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Native Windows port of Shadow of the Colossus (PS4, CUSA08809) - bring your own game dump. Port nativo para PC.
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗[!CAUTION] ⚠️No game or Sony files are included.** You need your own game dump and, for sound, two modules from your own console. This project is not affiliated with Sony Interactive Entertainment or Bluepoint Games.
[!CAUTION] ⚠️ Install the game on an SSD, NVMe if you can. Every new area streams hundreds of MB of textures and models from the game folder; on a hard disk the area changes stutter far more and can freeze for seconds. Put the game dump (and, ideally, the port's folder) on an SSD.
Status: the game can be finished from start to end (v0.60.3: played through the last colossus, the ending and the credits, with high quality textures, PS4 Pro mode and 60 FPS on).
A native Windows port of the PS4 Shadow of the Colossus (Bluepoint, 2018; CUSA08809 EU 1.01 or CUSA08034 US 1.00) for Windows 10/11. The game's own x86-64 code runs directly on the PC's CPU and the PS4 GPU is translated to Vulkan. It is not a full emulator: it is a loader with the system functions the game needs, in the style of bloodborne_pc.
| Version | Improvements and fixes |
|---|---|
| 0.70 | Area changes no longer drop to near zero FPS (worst frame 534 ms → 58–75 ms, no forced loading screens; 1–6 frames are still lost per change), fix for a rare crash in the game's allocator after a load (0x49800), DLSS no longer shakes in PS4 Pro mode at 30 FPS, the HUD stays still with frame generation on FSR 1, a cheaper LOD feedback, new draw thread diagnostics. Install the game on an SSD. |
| 0.60.6-C3 | Fix for the C2 stamina bar with DLSS (wide screens, and 16:9 outside PS4 Pro mode); the 30 FPS cap holds in PS4 Pro mode too. |
| 0.60.6-C2 | Widescreen health and stamina bars fixed (21:9 / 32:9, #301), controller vibration toggle (launcher and in-game menu, #292), more FPS at the Shrine (Lucas-blip-png's barrier change), frame generation without the interface (no shaking text, experimental), DLSS Ultra Performance. |
| 0.60.6-C1 | Community release. tabnul's page allocator fix (an hour in Maximum + PS4 Pro without a crash, far less colour garbage after loads), Maximum textures in PS4 Pro mode (experimental), NVIDIA DLSS for RTX 20 and newer (tabnul; here also in PS4 Pro mode and at 4K), grass distance/height/detail live in the in-game menu (tabnul), the US release CUSA08034 (NathanMBR), fixes for weak CPUs and GTX 10xx (JihedMrouki), Oussama268's readback and bind work (new "More FPS" option), F7: 30 → 60 → unlimited, a launcher Debug page (debug menu on F6 / Start+Select, skip the logos). |
| 0.60.6 | No more rainbow garbage on textures and far fewer "closed out of nowhere" crashes (the cause: speculative GPU readbacks written over memory the game had reused, after loading a save or a new area), no more black dots on sandy ground, in-game menu cleaned up (FPS, upscaler and sharpening now change at once; Bloodborne leftovers removed), hard disk read-ahead (fewer stalls in new areas on HDDs), textures refreshed on every load, a readable session event log (user/events.log). |
| 0.60.5 | Texture quality selector: Off / High / Maximum (#235: sharp again), memory leak fixed (~60 MB/min, long-session stutter), +3% average and +12% minimum FPS (descriptor binds reused), loading after a GPU driver update: 106 s → 7 s, possible fix for white characters on AMD GCN (RX 470–590, Vega), 4-thread CPUs no longer stuck loading, a hang watchdog, short hitches no longer flash a black loading screen, code review fixes. |
