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ravencaio/tlou-remastered-pc

Games

Run a dumped PS4 copy of The Last of Us Remastered natively on Windows via a custom PS4 runtime and Vulkan renderer.

106
2
C++
GPL-2.0
new today

What it is

This project is a Windows runtime that executes the PS4 build of The Last of Us Remastered (CUSA00552, update 1.11) directly: the game's own x86-64 code runs on the PC, PS4 system libraries are reimplemented, and GPU work goes through a Vulkan renderer derived from the shadPS4 video core. A Tkinter launcher sets display, frame limit and folders. The repository contains no game files; you must supply your own dumped game folder and update (README).

It targets players who already own and have dumped the game and want to run it on Windows, and developers interested in the PS4-to-PC porting stack.

Current status

The port is a work in progress but playable from the prologue onward. The README reports 60 FPS in light areas and roughly 40–44 FPS in the heaviest tested area on a Core i7-8750H with a GTX 1050 Ti Mobile, where the CPU-side draw recording thread is the bottleneck; a fixed 30 FPS limit makes frame pacing more even. Known issues include occasional NPC movement jumps and pauses when many shaders compile for the first time; the game's frame watchdog is patched from 2 s to 20 s for that. Mouse camera, draw-distance sliders and keyboard button prompts are not available yet (status section).

Quick start

From a release zip, extract it, open TLOU Launcher.exe, select the game folder under Folders and press Play. A shortcut with the game icon then appears beside the launcher (playing section).

To run from source you need Python 3.10 or newer:

  1. Place the game folder CUSA00552 next to the repository folder, and the update beside it as CUSA00552-patch (or point TLOU_UPDATE at another folder). A PKG update unpacks with python tools/install_update.py <update.pkg> <game folder>.
  2. Build the runtime in an MSYS2 CLANG64 shell after installing the listed clang, CMake, Ninja, Vulkan and library packages, then run gow3_pc/build.sh; this also builds launcher/TLOU Launcher.exe.
  3. Start the game with the launcher, Start-TLOU.cmd, or python tools/probe_tlou.py --boot --seconds 0 [--game <game folder>].

Saves and settings live in analysis/tlou-user; the log is analysis/tlou/boot.log, and the last five controller input recordings are kept there for crash replay (disable with TLOU_RECORD_PAD=0). If the repository sits on a hard disk, move the shader cache (analysis/tlou-user/cache, about 250 MB across roughly 12,000 files) to an SSD and link it back with mklink /J analysis\tlou-user\cache <folder on the SSD> (build section).

Controls without a DualShock 4

The touchpad (backpack, crafting) maps to Tab / Backspace on keyboard or Back/View on an Xbox-style controller. Controller shake maps to G or the Share/Capture button, rebindable through GOW3_KEY_MAP / GOW3_PAD_MAP. The flashlight does not flicker out by default, so no shake is needed; TLOU_CHEATS=none disables that adjustment. The in-game menu opens with Insert or R3+L2 (playing section).

Requirements and constraints

  • Windows 10 or 11, 64-bit.
  • Intel 4th-generation Core (Haswell) or newer, or any AMD Ryzen; the game requires AVX, F16C, BMI1, MOVBE and LZCNT.
  • A GPU or integrated graphics with Vulkan 1.3 and a current driver, plus about 6 GB free RAM (requirements).
  • A legal dumped copy of the game and its update is required; none is distributed here.
  • Building requires MSYS2 CLANG64 and a clone made with core.autocrlf=false, since line-ending conversion breaks the FSR-Vulkan patches. The PGO profile is not in the repository, so default builds use plain compilation (build details).
  • The project is licensed under GPL-2.0-or-later and is not affiliated with Sony Interactive Entertainment or Naughty Dog.

Credits

The runtime derives from BilalReloaded's PS4 port runtime, itself started from SpartanPort, and uses the shadPS4 video core; TAA camera motion, Windows red-zone protection, a 1 ms timer, DLSS/FSR bridges and other components are credited to their respective authors (credits).

HotRepo's take

The project first appears on HotRepo's new-project board for C++ on 2026-11-02, with 102 stars gained and 2 forks in roughly 20 hours since creation. That is a single snapshot, not a trend, and it says nothing about how well the port runs. The technical claims in the README are concrete — frame rates on named hardware, a CPU-bound draw thread, specific workarounds like the 2 s to 20 s watchdog patch — and the repository layout separates runtime, launcher and diagnostic tools (layout). For now the port's value depends on the maturity of the inherited runtime pipeline and on the user's own dumped game copy.

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