Bloodborne PC Port Release Notes

What changed in each Windows build, newest first. Download the latest package from the Download page, or open the matching notes on GitHub.

v0.6.2 — Direct 360° mouse look

  • Native mouse look: a camera hook writes raw mouse movement into the engine, replacing stick emulation. Yaw and pitch both rotate, and smoothing at 0.00 is 1:1 with no stick decay.
  • Tuning sliders: smoothing (0.00–0.80), responsiveness (0.50–2.50), and acceleration (1.00–2.00) live in the launcher and the overlay. The old mouse deadzone slider is gone. Values stay in sync across bbport.ini, Insert / L3+R3, and BloodborneLauncher.exe.
  • Gamepad stick: the right stick is passed through again, without mouse-emulation filters.
  • Lock-on and focus: mouse look yields while target lock is on, and it pauses when the cursor is released or you leave the window.
  • Package: bloodborne_pc_windows_port_v0.6.2_release.zip. Launch with BloodborneLauncher.exe or run.bat.

v0.6.1 — Startup and boss-fight crashes

  • Startup (#134): fixed an early crash when the engine read an unallocated thread heap.
  • Launcher patches (#136): heap-size and resolution patches no longer fail to boot. Memory pools accept the custom sizes.
  • Texture streaming (#135): fixed a mid-game memcpy crash while new areas streamed in under memory pressure.
  • Central Yharnam (#129): fixed a Vulkan device-lost crash in busy torch and crowd scenes, including uncapped frame rates.
  • Ebrietas (#127): particle and vertex protection covers worker threads, so the fight holds at 60 FPS, 90 FPS, and above.
  • Bad dumps: an empty or truncated eboot.bin now fails with a clear message instead of an out-of-bounds error.

v0.6.0 — shadPS4 sync, FSR 4, faster launcher

  • GPU sync: ten upstream shadPS4 fixes, covering indirect-buffer leaks, early-Z, multi-mip copies, and blend modes.
  • Draw prep: prep_workers can be set in bbport.ini, the launcher, and the overlay so lower-core CPUs are not oversubscribed.
  • Heavy attack: Shift + click no longer also fires a light attack on transformed weapons (PR #123, HatsyRei).
  • Launcher: the window opens sooner with lazy tabs, keybinds are cleaner, and overlay edits sync back to the launcher.
  • Upscaling: FSR 3.1 motion blur is reduced, FSR 4 is available with an automatic fallback to 3.1, and the upscaler menu includes Off.

v0.5.3 — Older CPUs and crash logs

  • Non-BMI1 CPUs (#114, #117): Sandy Bridge and Ivy Bridge no longer crash in the bucket allocator. The loader rewrites the LZCNT sequence to native BSR at load time.
  • BMI1 coverage: unmatched LZCNT is emulated, and BEXTR plus memory operands are covered for ANDN, BLSI, BLSMSK, and BLSR.
  • Crash reports (#113): dumps name the faulting module, label the access as read, write, or execute, and record the GPU, driver, and loaded modules.

v0.5.2 — Anti-aliasing and AVX check

  • Area loads (#104): zero padding inside PM4 packets is skipped, so respawns no longer abort on an unimplemented packet type.
  • Anti-aliasing: the launcher can use native FXAA, turn AA off, or enable temporal AA. The matching engine patch is staged for you.
  • CPU check (#95): the launcher and bbport.exe verify AVX 1.0 and OS XSAVE before boot. AVX2 is not required. Pre-AVX CPUs get a clear stop instead of a bad instruction.
  • Builds: GCC 15/16 SEH assembly and a heavy translation unit no longer fail the Windows compile.

v0.5.1 — Combat, minimize, and walk

  • Combat particles (#94): fixed an access violation when blood and combat effects wrote through a corrupted stack red zone.
  • Sandy Bridge (#95): CPUs without BMI1 get a scalar strlen patch and emulation for common BMI1 opcodes.
  • Minimize (#97): shrinking the window pauses presentation instead of recreating a zero-size swapchain.
  • Walk (#103): a hold-to-walk bind, Left Alt by default (HatsyRei).
  • Resolution (#99): the resolution menu always writes output and render size, including 1440p and custom targets used by FSR and TAA.

v0.5.0 — Rebinding, pipeline cache, portable launcher

  • Mouse and binds: relative mouse capture from the Linux port, with deadzone compensation and smoothing. Click-to-assign remapping covers keyboard, mouse buttons, and chords, and it syncs with bbport.ini and the overlay.
  • Shader stutter: compiled Vulkan pipelines are stored as .vkp files and reloaded when the GPU and driver still match.
  • VRAM (#89): unused transient depth targets are reclaimed so long sessions stop accumulating video memory (ALuaNegra).
  • CPUs: AVX2 and FSGSBASE are no longer required. Older Intel and AMD chips fall back to Windows TLS.
  • Audio: loud hits use a smooth saturation curve so viscerals and explosions pop less.
  • Launcher: modular PySide6 app, BloodborneLauncher.exe, and a bundled python-embed runtime. A separate Python install is no longer required.