| 0.60.4 | No more cyan blocks on stone or blinking flowers with high quality textures (the 0.60.3 crash protection switched the texture detail every second or two; now with hysteresis). |
| 0.60.3 | The game can be finished from start to end (played from the last colossus through the ending and credits): fix for the high quality textures crash in wide views (#186), fix for the crash on the load after the credits, +2.7% FPS at the Shrine. |
| 0.60.2 | Quick settings in the in-game menu (60 FPS, frame generation, high quality textures, far shadows, volume: apply at once and are kept), the mouse works in the menu, animated loading screen while the shaders are prepared at start. |
| 0.60.1 | In-game menu (Insert / F1 / L3+R3: FPS, GPU and VRAM, fullscreen, resolution, sharpening, mouse camera, effects), Bloodborne leftovers removed (~11,700 lines), the game exe has the SotC icon. |
| 0.60 | Textures on GTX 10xx, no title-screen hang, starts on low-memory PCs, 60 FPS through the game's own Performance mode (right physics), each copy has its own user folder, +6% FPS at the Shrine, FSR 3 without black tiles on RX 7000. |
| 0.59.1 | Far shadows no longer blink (AMD and NVIDIA; new launcher option), AMD stripes on shadows and water fixed, Intel fixes, the log shows the GPU and driver. |
| 0.59 | More FPS (Oussama268's fork: draw thread, shaders translated in parallel; bridge 30 → 37–40 FPS), fix for the ending and save-load crash (still being tested: report in the issues), F11 fullscreen, video memory use and volume options, launcher self-update, ultrawide with PS4 Pro mode, fixes for 6 GB cards and Chinese Windows. |
| 0.58.1 | High quality textures (sharp leaves and rocks; the game had not streamed its high resolution versions since 0.0.13) and the game window's own icon (or the game's, or a picture of yours). |
| 0.58 | Community release (Lucas-blip-png, Gabriell-os, Oussama268, jownatan, xeodeo, nakaionyt/y7ngboy, tabnul): fewer crashes (out of video memory, game freezing, post-colossus crash in PS4 Pro mode), +15% FPS and less video memory, AMD fixes (RDNA3/4 black tiles), 21:9/32:9 widescreen, FPS 30/60/unlimited, Xbox button icons, FSR 3 / DLSS-G frame generation (experimental), launcher in Spanish, Chinese, Korean and Russian. |
| 0.57 | AMD cards: fix for the green/pink fog and characters (AMD now uses the NVIDIA 32-lane path; diagnosis from issue #7, not yet tested on an AMD card). New launcher option to turn off direct memory access: ~10% more FPS, flatter distant water. |
| 0.56 | Open-world water with waves: lakes and rivers below the waterfalls are no longer flat as a mirror (a shader instruction, S_WQM_B64, was ignored). The upper lake ripples and reflects far away (direct memory access on by default, as in Pink-shadPS4). Distant trees without "colored garbage". |
| 0.0.13 | No more crashes: fixed the 0.0.12 crash in the intro/menu (the game asked for more textures than its pool holds). Tested ~40 min across the map with two save loads. Lake reflections over almost the whole surface, with ripples (a shader loop guard cut the reflection rays short). |
| 0.0.12 | Sharp textures back, without crashes: fixed the memory corruption that closed the game after loading a save, and texture streaming is back (much sharper rocks and walls). Water: splashes, rings and foam while swimming; the lake reflects the sky and the sun's glint; environment reflections use each probe's correct cubemap (fix from Pink-shadPS4). |
| 0.0.11 | Fixed the "colored garbage" grass texture of 0.0.10. |
Full details in the CHANGELOG (in Portuguese).
