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droogie / bbhost

git clone https://github.com/droogie/bbhost.git v0.2.18 · 10d ago

Definitive Bloodborne PC Experience

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+657
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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

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