Wooloomooloo2 / bloodborne_mac_port
git clone https://github.com/Wooloomooloo2/bloodborne_mac_port.git
mac-v0.5.3 Β· 3d ago
Bloodborne on Apple Silicon Macs: the PS4 game's own code under Rosetta 2, rendered natively with Metal (MetalFX, FSR 3.1). Work in progress.
+7
stars, 24h Β· #4,555
+~56
stars, 7 days Β· #3,612
+137
stars, 30 days Β· #5,458
137
β
total Β· +56% this week
10
forks Β· 33 open issues
Star history (as recorded here)
LanguageC++
LicenseGPL-2.0
Created2026-10-11 (12d ago)
Last push1d ago
Watchers3
OwnerUser
GitHub topics
Links
README excerpt
# bloodborne_mac_port: Bloodborne on macOS (Apple Silicon) A **work-in-progress macOS port** of the native Bloodborne PC port. It runs the original PS4 executable of *Bloodborne* (CUSA03173, version 1.09) on Apple Silicon Macs: the game's own x86-64 code executes directly under **Rosetta 2**, PS4 system libraries are replaced by a lightweight HLE runtime written in C, and GPU command buffers are translated by a **shadPS4-derived video core** into **native Metal** (since 0.5.0; MoltenVK before). This is not an emulator and contains no game code: the loader and runtime run your own copy of the game as an x86-64 process under Rosetta 2, and rendering happens in a separate native arm64 process. > **No game files or copyrighted assets are included, and none will ever be distributed.** > You must provide your own legally dumped and decrypted copy of Bloodborne (CUSA03173 v1.09). > This project is not affiliated with or endorsed by Sony Interactive Entertainment, > FromSoftware, or AMD. ## Status (2026-10-19) **Current version: mac-v0.5.2** (download the app, or build it as below). **Work in progress, playable.** On an Apple M4 Max the game boots, character creation works, saves load, and the game runs at a **locked 60 FPS** at 1080p and 1440p native, or upscaled with MetalFX, FSR 3.1 or TAA, through its own **native Metal renderer**. Expect occasional rendering glitches (see Known issues). The target is a locked 60 FPS (the game's physics run at 30 Hz), with even frame pacing, at the highest resolution each Mac allows; 90 and 120 FPS caps are there for ProMotion displays. ### Benchmarks: 0.4.0 β 0.5.0 Apple M4 Max (48 GB), frame rate uncapped, FPS while standing still (30 s), 2026-10-17/18. Each cell is mac-v0.4.0 (MoltenVK) β mac-v0.5.0 (native Metal); "Quality" upscales 1.5Γ (for example 1280Γ720 β 1920Γ1080). | Scene | 1080p native | 1440p native | 1440p MetalFX Quality | 1440p TAA | 1080p FSR 3.1 Quality | 1440p FSR 3.1 Quality | |---|---|---|---|---|---|---| | Central Yharnam, first lamp | 97.5 β **97.7** | 66.2 β **75.1** | 95.1 β **95.7** | 61.9 β **69.9** | 117.0 β **119.5** | 95.6 β **98.0** | | Cathedral Ward | 103.2 β **104.8** | 72.0 β **82.7** | 99.5 β **102.3** | 67.0 β **78.3** | 122.0 β **126.6** | 98.8 β **108.6** | | Upper Cathedral Ward | 78.5 β **83.2** | 57.2 β **65.2** | 76.7 β **81.0** | 54.4 β **61.7** | 92.0 β **97.7** | 75.7 β **84.8** | | Hunter's Dream, headstone | 98.0 β **104.3** | 69.5 β **82.0** | 92.6 β **100.9** | 64.9 β **76.1** | 108.0 β **120.2** | 92.6 β **99.0** | 0.5.0 is ahead in every case, by **12β18% at 1440p**. With the 60 FPS cap both hold a steady 60 (every frame 16.7 ms). Uncapped, 0.5.0 occasionally has a single longer frame (20β40 ms) that 0.4.0 does not; it does not occur with a frame cap (backlog). ### From 22 to 120 FPS The first playable build (2026-10-11) ran the first level at **~22 FPS** at native 1080p. What got it to 60 and beyond, in order: | Version | Change | Effect | |---|---|---| | 0.3.0 |