Press F1 (or Insert, or L3+R3 on the controller) while playing. The mouse is free while the menu is open; Esc or F1 closes it.
| Key | What it does |
|---|---|
| F1 / Insert / L3+R3 | Opens or closes the in-game menu |
| F7 | 30 FPS cap on/off (60 FPS without the cap) |
| F8 | Frame generation: off → DLSS-G → FSR 3 (when the GPU supports it) |
| F10 | Performance overlay (FPS and frame time) |
| F11 | Window / fullscreen |
In the launcher (Quick settings → Textures) and in the in-game menu (changes at once):
| Level | What it does | Possible problems |
|---|---|---|
| Off | The game's 256×256 versions only (the behaviour before 0.58.1). | Blurry ground, rocks and leaves. For GPUs short of video memory. |
| High (stable) — default | The game streams its high resolution textures. When the game's texture memory runs low, the textures ask for a coarser level so the game frees space before it runs out. | A little less sharp in large, wide areas (the game's texture memory is almost always full there, so it stays on the coarser level; #235). |
| Maximum (sharp) | High resolution textures always, without that protection. | It may close the game in very wide views (sword raised against the sun, the Shrine, the last colossus' area; fault 0x1a371, #186), mostly in PS4 Pro mode. Not seen in our 5–10 minute runs, but reported before. If it happens, go back to High. Uses more video memory. |
SOTC_AMD64_LDS=0 turns it off.SOTC_MODES=af16 in the extra variables goes back to the old mode.SOTC_FG_HUDLESS=1
tries a HUD-less image), and it only matters at 30 FPS.SotC-PC.zip from Releases and unzip it into a folder.SotC.exe. On first start the launcher searches the PC's drives for:
eboot.bin, sce_module and sce_sys);libSceNgs2.sprx and libSceUlt.sprx) of an installed shadPS4
(user/sys_modules), which it copies to the port's data folder;addcont folder, or a folder with one subfolder per DLC).Requirements: Windows 10/11 64-bit and a Vulkan 1.3 GPU (NVIDIA, AMD or Intel with a recent driver). No Python install needed. The game folder should be on an SSD (NVMe best): on a hard disk new areas stutter much more.
| What | Where from | What for |
|---|---|---|
| CUSA08809 (EU 1.01) or CUSA08034 (US 1.00) game dump | your PS4, through GoldHEN | the game |
decrypted libSceNgs2.sprx, libSceUlt.sprx | your PS4 (/system/common/lib/, GoldHEN FTP), or shadPS4's user/sys_modules | sound (silent without them) |
The patch modes (60 FPS, 16x filtering) apply to EU 1.01 and US 1.00 (the same executable);
other versions run at 30 FPS. Each release keeps its own saves (user/savedata/1/<title ID>),
and only DLC of the same region is used.
Game library and automatic search, shadPS4 save import, 720p–4K output (the game renders at
1080p, upscaled with FSR 1 + RCAS), PS4 Pro mode, 60 FPS and 16x AF modes, controller support
(DualShock 4, DualSense, Xbox) with mouse camera, key remapping, Bluepoint engine cvars, desktop
shortcut and a session log in user/last_run.log.
In 60 FPS mode the title-screen attract demo averages ~67 FPS on an RTX 2060 SUPER, with 29–34 FPS in its heaviest section. Vulkan only (no DirectX). AMD and Intel can enable the NVIDIA-only submission options under Image and FPS > GPU work submission.
Why no sound files? The two .sprx files are Sony firmware and may not be redistributed;
the launcher finds and copies yours automatically. The game closed by itself? Open an issue
with user/last_run.log.
Windows with MSYS2 (CLANG64); packages:
packaging/windows/README.md. To freeze SotC.exe: a Windows
Python with PyInstaller and Pillow (WINPYTHON).
bash build.sh # out/bb-probe.exe
bash packaging/windows/package_sotc.sh # dist/SotC-PC.zip
Packaging refuses any .sprx/.prx: Sony firmware never goes into the package. Test tools:
tools/. Diagnostic variables: docs/sotc/README-SotC.md.
V_ALIGNBIT, V_CVT_PK_U8_F32), dynamic T# tables (dynamic_tsharp_array_size),
the LOD statistics approach and direct memory access for SotC.License: GPL-2.0-or-later (LICENSE).