droogie / bbhost
git clone https://github.com/droogie/bbhost.git
v0.2.18 · 10d ago
Definitive Bloodborne PC Experience
—
stars, 24h
—
stars, 7 days
+657
stars, 30 days · #452
657
★ total
46
forks · 84 open issues
Star history starts 2026-10-20; the chart appears after the second daily snapshot.
LanguageC++
LicenseGPL-3.0
Created2026-10-07 (13d ago)
Last pushtoday
Watchers7
OwnerUser
Links
- GitHub: github.com/droogie/bbhost
- Releases · Issues · Hacker News mentions
README excerpt
# bbhost bbhost is a translation layer that runs Bloodborne on Windows and Linux. The game's own 1.09 executable runs unmodified on the PC's x86-64 CPU; bbhost answers its calls into the PS4's system libraries with PC implementations, and recompiles its GPU work, GCN shaders and the engine's draw calls, for Vulkan. The aim is a definitive PC version of the game - the original, intact, with what a PC release would add: any resolution and aspect ratio, 60 fps and beyond, keyboard and mouse, proper settings, mods and online play. bbhost contains no game code or data. You need your own copy of the game: a dump with the 1.09 update and its decrypted executable. ## Why not emulation The PS4 has an x86-64 CPU, so the game's code does not need to be translated to run on a PC - it needs a place to live. bbhost provides that place: - **The CPU side runs natively.** bbhost loads the game's ELF executable, relocates it, links its imports to its own implementations and starts it. The game's code runs at full speed on the host CPU, with no interpreter or recompiler involved. - **The PS4's system libraries are reimplemented** for the PC: files and saves, threads and memory, input, audio, movies, networking and the PlayStation Network calls the online features use - every one of the 660 named functions the game imports. - **Graphics are being moved from emulation to native code.** The game's renderer was written for the PS4's GPU: it builds command buffers for an AMD GCN GPU and ships GCN shader programs. bbhost hooks FromSoftware's own graphics layer instead, so draws are built directly from the engine's objects, and decompiles the shaders to typed, structured SPIR-V. The status table below shows what is native today and what still goes through the emulated GPU command processor. - **Game functions are being rewritten as source**, one at a time, each checked against the original, so the game can be fixed and extended where a patch would not reach. ## Features | | | |---|---| | | **Any resolution, ultrawide included.** 21:9 and 32:9 with a wider field of view and the HUD where it belongs, and the resolution can be changed while playing. FSR 1 upscaling for slower GPUs. | | | **Settings in the game's own menus.** The System menu gains PC Settings, PC Graphics, PC Effects, PC Controls, PC Camera and Key Bindings, drawn in the game's style: anti-aliasing, ambient occlusion, shadow distance, fog, motion blur, field of view, frame cap and more. | - **60 fps**, with the game's timing corrected so physics, animation and cutscenes run at the right speed. Higher frame caps keep the game's logic at 60. - **Keyboard and mouse**: mouse camera, a pointer in every menu, rebindable keys, and button prompts that show the keys. - **PC enhancements** that can be switched off for the game as it shipped: the Hunter's Dream mirror opens the character appearance editor (a feature cut from the release), "Rebirth in the Nightmare" at the Altar of Despair lets you re