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Castlesea / infamous-second-son-pc-port

git clone https://github.com/Castlesea/infamous-second-son-pc-port.git

Native Windows port of inFAMOUS Second Son (PS4): custom runtime + Vulkan renderer derived from shadPS4. Bring your own game.

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Star history starts 2026-10-20; the chart appears after the second daily snapshot.

LanguageC++
License—
Created2026-10-19 (1d ago)
Last pushtoday
Watchers4
OwnerUser

Links

README excerpt
# inFAMOUS Second Son — native PC port (Windows)
*Ryzen 7 7800X3D + Radeon RX 9070 XT, Vulkan, VSync off: 123 FPS (7.5 ms a frame).*
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| *Seattle in the rain, VSync off: 91 FPS.* | *Rooftops on a 75 Hz display, VSync on: 74 FPS.* |
An experimental native Windows port of the PS4 game *inFAMOUS Second Son*.
> **You need your own copy of the game.** No game files, keys or copyrighted assets are part of this repository or its releases.
## Video showcase
### ▶ Watch the video showcase on YouTube
## The idea
Most ways of playing a console game on PC emulate the console: they translate its CPU code and re-interpret, command by command, everything it asks of the GPU. This project goes the other way, and moves the game onto the PC natively, piece by piece:
- **CPU: already native.** The game's own x86-64 code runs directly on the host processor. A custom runtime replaces the PS4 system libraries (memory, threads, files, saves, audio, the controller), so no CPU emulation is involved.
- **GPU: becoming native.** The renderer started from shadPS4's video core, which reads the PS4 GPU command stream and translates it to Vulkan. Step by step, the engine's rendering is taken off that translation: its draws and dispatches are recorded straight into Vulkan command buffers when the game submits them ("native passes"), and its shaders are compiled ahead of time instead of while playing.
- **The goal:** stop depending on emulation and translation altogether, so the game answers like a PC game. Less work per frame means higher frame rates, lower input latency and fewer stutters, and room for PC options (frame rate limits, unlocked frame rates, mouse and keyboard).
What is still translated today is the rest of the GPU command processor; moving it to native is the next step (see Roadmap).
## Status
- Playable: story saves, free roam, menus, pause and saving work.
- Reference machine: Ryzen 7 7800X3D + Radeon RX 9070 XT. With VSync off:
 - **Smaller scenes run above 100 FPS**: 123 FPS at the forest checkpoint.
 - **The open city runs at about 80–95 FPS**: 91 FPS in the street above.
 - **The densest city views drop to about 60–70 FPS**: there the command processor (still translated) is the limit, and it is the next thing to move to native.
- On a 75 Hz display with VSync on, the city holds 75 FPS: frames over 25 ms were cut from ~17 to ~1.4 a minute (10-minute scripted run).
- Shaders ahead of time: the game's compute shaders are compiled from the player's own game files before the first session ("Preparing shaders (first run only)", about 2 minutes). Graphics pipelines come from shader recipes (pipeline states and hashes, no shader code), rebuilt from the same files.
- Known open issues:
 - Late appearance or pop-in of some buildings and map structures.
 - Shader compiles in areas no cache has seen yet (a new player's first session).
 - Lower frame rate in the densest views (command processor bound).
## Controls
- **Controllers:** Xbox pads, PlaySta