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BlackLineInteractive / Driveclub-Port

git clone https://github.com/BlackLineInteractive/Driveclub-Port.git

Driveclub PS4 PC Port

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LanguageC++
LicenseGPL-2.0
Created2026-10-13 (8d ago)
Last push1d ago
Watchers4
OwnerUser

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README excerpt
# Driveclub Native
A native port of **Driveclub** (PS4, CUSA00003) to **macOS** and **Windows**.
| Platform | Game version | Renderer | Where | Maintainer |
| --- | --- | --- | --- | --- |
| macOS (Intel) | v1.05 | Metal 3 | this repository's `src/` | BlackLineInteractive |
| Windows 10/11 | v1.28 | Vulkan (shadPS4's renderer), FSR 3.1 / FSR 4 / FSR 4.1.1, frame generation | `windows/` — ready-to-play builds on the Windows releases | qnfn |
**Windows highlight:** DCport 0.3.0 can build AMD's **FSR 4.1.1** for Vulkan from your own DirectX 12 DLL, on your PC, in one click (about two minutes), and run it with FSR 3 frame generation. See `windows/README.md`.
The sections below describe the macOS backend; the Windows backend (DCport) runs on a native PS4 runtime based on Supermedo/bloodborne_pc and is documented in `windows/README.md`.
**Windows (DCport):**
This is not a general-purpose emulator. PS4 code is x86-64, so on Intel Macs it executes directly without CPU recompilation. We only replace what is console-specific: Sony system libraries (HLE) and the AMD Liverpool GPU (GCN) - with a custom Metal renderer tailored specifically for this single game.
## Repository layout
| Path | Backend | Platform | What it is |
| --- | --- | --- | --- |
| `src/` | Metal (`src/gpu/metal`) | macOS | Our native runtime: ELF loader, HLE libraries, PM4 command processor, GCN → MSL |
| `windows/` | Vulkan (DCport) | Windows | Separate native runtime (bloodborne_pc + `runtime/driveclub-runtime.patch`), launcher, community patches |
`src/` and `windows/` are independent: each has its own runtime and build, and changes to one do not affect the other. Fixes found on one side are worth checking on the other (both translate the same GCN/PM4 stream).
## Architecture
 [code] 
Gnm/Gnmx are embedded directly into eboot: the game writes PM4 packets into the command buffer itself and passes only the finished buffer to the driver (`sceGnmDraw*` are not imported). Therefore, the GPU layer operates at the PM4 + GCN shader level.
### Performance Principles
- Shader IR -> MSL directly, without SPIR-V/SPIRV-Cross; disk cache for compiled pipelines.
- Argument buffers Tier 2 (bindless) - minimal resource binding overhead per draw.
- Up to 3 frames in flight; CPU waits for GPU only when running 3 frames ahead.
- On discrete AMD GPUs, memory is not unified: dirty page tracking and uploading modified ranges only.
- Explicit discrete GPU selection on dual-GPU MacBooks (`DC_GPU= ` override).
## Requirements
**macOS**
- Intel Mac (x86_64), Metal 3-capable GPU (tested: AMD Radeon Pro 5500M)
- Xcode, CMake >= 3.24, Ninja, SDL3 (`brew install cmake ninja sdl3`)
- Your own copy of the game as a decrypted dump (fSELF/fPKG)
**Windows**
- Windows 10/11 64-bit, a CPU with AVX, a Vulkan 1.3 GPU (FSR 4 needs a recent AMD or NVIDIA GPU)
- Your own decrypted dump of Driveclub v1.28; no Python or build tools needed for the release builds
## Build
**macOS**
 [code] 
**Windows**: download a release build, or