Project Plateau
Project Plateau: four glass plates, one living valley, and the road back to camp.
翻訳待ち
Native Windows port of Shadow of the Colossus (PS4, CUSA08809) - bring your own game dump. Port nativo para PC.
翻訳待ち
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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. Since v0.75 the sound plays without anything from your console (built-in mixer); your console's two sound modules are optional. 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 |
|---|---|
| 0.75 | 🔊 Sound without the console's modules (Oussama268, from HayatoG/tlg_pc): a built-in NGS2 mixer plays the game's sound, by default for everyone; your console's libSceNgs2.sprx / libSceUlt.sprx are optional (tick "Use my console's sound modules"). A new Sound page: Stereo 2.0 / Surround 5.1 / 7.1 output, the sound device, volume up to 500% and the sound engine. The "What's new" screen shows English notes in other languages than Portuguese (#410). |
| 0.74.2 | AMD Radeon crashes fixed (Oussama268, #413): a graphics pipeline the driver refuses no longer closes the game (RX 6000 near the 4th colossus and on the bridge to the 9th), and two causes of the refusal fixed (a shader variant one binding short of its layout, guest bytes uploaded into a depth buffer kept in another format). Random colours on AMD GCN (RX 470–590, Vega) fixed (marko0905, #411). A silent crash in the heap guard fixed (mrgroeff, #409). The game no longer closes at "Resource Loading" with Control Flow Guard on (Oussama268, #414, #322). The shader cache is rebuilt once. |
| 0.74.1 | Launcher updates fixed: the launchers of v0.73 and v0.74 looked for updates in Oussama268's fork (its release address came in with the opt13 merge) and never offered a new version. They now check this repository again. Download v0.74.1 by hand once; later versions update from the launcher. |
| 0.74 | Lighter draw thread: Lukto02's draw-thread fast paths (#308) for depth-only and G-buffer draws: when no render register, image or state changed since the last draw, the render target setup, render pass start and dynamic state are reused (99% hit rate in the open world, 0 differences in verify mode). In the user's open-world rides the game stays at 60 FPS 40–50% of the time (23–32% before). DLSS-G 3x/4x/6x and Dynamic frame generation multiplier (RTX 50; #314). Thread priorities on 4-thread CPUs (#312). |
| 0.73 | Optimized build (ThinLTO + PGO trained on the open world): FPS matches or beats Oussama268's fork. Dynamic FPS on by default in the 60 FPS mode (below 50 FPS it locks to a steady step that suits the screen: 48 at 144 Hz, 40 at 120 Hz, 30 at 60 Hz, and goes back to 60). Oussama268's 0.72.1-opt13 merged (less riding stutter, render target reuse, freeze and black textures fixed, DLAA). Extreme mode sharp again (Maximum mip 0, High mip 1). Stability: the ending, the intro skip and the Time Attack mosaic fixed (heap guard shortcuts off again), a frozen-picture fix, crash 0x564d24 fixed. Window title with the port version and play time. |
| 0.72.2 | Ending fixed: no stretched textures or flicker at the end of the game and no close between the ending and the intro (textures the game freed while drawing them keep their contents for 400 frames). Smoother area changes: High/Maximum textures back at mip 2, area-change memory releases without a full GPU wait, and with 24 GB of RAM or more new textures read by the GPU straight from the game's memory. Large textures get memory of their own (no more 1.8 GB held empty after an area change). Updating clears the shader cache once. Window title with the port version and the play time. |
| 0.72.1 | Cards with less than 8 GB of video memory get a light profile automatically: Maximum textures at mip 1 (without the 3 s bank linger, with the page pool safety switch), High at mip 2 as in 0.71, video memory use capped at Default, no staging reserve in video memory. 8 GB cards and up keep everything. "Card memory" in the launcher's quick settings (Play page): Automatic (by the card), Light or Full. |
| 0.72 | Improvements the 0.71 page pool fix made safe, now on by default: fast GPU readbacks (~25% more FPS at the Shrine), sharper textures (finer mips: High mip 1, Maximum mip 0, with measured mips) and Maximum keeping texture banks 3 s, the heap guard shortcuts. New upscaler: AMD FSR 4.1 (official AMD FSR SDK 2.4, Vulkan; FSR 4.1 on Radeon RX 6000/7000/9000, FSR 3.1 on other cards; experimental). Play modes keep the grass as on PS4. Fewer stutters at area changes (staging reserve, texture copies with fewer page faults), the right video memory budget on integrated GPUs, launcher fixes. |
| 0.71 | |
| 🔧 Critical Fixes & Performance |
This is the beginning of the README. Read the rest at the original. Read the full README ↗