# uncharted_pc: the PS4 Uncharted collection running natively on Windows

> uncharted_pc is a native Windows port of Uncharted 1, 2 and 3 for the PS4, where the original game code runs on the PC and the graphics are translated to Vulkan. It ships as a launcher with a long known problems list, and it needs your own decrypted game dump because no game files are included.

**Supermedo/uncharted_pc** — Uncharted: The Nathan Drake Collection running natively on Windows - by SuperMedo

- Repository: https://github.com/Supermedo/uncharted_pc
- Stars: 1,572 · Forks: 79
- Language: C++
- License: GPL-2.0
- Published: 2026-10-20 · Updated: 2026-10-20 · Language: en
- Canonical page: https://hysenlabs.com/projects/supermedo-uncharted-pc

## The original PS4 code runs, the graphics are translated to Vulkan

The idea behind uncharted_pc is stated in one sentence: the original PS4 game code runs directly on the PC and the graphics are translated to Vulkan. That is a native port rather than a full system emulator, and the project says it follows the same approach as the author's Bloodborne port, where the Linux native port of that title is the base. The practical difference shows up in the requirements and the feature list, since a native port can be tuned for frame rates the console did not target and can expose modern upscaling options, while still needing the console's own game code to run. Uncharted 1, 2 and 3 from the PS4 collection are covered, and all three sit in one launcher. To play, you unpack the archive, start Uncharted.exe, pick your game folder, choose a game and press PLAY. The launcher also adds Steam and desktop shortcuts and handles automatic updates.

## You supply your own decrypted dump, the project ships no game files

The distribution boundary is stated bluntly in the README: no game files are included, and you need your own decrypted dump of the collection. The expected folder contains eboot.bin, big2-ps4_Shipping.elf, big3-ps4_Shipping.elf, sce_sys, u1data, u2data and u3data, with titles such as CUSA02343 and CUSA02320 named as examples. The project states that it is not affiliated with Sony Interactive Entertainment or Naughty Dog, and the credits note that NVIDIA, GeForce RTX and DLSS are trademarks of NVIDIA Corporation, that the default covers and the icon are original artwork and that no official art is included. The build and release artefacts are the launcher and the port, not the game content, and the third party component licences are kept in a licenses directory inside the download, which is a useful place to look before shipping a build of your own.

## Vulkan 1.3 and 6 GB of video memory, or the game crashes later

The requirements list is where this kind of project usually disappoints, so it is worth reading closely. You need Windows 10 at build 1903 or later, or Windows 11, 64-bit, and a processor that is an Intel Core of the fourth generation, the Haswell generation, or newer, an AMD Ryzen, or an AMD FX. The graphics card needs Vulkan 1.3 with a current driver and 6 GB of video memory or more. The project is direct about the smaller cards: a 4 GB card such as a GTX 1650 or an RX 570 runs out of video memory and crashes after a while, and on those you should keep anti-aliasing and frame generation off. About 8 GB of free memory, counting RAM and page file, is the other number. Roughly 8 GB of free system memory is also what the game wants when it streams assets, and that requirement is separate from the video memory rule, which is the one that decides whether a card is usable at all.

## 120 frames per second, TAA, FSR and DLSS in the same menu

The feature list is what makes the port interesting beyond the fact that it runs. Frame rate is the headline: 60 FPS like on PS4, or 120 FPS, with anything above 120 marked as experimental. Anti-aliasing options include TAA, AMD FSR 3.1, AMD FSR 4 and NVIDIA DLSS with DLAA. Frame generation is separate from anti-aliasing, with AMD FSR 3 working on any GPU and NVIDIA DLSS offering 2x on RTX 40 cards and up to 4x on RTX 50 cards. Input is configurable with keyboard, mouse and controller usable together and everything remappable, and Uncharted 3 gains mouse look. The port is therefore not a bare compatibility shim, it is a settings-heavy release that treats the console version as a baseline. The trade-off is that every extra feature costs video memory, which is why the low memory cards are told to switch the heavy options off rather than to lower the resolution.

## The known problems list names the version that fixed each crash

The README keeps a running list of known problems, and it is unusually useful because most entries say which release fixed them and which are still open. The Uncharted 3 Cartagena square freeze at high frame rates, which ended in a lost graphics device, came from a speed fix and is fixed in 0.3. The assertion about GetRenderFrameParams happened mostly in Uncharted 1 after the first cutscene, when the game expected the GPU side to be finished with a frame it wanted to reuse, and is fixed in 0.3.2, or 0.3.4 for the 1.02 versions. A black screen on the Intel HD 630 is fixed in 0.3.3, though older Intel chips such as the HD 520 can still crash inside Intel's own driver. The Uncharted 3 London bar crash is fixed in 0.3.4, Uncharted 2 loading crashes with cut short file reads are fixed in 0.3.5, and the Uncharted 2 train wreck fault in character-leg-ik.cpp is fixed in 0.3.6 for the EU 1.00 version. One entry is not fixed: green or black shapes that flash for a single frame on some characters in Uncharted 3, which the project attributes to a shader translation problem that also happens in shadPS4.

