Vnnc1/gow-native-pc
GamesPlay a statically recompiled native Windows port of PS2 God of War using your own ISO.
This project turns the PS2 NTSC-U build of God of War (SCUS-97399) into a native Windows x64 program. Instead of emulating the console at play time, it translates the game's MIPS R5900 executable into C++ and compiles it, while a separate runtime supplies graphics, audio, input and memory-card services What is this?. Practically, it gives PC players a hands-on option for replaying the game with live graphics settings, moddable controls and a translation-aware launcher — provided they accept an experimental, Windows-only build and a roughly 30-minute installation on reference hardware.
What changes in practice
A user supplies their own ISO through the launcher, which prepares the disc, downloads and patches the pinned PS2Recomp runtime, recompiles the game and builds a playable executable Required runtime Getting started. The first-play option runs a hidden, muted four-minute training pass that records VU1/IOP code and a performance profile, and the final game is built with both; skipping it means fewer optimisations Getting started. Once installed, play does not need the ISO.
In-game, F1 opens a menu for live graphics changes, cheats and save copies; internal resolution and widescreen are launcher settings that require a restart In game. Keyboard/mouse and gamepad mapping are configurable. Updates from Releases preserve prepared discs, saves and recorded code, but changes to runtime patches require an "Install → Rebuild everything" pass Updates.
Translations and controls
A single original USA ISO, a compatible fan translation, or both together are supported: with both, the launcher asks which language to play, and the original can supply movies and widescreen while a translation supplies text Translations. Compatibility is checked against the executable's .text SHA-1, so translations that alter code, and other regions, are not supported Translations.
Requirements and limitations
Windows 10/11 64-bit is required; the CPU needs SSE4.2 and 4+ cores are recommended, with 8 GB RAM (16 GB while building) and OpenGL 4.3+ (otherwise a slow software renderer is used). Git, Python, CMake, Ninja and clang are fetched automatically, and internet access is needed to obtain the runtime, tools and updates Requirements. Storage is estimated under 10 GB for one prepared language and one Release build; extra ISOs, languages and training builds take more Requirements.
This is not a finished, stable 60 fps port. On the project's test PC the opening ship averaged about 55 fps and heavy combat about 50–53 fps; a locked 60 fps is not reached, with remaining CPU-side VU1 work described as the limit, and only opening areas have been measured in depth Performance. Known issues include short hitches with audio gaps at area transitions, a PT-BR cutscene audio channel-alignment issue, and a suggestion to disable "Finish frames early" if image glitches appear Known limitations. DLSS/FSR/XeSS are unavailable because the renderer lacks the required motion vectors and DirectX 12/Vulkan path; external tools are untested and may add latency Upscaling and external tools. God of War II is planned but does not exist yet God of War II.
No game files or runtime are included, and the code is GPL-3.0; God of War remains a Sony trademark Credits and license.
Written by AI from the project's README, updated October 31, 2026. The project's own docs are the source of truth.