macOS + Windows (experimental)
Pre-release
Pre-release
macOS (Apple Silicon) is a normal release. Windows is experimental.
How to play
You need your own copy of the game, extracted to a folder called PSP_DATA.
macOS (macOS 13 or later)
- Unzip
VCSNative-macOS.zipand double-click VCSNative. The first time, macOS asks whether to open an app downloaded from the Internet: click Open. (On recent macOS versions, if it only offers "Done", open System Settings > Privacy & Security and click Open Anyway.) - Click Choose... next to Game folder and pick your
PSP_DATAfolder (it can be anywhere, including an external drive). Play stays greyed out until the game files are found. - Press Play.
Windows 10/11 (64-bit)
- Unzip the whole
VCSNativefolder somewhere you can write to (notProgram Files). - Put your
PSP_DATAfolder right next toVCSNative.exeandVCSLauncher.exe. - Double-click VCSLauncher.exe and press Play. If Windows shows "Windows protected your PC", click More info and then Run anyway. You need a graphics driver with Vulkan 1.1 support (the normal NVIDIA, AMD and Intel drivers include it).
The optional texture pack is a separate download; install it from the launcher's Quality page.
New features
- macOS: one self-contained app.
VCSNative.appnow contains the launcher, the game and every library it needs (FFmpeg, SDL, Vulkan loader, MoltenVK) - macOS: choose where your game is. The launcher has a Game folder picker; the game files can live anywhere, including an external drive, and nothing is copied. Play stays greyed out until the game files are found.
- macOS: settings, saves and textures are kept in
~/Library/Application Support/VCSNative, so the app itself stays sealed and updating it never touches your saves. - Control prompts that match your device. The game's on-screen button prompts show your real keyboard and mouse controls, or Xbox button names when you use a controller. Turn it off with "Show control names in prompts" to get the original PSP button names.
- Windows launcher: Window, Rendering, Quality, Controls, Addons and Performance. It edits
VCSNative.iniandProperShaders.iniin place, keeps comments and line endings, and lets you choose the GPU, present mode, swapchain and worker threads. - Swapchain presentation on Windows through Vulkan instead of CPU readback. Videos and loading screens use it too, and the CPU readback path remains as a fallback.
- GPU selection on Windows: discrete GPU first, then most video memory.
PSPRECOMP_VULKAN_DEVICEaccepts an index or part of a name. - Windows system tuning: 1 ms timer, above-normal priority, EcoQoS opt-out, MMCSS "Games", per-monitor-v2 DPI awareness, discrete-GPU hints for NVIDIA and AMD, a VRAM-aware texture budget, and a startup CPU-feature check with a clear message.
- Swapchain resize: minimise, maximise and resize are handled.
- Raw-input mouse camera on both platforms. Each frame's movement is converted once, proportionally, with no stick-style curve. The cursor is confined to the game window on Windows.
- Camera options in the macOS launcher: a new Camera section with camera on right stick, invert camera Y, mouse sensitivity (default 50) and look-up limit (default 40°). The Windows launcher has the same options.
- Look-up limit (
PedCameraUpLimitDegrees): the on-foot camera tilt limit is now adjustable, with a default of 40° (the game's own stop is 45°). - Draw distance: World objects and model detail switch are capped at 3× (defaults: World 3.00, LOD 3.00). Vehicles and pedestrians are always 1×, so their sliders are removed and old ini values are ignored.
Bug fixes
- Cutscene audio stutter and desync on both platforms. ATRAC3+ files with 280- or 376-byte frames (all cutscene dialogue and the CITY tracks) were treated as ATRAC3, so the game consumed the stream at double speed and played silence for the second half of cutscenes.
- HUD and field of view: the Vulkan backend showed a 480×272 crop of the 512×320 frame, which magnified the view and HUD. It now presents the whole frame, like the original DX12 renderer.
- HUD at every aspect ratio (16:9, 21:9, 32:9, 4:3, 16:10, 5:4, tall): the widescreen factor is restored to the original clamp and the HUD uses the original symmetric X correction. The layout follows window resizes.
- Windows audio drift: if audio falls more than about 140 ms behind, the sink drops the stale part and restarts. Lagging streams snap forward with a short gap instead of drifting.
- Sun-lit surface relief option removed everywhere (shader, config, both launchers) because it looked broken.
- Controllers: a deflected stick always wins over the mouse, and stick handling is more accurate (proper dead zone).
- Black screen with the texture pack. A texture that animates its palette was stored again every frame, so graphics memory grew to 10 GB or more within a couple of minutes and the picture went black. Identical textures are now shared and replacement-texture memory is capped, so memory stays flat.
- Graphics on their own thread (Vulkan). Display lists now run on a separate thread by default and texture uploads no longer stall the game, which keeps busy scenes inside the frame budget.
- Windows: cursor escaping the game. The mouse pointer could drift onto a second monitor during play, and the next click landed on another window. It is now kept inside the game window while the game is in front.
- Draw distance: the macOS launcher shows only World objects and Model detail switch.
- macOS: "damaged" message on downloaded builds. The app now carries a valid signature seal, so macOS no longer reports a downloaded copy as damaged.
Windows: experimental
The Windows build is experimental and still has performance issues in some situations, such as the busiest parts of the city and while driving. These will be addressed in a later update.
Downloads
VCSNative-macOS.zip: macOS build (Apple Silicon)VCSNative-Windows-experimental.zip: Windows build (experimental)VCSNative-TexturePack.zip: optional texture pack