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PiratesAtWorldsEndRecomp v0.1.0

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@ElGuslml ElGuslml released this 15 Oct 21:03
· 54 commits to main since this release

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

  1. Download PiratesAtWorldsEndRecomp-v0.1.0-windows-x64.zip below, and extract it into a folder you can
    write to (not under Program Files).
  2. Copy your game files into its assets folder, so that assets\default.xex exists.
  3. Run PiratesAtWorldsEnd Launcher.exe, choose your options, and press Play.

Requirements:

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 the licenses folder 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.