## The games need AVX, BMI1, MOVBE and LZCNT from the console CPU

One entry in the list is a hardware wall rather than a bug, and it is the one that ends a discussion for some people. The games use instructions from the console processor, namely AVX, BMI1, MOVBE and LZCNT. AMD FX chips run since 0.3.6, with the missing MOVBE emulated at a small cost in speed. Intel Core of the third generation and older cannot run the games yet, and the project notes that in this case the game says so rather than crashing with the 0xc000001d error, which is a kindness. Combined with the video memory rule, this narrows the usable hardware to Haswell era or newer Intel, any Ryzen, or FX with the emulation overhead. Anything older than that is excluded by the console code rather than by a setting you can change.

## Building on Windows with MSYS2, and the stack underneath

Building from source is a two step affair on Windows, using an MSYS2 CLANG64 environment. The first command compiles the project and produces the probe binary, the second runs the packaging script that produces the Windows distribution directory and the zip:

```bash
bash build.sh
bash packaging/windows/package.sh
```

The repository layout matches that structure, with build.sh, packaging/, src/, launcher/, gpu/, third_party/, tools/, tests/, patches/, a run.py and run.sh, an msys2-env.sh and a shell.nix file for the Nix side of the toolchain. The port stands on a lot of other people's work, and the credits are specific about it: bbport, the native Linux Bloodborne port by deadinside28, is the base, the shadPS4 renderer supplies the graphics translation, Videodec2 and the DLSS bridge come from shadPS4-Bloodborne-DLSS-FSR, and the list continues with FSR-Vulkan, the AMD FidelityFX SDK, FSR 4 assets from Q2RTX, the NVIDIA DLSS SDK with nvngx_dlss.dll under NVIDIA's licence, LibAtrac9, SDL3, FFmpeg, Dear ImGui, sirit, magic_enum, xbyak, the Vulkan Memory Allocator, MSYS2 and LLVM, PyInstaller, Pillow and the Cinzel font under the SIL Open Font License. The project itself is licensed GPL v2 or later, and each third party component keeps its own licence.

## Conclusion

uncharted_pc suits a Windows player who owns the PS4 collection and has a capable GPU, and who wants the games at 60 or 120 frames per second with modern upscaling instead of running a full system emulator. It does not suit anyone without a decrypted dump of the collection, anyone on a 4 GB graphics card, or anyone on an Intel Core of the third generation or older, since the games still refuse to run there. Verify three things before you commit: that your GPU has Vulkan 1.3 with a current driver and 6 GB of video memory or more, that your processor supports the instruction set the games need, including AVX, BMI1, MOVBE and LZCNT, and that the release you download already contains the fix for the bug you are likely to hit, since several crashes were only resolved in 0.3.2 to 0.3.6. The last push and the newest tag v0.3.6 both date from 2026-10-17, and the licence is GPL-2.0 or later.

## FAQ

### What does the uncharted_pc port need from me to run the games?

You need your own decrypted dump of the collection, with the folder containing eboot.bin, big2-ps4_Shipping.elf, big3-ps4_Shipping.elf, sce_sys, u1data, u2data and u3data. No game files are included in the download, and the project is not affiliated with Sony Interactive Entertainment or Naughty Dog.

### Can I run uncharted_pc on a 4 GB graphics card?

The project says 4 GB cards such as the GTX 1650 and RX 570 run out of video memory and crash after a while, so on those you should keep anti-aliasing and frame generation off. The stated requirement is a card with Vulkan 1.3, a current driver and 6 GB of video memory or more.

### What is the difference between this port and the shadPS4 emulator?

The port runs the original PS4 game code directly on Windows and translates the graphics to Vulkan, while shadPS4 emulates the console environment. A known problem in the port, single frame green or black shapes on some characters in Uncharted 3, is described as a shader translation problem that also happens in shadPS4.

### How do I build uncharted_pc from source on Windows?

In an MSYS2 CLANG64 environment, bash build.sh compiles the project and produces out\bb-probe.exe, and bash packaging/windows/package.sh produces dist\uncharted-windows together with the zip archive.

## Sources

- [Issues](https://github.com/Supermedo/uncharted_pc/issues)
- [License: GPL-2.0](https://github.com/Supermedo/uncharted_pc/blob/main/LICENSE)
- [README](https://github.com/Supermedo/uncharted_pc/blob/main/README.md)
- [Releases](https://github.com/Supermedo/uncharted_pc/releases)
- [Supermedo/uncharted_pc on GitHub](https://github.com/Supermedo/uncharted_pc)

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Hysen Labs editorial analysis, written from the project's own repository and release notes. Cite the canonical page: https://hysenlabs.com/projects/supermedo-uncharted-pc
