HayatoG/iss_pc

Games

A native Linux/Windows PC port of inFAMOUS Second Son that runs from your own PS4 dump.

875
57
C++
11 days old

Worth a look if you already own inFAMOUS Second Son and keep a PS4 dump, but treat it as a playable work-in-progress port rather than a replacement for the original release.

The problem

Players who want to revisit inFAMOUS Second Son on PC usually have to run the whole game inside a PS4 emulator, then fight the emulator's compatibility layer for a specific title. This project takes a different route: it loads your own 1.07 eboot.bin, links the game's own modules, and translates Gnm commands and GCN shaders to Vulkan. The step that changes is the start of a session — you point a launcher at the game folder and press Play, rather than configuring an emulator and picking a game image. The result, according to the README, is a port that boots through title and intro into gameplay, with working saves, HUD, audio and controller input.

What's different

This is a title-specific native port, not a general emulator. Its loader reuses work from related ports (tlg_pc, gr2_pc, gow3_pc, bloodborne_pc), and its video path comes from shadPS4's video core. The README also says the port replaces the PS4 audio stack with its own AudioOut and Ajm implementation, so no firmware file is needed, and it handles the DualShock 4 motion sensor either with real gyro or simulated input on any controller and keyboard — a requirement for graffiti and other motion prompts.

The launcher is now a Qt Quick default with ten screens, including Mods/Cheats and Advanced, plus a Portuguese/English interface and game language that follows the system by default. A classic Tk launcher remains as a fallback and shares settings and saves. The trade-off is narrowness: the port targets one game, one region (CUSA00223 US), one base version and update (1.00 + 1.07), merged into one folder of roughly 33 GB. The README lists 720p, 2K, 4K, ultrawide, 120/240 Hz, mods, cheats, FSR and DLSS as planned rather than shipped, and 60 Hz only partially done. Those gaps matter if high resolution or framerate is why you want a PC version.

Who should try it

The good-fit case is a player who owns the US copy, has a PS4 with GoldHEN and Itemzflow to produce the dump, and wants an early look at the game running natively on Linux or Windows. It also suits someone curious about how these ports are assembled and willing to fall back to the classic launcher. The poor-fit case is anyone without the required files: the download contains no game or firmware data, so the port cannot substitute for ownership. A player expecting a finished PC remaster, or needing 4K, ultrawide or high-refresh support today, should wait.

Requirements and limitations

The README is explicit about the file set: eboot.bin and the game's own libraries from update 1.07, plus the base game merged underneath, from your own console. Missing or mismatched files break the launch path, so confirm the update version before extracting. On Windows the package is not digitally signed and the README describes a SmartScreen warning you must dismiss manually; there is no installer or store-style trust path.

Ongoing cost is mostly storage and patience: roughly 33 GB and an in-development codebase where features are listed as planned. The README notes a GPU accuracy fast mode that drops GPU particles if stutter is excessive, a performance/visual trade-off rather than a fix for every machine. The release page is published whenever the maintainer bundles changes, so newer builds are not automatic. The project is GPL-2.0; if you plan to redistribute anything, check the LICENSE files rather than assuming.

HotRepo's take

HotRepo's only dated signal is a NEW-REPOSITORY board placement: #6 in cpp with 875 total stars, observed 2026-10-25, not a daily growth measurement. The repository was created 2026-10-13, and no comparable daily-board history is available, so persistence cannot be judged from these samples. Before committing time, verify the update-1.07 file requirement against the project instructions and whether your controller can supply the motion input the game expects.

Written by AI from the project's README, updated October 25, 2026. The project's own docs are the source of truth.