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PiratesAtWorldsEndRecomp v0.1.0
The first release of the PC recompilation of Pirates of the Caribbean: At World's End (Xbox 360, 2007).
Important
You need your own original copy of the game. This release contains none of the game's files. Extract
your own disc, or an image you made of it, and copy its files into the assets folder (see the
README).
How to play
- Download
PiratesAtWorldsEndRecomp-v0.1.0-windows-x64.zipbelow, and extract it into a folder you can
write to (not underProgram Files). - Copy your game files into its
assetsfolder, so thatassets\default.xexexists. - Run
PiratesAtWorldsEnd Launcher.exe, choose your options, and press Play.
Requirements:
- Windows 10 or 11, 64-bit;
- a GPU with a Vulkan driver (NVIDIA DLAA needs an RTX GPU);
- the Microsoft Visual C++ Redistributable 2015–2022 (x64).
What's in it
- NativeXRenderer, the default renderer. It draws the
game's Direct3D calls natively on Vulkan instead of emulating the Xbox 360's GPU:- your screen's resolution, or a lower internal resolution you choose;
- wide screens filled, with the HUD, menus and videos kept at 16:9 in the middle;
- SMAA, FXAA, or DLAA with NVIDIA DLSS;
- a shader cache kept between runs.
- The Xenos path, ReXGlue's emulation of the Xbox 360 GPU, as the alternative in the launcher. It is also
the fallback if NativeXRenderer cannot start. - 60 FPS option, anisotropic filtering at 16×, and a launcher that works with mouse, keyboard or
controller. - Fixes: script errors no longer close the game, lower CPU use, and the sun's glare follows the sun.
Known limitations
- Testing so far: the first levels have been played, in sessions of an hour. Later levels have not been
tested yet, nor the cutscenes on ultrawide screens. - Wide screens: the HUD stays in a 16:9 area in the middle; it is not anchored to the screen's edges.
- New areas: the first time one appears, a few objects can show up some frames late while their shaders
compile. They are cached for the next time. - DLSS upscaling modes other than DLAA are experimental. They can only be chosen in
potcawe_options.toml.
Please report problems with your log (logs\ next to the executable) and what you were doing.
Source and licenses
- Source: this repository at tag
v0.1.0, with NativeXRenderer as a submodule. - License: MIT for the project's own code. The components keep their own licenses:
THIRD_PARTY_NOTICES.md
and thelicensesfolder in the zip. - Trademarks: NVIDIA and DLSS are trademarks of NVIDIA Corporation. This project is not affiliated with
or endorsed by Disney, Eurocom or Microsoft.