Open-source project
HayatoG/iss_pc avatar
HayatoG/iss_pc

iss_pc runs inFAMOUS Second Son natively on PC by reimplementing the PS4 system

Native PC port (Linux/Windows) of inFAMOUS Second Son (PS4, CUSA00223) — in development, playable; runs your own game dump; no game or firmware files included. Motion sensor emulation. | Port nativo para PC de inFAMOUS Second Son (em desenvolvimento) — usa o seu próprio dump.

823 stars55 forksC++License varies

At a glance

What is it?
iss_pc is an in-progress native Linux and Windows port of inFAMOUS Second Son that executes the original PS4 code on the CPU, reimplements the console system and translates the GPU work to Vulkan. It ships no game or firmware files, it needs your own dump, and the documentation is candid that performance is still unstable and image bugs remain.
Who is it for?
Collectors who own a PS4 copy of inFAMOUS Second Son and want to run it on Linux or Windows with motion controls will find iss_pc the most direct route, since it needs only your own dump and adds no emulator layer between the original code and the processor.
Can I use it commercially?
Not without permission. GitHub finds no licence file in the repository, and without a licence all rights are reserved by default: you may read the code but not reuse it. Check the README, or ask the authors, before using it.
Is it still maintained?
Yes. The repository received new commits within the last day.
What is it written in?
Mainly C++, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

Native execution means no CPU emulator sits between the game and the processor

The pitch for iss_pc is architectural rather than cosmetic. The project description and the README both describe a native port for Linux and Windows in which the original PS4 game code runs natively on the processor, the PS4 system is reimplemented, and the GPU side is translated to Vulkan. No CPU emulator is involved, which is the distinction that separates this from the general purpose PS4 emulators. The target game is inFAMOUS Second Son on PS4, disc CUSA00223, with the base game at version 1.00 and update 1.07. The port shares its core with two sibling projects by the same author, The Last Guardian and Gravity Rush 2, which is the clearest sign of a reusable engine rather than a one-off script. The audience is game preservation minded PC players who own a console copy and want the game running natively, plus developers who want to study how a closed console system can be reimplemented on open hardware. The repository language is C++, and the presence of a .recomp.json file at the top level, alongside port/ and scripts/ directories, points to a native recompilation setup rather than a hand-translated game.

Playable, but the documentation says performance is unstable at 20 to 30 FPS

The status line in the README is unusually blunt for a port project, and it is worth reading before anything else. It says the game is playable and in development: it starts, reaches gameplay and passes the first chapters, but performance is still unstable, with 20 to 30 FPS typical on an RTX 2060, and there are known image bugs. The screenshots are described as captured at native resolution of 1920 by 1080, reduced to 1280, taken directly from the GPU on Linux with an RTX 2060. That figure is a modest mid-range card from several years ago, so the number is a floor rather than a ceiling, and the word used for it is unstable, which suggests frame pacing problems rather than a simple cap. Any expectation-setting should start from that sentence: this is a project that runs, not a project that runs well. The same paragraph says the game gets through its opening chapters, so long-play content beyond the first hours is not something the documentation claims to have verified.

The Qt Quick launcher replaces the Tk one, with the old build kept as a fallback

The most visible recent change is the launcher. A new Qt Quick launcher is now the default, built from ten screens including a Mods and Cheats screen and an Advanced screen, with the interface in Portuguese and English, and the game language following the system language by default. The previous Tk launcher stays in the package as inFAMOUS Second Son (classic), kept as a reserve. Two launch scripts sit at the top of the repository, run_infamous.sh along with infamous_launcher.sh and infamous_launcher_qt.sh, and the .gitmodules entry suggests some components arrive as submodules. What this tells you about the project is that the surrounding tooling is being rewritten in step with the port, which is the opposite of a frozen, wrapped build. For a user, the practical consequence is that the old interface has not been removed, so a machine that struggles with the Qt launcher has a fallback, and both paths run the same port underneath. It also means the launcher, not just the emulator core, is where bugs will surface for someone trying to get a first run working.

Saves, backups and zip export address the save loss that ports usually cause

Save handling gets its own section because it is a known pain point in this kind of work, and the documentation is blunt about the problem it fixes. There is a configurable data folder, a backup taken before each match, the ability to export and import saves as .zip, the ability to duplicate and delete saves, and a search for saves from other installations. The stated motivation is the complaint about losing a save after an update. That is a real and specific failure mode: a port that changes its data layout between builds, or that keeps saves in a location the user does not know about, will destroy progress without warning. The configurable data folder plus per-session backup is the mitigation, and the ability to search other installations helps when a player has more than one copy of the game on disk. If your reason for trying a native port is that an emulator session or a previous save is fragile, this is the part of the feature list most directly relevant to you.