v0.4.2 — Gestures, cache, and clean exit

  • Touchpad (#56): G opens Gestures and Backspace opens Personal Effects. Synthetic touch packets now carry a real id and hold time.
  • VRAM HUD: the overlay shows the card's physical memory size instead of a floating Windows budget.
  • Pipeline cache (#74): a warmup mismatch removes the bad blob only. Valid caches survive the next launch (Vorshim92).
  • Exit (#73): in-game restart and crashes tear down bbport.exe instead of leaving a hung process (Vorshim92).
  • Launcher: a Reset shader cache button (#76), and startup resolution patches apply for outputs other than 1080p (#77).

v0.4.1 — Window modes, audio, overlay language

  • Window modes: Windowed, Borderless, and Fullscreen. Windowed mode keeps a title bar and sizes the client to the chosen resolution.
  • VRAM and audio: the overlay counts device-local memory only. Master volume is boosted by 1.40×, and title CUSA03179 keeps weapon audio.
  • Launcher Python (#65): launch_gui.bat finds a real Python 3.10+ and skips the Microsoft Store stub (Vorshim92).
  • Overlay: in-game menu edits are no longer overwritten by bbport.ini (#66). The overlay can switch between English and Russian (#67).

v0.4.0 — Background shaders and mouse curve

  • Pipelines: SPIR-V compiles on background threads, with a synchronous path kept for quads and indirect draws.
  • Textures: an age grace period stops textures from thrashing on zone changes, including 6 GB and 8 GB cards.
  • Frame time: CPU waits only for GPU copies that overlap the memory just written.
  • Safety: indirect draws are bounds-checked, and shader caches are written atomically so a crash cannot leave a half file.
  • Controls: mouse acceleration ramps on fast swipes and stays precise for aiming. Keybinds follow the DualShock layout, including vial, item, transform, gestures, and the D-pad.

v0.3.0 — Mouse, keyboard, and 1080p

  • Mouse and keyboard: camera look with sensitivity, smoothing, deadzone, and axis invert. Bindings and a launcher dialog save to bbport.ini and apply without a restart.
  • 1080p: native 1080p is treated as unscaled, dark scenes from early UI composition are fixed, and the health and stamina bars no longer stretch.
  • HUD: Scaleform bars and item icons pass the depth test at every resolution.
  • Presets: 1920×1080 is the native baseline, with 720p, 1440p, and 4K beside it.

v0.2.2 — Performance HUD and fullscreen

  • Telemetry HUD: FPS, frametime, a 120-frame plot, VRAM, GPU load, CPU load, and system RAM. Toggle with F11 or Shift+Tab. Position, opacity, and scale save from the overlay.
  • Cursor: the pointer hides after three seconds over the game window and returns when you move or open the menu.
  • Fullscreen: a launcher checkbox sets BB_FULLSCREEN (PR #39, wizardnun).
  • Launcher: developer toggles leave the main screen. A HUD stats switch is in the feature list.

v0.2.1 — Map loads, 1440p, missing DLLs

  • Map load (#36): entering an area no longer crashes on an unbound shader user-data table (parsifal295).
  • Above 1080p (#37): 1440p, 4K, and ultrawide get a larger direct memory pool so the high-resolution heap patch can boot (parsifal295).
  • Startup hooks (#35): screen tools that probe the window with IsBadReadPtr no longer kill the process (parsifal295).
  • DLLs: FFmpeg and related decoders ship in out/, so bbport.exe starts without an MSYS2 install.
  • Defaults: 60 FPS, 1080p, Skip Intro on, FSR off.

v0.2 — New Game, menus, and crash logs

  • Character creation: Finalize on a new game no longer crashes. Save slots remount safely, and cutscene video buffers can fall back to a host allocator.
  • Menus: the keyboard keeps working when a gamepad is connected. Arrow keys browse menus. Enter confirms, Esc cancels.
  • Names: an on-screen name box appears in borderless and fullscreen. Enter accepts the name, Esc keeps the default, and controls pause while you type.
  • Crashes: dumps in out/crash_*.log record registers, threads, and a stack trace.

v0.1 — First Windows release

  • First standalone Windows build of the Bloodborne loader for 64-bit Windows 10 and 11.
  • Requirements at the time: a Vulkan 1.3 GPU (GTX 10-series, RX 400-series, or Intel Arc), Python 3.10 or newer, and your own CUSA03173 version 1.09 files.
  • Launch: extract the archive and start with launch_gui.bat, then choose eboot.bin, frame rate, and resolution.
  • Early test note: reported playable on an i5-4590, 14 GB RAM, and a GTX 1650, with stutter compared with later releases. If a new game crashed on creation, loading the save on the next boot recovered it.