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nakaionyt / ShadowOfTheColossus-PC-FrameGen

git clone https://github.com/nakaionyt/ShadowOfTheColossus-PC-FrameGen.git v0.57-fg2 · 5d ago

Shadow of the Colossus (PS4) native PC port with DLSS-G / FSR 3 frame generation: 30 FPS locked, 60 shown. F7 uncaps live. Bring your own game files.

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Star history (as recorded here)

2026-10-20 · 31 ★ 2026-10-22 · 36 ★
LanguageC++
LicenseGPL-2.0
Created2026-10-17 (5d ago)
Last push5d ago
Watchers1
OwnerUser

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README excerpt
Shadow of the Colossus — native PC port, with frame generation 
The PS4 *Shadow of the Colossus* (Bluepoint, 2018) running natively on Windows: the game's own
x86-64 code runs on your CPU and the PS4 GPU work is translated to Vulkan. It is not a full
emulator. This build adds **frame generation** to the
Oussama268/ShadowOfTheColossus-PC port, so
the game's 30 FPS lock is shown at a steady **60 FPS**, and lets you uncap it **live**.
> [!IMPORTANT]
> **Bring your own game files.** No game file and no Sony firmware is included. You need your own
> PS4 dump of the game (**CUSA08809, EU version 1.01**) and, for sound, `libSceNgs2.sprx` and
> `libSceUlt.sprx` from **your own console**.
## Highlights
- **Frame generation:** NVIDIA **DLSS Frame Generation** on RTX 40/50, AMD **FSR 3** on any Vulkan
 1.3 GPU (RTX 20/30, Radeon, Arc). One generated frame between two game frames.
- **F7 caps or uncaps the game at any time:** 30 FPS like the PS4, or as fast as your CPU goes.
- **F8 switches frame generation:** off → DLSS-G → FSR 3, live, no restart.
- **Steady pacing:** 60 frames shown per second with the cap on, one every 16 to 17 ms. A late
 game frame no longer halves the frame rate.
- **Faster:** far sun shadow cascades are reused between frames (+17 to 22% FPS at the shrine).
- **F10 overlay:** frame rate, frame time graph, late frames, frame generation status.
## Performance
Measured on a Ryzen 7 5800X + RTX 4070 SUPER, 2560×1440 output, running through the open world:
| Setting | Game FPS | Shown on screen |
|---|---|---|
| **30 FPS cap + FSR 3** | 30.0 | **60.0**, one frame every 16–17 ms |
| **30 FPS cap + DLSS-G** | 30.0 | **60**, 0.04% late frames |
| Uncapped | 40–60 depending on the area (average 50) | same |
| Uncapped + FSR 3 | 40–50 | 80–113 |
The game logic follows real time: uncapped, Wander runs at the same speed as capped. The port is
**CPU-bound** (one very busy thread): single-core speed matters most, the GPU is lightly used.
| | Capped at 30 | Uncapped (F7) |
|---|---|---|
| **No frame generation** | 30, as on PS4 | 40–60 |
| **Frame generation (F8)** | **60, very even** ← recommended | 80–110, varies by area |
## Quick start
1. Download `SotC-PC_v0.57-fg2_bring-your-own-game-files.zip` from
 Releases and
 unzip it anywhere.
2. Install Microsoft's
 Visual C++ Redistributable 2015–2022 x64
 if it is missing (NVIDIA frame generation needs it).
3. Run `SotC.exe` and choose your game folder (the `CUSA08809` dump with `eboot.bin`) and the
 folder with your sound modules.
4. In **Quick settings**: *Frame generation* → **Automatic** (DLSS-G on RTX 40/50, else FSR 3),
 *Uncapped FPS* → unchecked for a steady 60.
5. **PLAY.** The first minutes can stutter a little while shaders compile (once).
Controller (DualShock 4, DualSense, Xbox…) or keyboard and mouse; keys can be remapped in
the launcher's **Controls** page.
### In-game keys
| Key | Action |
|---|---|
| **F7** | 30 FPS cap on / off |
| **F8** | Frame generation: off → DLSS-G → FSR 3 → of