Light occlusion, twelve experimental backports and the F16C problem for older processors

Three technical fixes stand out in the recent notes, and each one shows a different kind of work. The first is a rendering correction: the game was reading a false occlusion count to decide how much of a light was visible, which caused blinking beacons and glow that passed through characters. The new mode 3, which is the default, returns a count of zero, and the fix is confirmed on both Windows and Linux. The second is a set of twelve experimental corrections, labelled BP01 to BP12, ported from other PS4 ports and from shadPS4, each with its own toggle, a Recommended profile and an option to compare against the previous release, which is a good way to isolate a regression. The third is the hardest: on processors without F16C, such as Sandy Bridge, the game stopped with a message about 13 sites using encodings the rewrite cannot emulate. The 13 half-precision conversions, VCVTPH2PS and VCVTPS2PH, are now emulated in-game with bit-for-bit identical results, including rounding, denormals, Inf and NaN. Any of these three is enough to make a port feel like real work rather than a wrapper.

The mouse doubles as a camera and a touchpad finger, and the log knows your settings

Control handling is where a native port either feels native or does not, and this one has gone to some length. The mouse turns the camera with the right analogue stick and also acts as the touchpad. The left button is R2, the right is L2, and the middle button is R3. Holding the left Ctrl key, or the X1 side button, turns the mouse into a touchpad finger: the left button taps and clicks, holding it absorbs power, dragging with it slides through the Open Door and scanner interactions, and the right button gives two fingers, which lifts the Reggie car. The window traps the mouse while it does this, Esc releases it and a click catches it again. For touchpad games this is a reasonable mapping rather than a novel invention, and the README also points to ready-made controller diagrams for Xbox, Switch Pro and 8BitDo layouts in both languages. The logging side is also improved, with every log starting with a Config block listing your options without file paths, showing Backports lines, and a Support screen that assembles a report without personal data.

You need your own dump, and the licence is the unresolved legal question

The download itself is simple: binaries are published on the GitHub releases page, and recent tags show a daily cadence, with v2026.10.19-d3995fe, v2026.10.18-27f8bba and v2026.10.17-fd729b2 listed in the release history. The condition attached to it is the one that matters. The README states in bold that no game file comes with this project, and that to play you need your own copy, taken from your PS4. The repository carries no game or firmware files, and the port is described as using your own game dump, so the preservation argument and the legal position are the same thing here: the code is free to read, the content is yours. What is not resolved is the licence. The repository is listed with an unknown licence, and the top level entries show no LICENSE file, so there is no stated grant for redistribution or for derivative work, unlike the MIT licensed projects elsewhere in this queue. The project also asks for support through a coffee link and runs a Discord and a YouTube channel for the author, and the tags carry the same date-plus-commit naming, so a specific build can always be named precisely.

Editorial conclusion

Collectors who own a PS4 copy of inFAMOUS Second Son and want to run it on Linux or Windows with motion controls will find iss_pc the most direct route, since it needs only your own dump and adds no emulator layer between the original code and the processor. It is the wrong tool for anyone without a legal copy, for players who want a finished, stable build, and for anyone hoping for an installer, because the launcher and the build tooling are still being changed and the last push was on 2026-10-22. Before you rely on it, check three things: that your dump matches the base game 1.00 plus update 1.07 the port targets, that your processor has F16C or accepts the in-game emulation of the 13 half-precision conversions, and what the repository's licence turns out to be, since the top level carries no licence file and the project is listed with an unknown licence. The next release to watch is the one after v2026.10.19-d3995fe, given the daily tag cadence.

Frequently asked questions

Do I need my own copy of inFAMOUS Second Son to use iss_pc?

Yes. The README states that no game file comes with the project and that you need your own copy taken from your PS4. The port targets the base game at version 1.00 with update 1.07 for disc CUSA00223.

Is iss_pc an emulator or a native port?

It is a native port. The README says the original game code runs natively on the processor with no CPU emulator, the PS4 system is reimplemented, and the GPU is translated to Vulkan, using the same core as the ports of The Last Guardian and Gravity Rush 2.

How do I get the latest build of iss_pc?

The README links a Download button to the latest GitHub release, and recent tags follow a dated format such as v2026.10.19-d3995fe. The repository also ships shell launchers, run_infamous.sh alongside the Tk and Qt Quick launcher scripts.

What are the BP01 to BP12 options in iss_pc?

They are twelve experimental corrections ported from other PS4 ports and from shadPS4. Each one has an individual toggle, there is a Recommended profile, and an option to compare against the previous release.

Does iss_pc work on processors without F16C?

Yes, since a recent fix. The 13 half-precision conversions of the game, VCVTPH2PS and VCVTPS2PH, are now emulated in-game with bit-for-bit identical results, which previously caused the game to stop on processors such as Sandy Bridge chips.

Official sources

  1. HayatoG/iss_pc on GitHub
  2. Issues
  3. Project website
  4. README
  5. Releases
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