-plugins: anthropics/knowledge-work-plugins cua: trycua/cua RemoveMacAI: omlahore/RemoveMacAI bloodborne_pcbloodborne_pc: deadinside28/bloodborne_pc FreeVideo: FlashML-org/FreeVideo leviathan: elstongun/leviathan Agent Memory Repo: AgentMemoryRepo/agent-memory livenerf: ninjahawk/livenerf mygo: egoist/mygo OpenDots: CopilotKit/OpenDots clearai-dsh: Clearailhc/clearaidsh omnirush-gui: omnirush-ai/omnirush-gui garis rambut: lucasmarkes/hairline bops: OrgoAI/bops gdp-ts: rauchg/gdp-ts

    16 likes · 2,240 views
  10. Reddit · · r/decomps · u/Professional-Main227

    God of War III Remastered running natively on Windows, playable start to finish Edit: to be clear about "natively" in the title: the CPU side is native (the original x86-64 code runs directly on the CPU, and a runtime written for this game replaces the PS4 system libraries, no emulator). The graphics are not: they run on shadPS4's video core with cuesta4's God of War III fixes from the eltutz branch. Running the game code directly on the CPU is also how shadPS4 works. This port would not exist without the shadPS4 team and cuesta4. Bug reports go to GitHub Issues. --- Hey all. I've been working on a Windows port of God of War III Remastered and it's now playable from start to finish, at high framerates (~144 FPS average at 1080p on my setup). GitHub: FelipePrado0/gow3_pc How it works, to be upfront: the PS4 is x86-64, so the game's original executable runs directly on the CPU, and a runtime written for this game replaces the PS4 system libraries. The GPU side is shadPS4's video core, with cuesta4's God of War III fixes, translating the PS4 GPU commands and shaders to Vulkan. So the CPU side is native, the graphics are translated. This was developed with Claude Opus 5.5 as a coding assistant. Tested every build by playing, and the full source is on GitHub. What works - Saves, audio, cutscenes, controller + keyboard - 240 FPS engine patch - Shader cache loads in the background, much less compile stutter - Launcher with patches, mods, remapping and save backups - In-game menu: cheats, orb/damage multipliers, enemy health bar, FSR 1, perf overlay Tested on - Ryzen 5 5600X, RX 6700 XT, 32 GB DDR4 (my setup) - Ryzen 5 3600, RTX 2060 Known issues - Some textures break at render resolutions other than 1080p. Working on it. - On some setups the game runs too fast at 120/240 FPS. If that happens, use 60 FPS for now and report it on GitHub. - Patches and cheats only apply to CUSA01623 1.02. The EU version (CUSA01715) runs, but without them. EU support is planned. You need your own copy (CUSA01623, update 01.02). No game files included. Found a bug? Open an issue with your GPU and user\last_run.log: github.com/FelipePrado0/gow3_pc/issues Credits This project stands on the work of: - deadinside28: bloodborne_pc, the original native port - Supermedo: bloodborne_pc for Windows, the fork this project comes from - cuesta4: shadPS4 fork focused on God of War III (branch eltutz). The game's rendering in this port depends on its blend, depth/stencil and image aliasing fixes. If you play on shadPS4, this is the build to use for God of War III. - shadPS4 team: the shadPS4 video core, which does all the GPU and shader translation to Vulkan in this port - kvicken and cuesta4: resolution, texture fix, 120 FPS and skip videos patches, building on the PS3 patches by illusion0001 (ps4_cheats#145) - Celogamez: cheats, adapted from the GoldHEN Cheat Repository Also uses LibAtrac9, FFmpeg, SDL3, Dear ImGui, sirit, xbyak, Vulkan Memory Allocator, FSR-Vulkan and more. Full list in the README. Links GitHub (GPL, source + release): FelipePrado0/gow3_pc Feel free to fork it and open PRs. Contributions are very welcome.

    3,556 points · 591 comments

Latest stargazers

The last 10 distinct accounts we observed this year.

Most active participants

PR, issue, comment & review events in the past year.

Packages

No packages found.

Live mentions badge

Show how many posts mention your project in the last 30 days.

Live mentions · last 30 days
deadinside28/bloodborne_pc mentions in the last 30 days