[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$f1mh9j616j1078":3},{"code":4,"message":5,"data":6,"timestamp":25},10000,"success",{"full_name":7,"position":8,"description":9,"language":10,"stars":11,"forks":12,"stars_gained":13,"age_days":14,"hn_threads":15,"one_liner":16,"summary_md":17,"topic":18,"github_topics":21,"license":22,"homepage":9,"updated_at":23,"history":24},"ondrejeder\u002FDriveclub-pc-wrapper",22,null,"C++",231,9,27,8,[],"A PS4 emulator fork tuned to run Driveclub at 60 FPS on Windows, for owners with their own game dump.","This is a narrowly scoped hobby fork, and that focus is both its appeal and its limit: it targets one game, one update version and one platform. If you own a legal Driveclub dump and a PS4 firmware dump, it aims to replace the stock emulator chain with a launcher that boots the game at a stable 60 FPS with graphics options.\n\n## The problem\n\nRunning Driveclub through a general PS4 emulator currently means assembling the right fork, firmware modules and patch folder, then fighting frame pacing and speed issues with no guidance specific to the title. The player's goal is simply to start a race at a consistent frame rate on a Windows PC. Here, a launcher checks the base folder, title ID, update version and firmware before booting, and exposes frame-rate, resolution and anti-aliasing settings in one window. Instead of hand-tuning an emulator, the user presses Play and gets a pre-checked configuration for the tested build.\n\n## What's different\n\nThe core value is the Driveclub-specific work layered on GR2fork: a 60 FPS mode that fixes the game running too fast without touching already-modified executables, plus stability fixes and CPU-side speedups of the emulated GPU command processor. The author reports, on a single laptop with the RTX 5070 Ti, scripted test races averaging about 59.6 FPS versus about 51 FPS with frame drops on GR2fork, and hand-played 120 FPS races at 75–90 FPS. Those numbers are the author's own measurements on one machine, not independent benchmarks, and the README notes variance of up to about 15 percent with laptop temperature.\n\nThe launcher also handles ultrawide by rendering a native wide image with Hor+ FOV, though the README states this was tested in scripted races and screenshots, not on a real ultrawide monitor. The trade-off is tight coupling: nearly all the code is shadPS4's, and the project only commits to one title, region and update. Graphics options such as relaxed or off GPU readbacks exist, but the README warns they cause shadow and vegetation glitches or a nearly black 3D world, so the default precise setting is the realistic path.\n\n## Who should try it\n\nIt fits a player who already owns a Driveclub base dump and the 1.28 update, has PS4 system modules from their own console, and wants to play this one game on Windows with minimal fiddling. It is a poor fit for anyone without those dumps, for players hoping to emulate other PS4 titles, or for anyone on non-NVIDIA hardware or a different game region expecting validated results. Other regions are accepted but labeled experimental, and the 120 FPS mode remains experimental including timing and achievable frame rate. Building from source is a separate route for those who want to compile with Visual Studio Build Tools, clang-cl, CMake, Ninja and Git rather than use the release zip.\n\n## Requirements and limitations\n\nYou must supply everything Sony-adjacent: a base game folder, the 1.28 patch folder named with the `-patch` or `-UPDATE` suffix, and firmware modules. No game data, firmware or Sony code is included, so the project is useless without your own dump. The game folder layout and patch naming are checked by the launcher, and the settings, shader cache, logs and saves live in a `user` folder beside the executable that must be kept across updates.\n\nThe tested path is narrow: CUSA00093 with update 1.28 on NVIDIA, Windows only. The 2160p render is described as very demanding, 1440p costs roughly 10–15 percent FPS, and at 120 FPS the emulator's CPU-side GPU command processing is the bottleneck rather than the graphics card. Installation and known limitations are documented in the [release notes](https:\u002F\u002Fgithub.com\u002Fondrejeder\u002FDriveclub-pc-wrapper\u002Fblob\u002Fmain\u002Fdriveclub-pc\u002FRELEASE-0.2.5.md), and the full change list versus GR2fork is in [CHANGES.md](https:\u002F\u002Fgithub.com\u002Fondrejeder\u002FDriveclub-pc-wrapper\u002Fblob\u002Fmain\u002Fdriveclub-pc\u002FCHANGES.md).\n\n## HotRepo's take\n\nThe repository was 8 days old on 2026-10-25, when it held 231 total stars at #21 on the NEW-REPOSITORY board for C++, a snapshot rather than a growth measurement. With no comparable daily-board history, persistence cannot yet be judged. Before investing time, confirm your dump matches CUSA00093 v1.28 and read the release notes' known limitations, since the validated setup is a single game version on one GPU vendor.",{"slug":19,"name":20},"games","Games",[],"GPL-2.0","2026-10-25T03:05:53Z",[],1792912711]