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bbport Linux 0.51-linux.13
This release fixes the loading hang after a lamp travel, a crash at start on some GPUs, the frame rate dropping over time with the new memory model, and a launcher that could open blank. It adds a field of view setting, muting in the background and a walk key. It is based on bbport 0.51 and includes fixes from bbport 0.6.
Is the launcher confusing? I'm thinking about redesigning it: vote and tell me what you'd change.
Requirements: your own decrypted dump of Bloodborne with update 1.09, any retail release (US,
Europe, UK, Japan, Asia, and the editions with The Old Hunters). No game files are included.
Linux x86-64 and a Vulkan 1.3 GPU.
Download
| File | For |
|---|---|
Bloodborne-bbport-x86_64.AppImage |
Any x86-64 distribution and the Steam Deck |
Make it executable, run it, choose your game folder and press Play. Saves and settings go
to ~/.local/share/bbport.
SHA-256: fe3ef5953fdaa3836a4d96c0bcae94d05bfa17e04a19dbc93f3f73ccca913bbb
New
- Field of view (Settings → Screen): from 30 to 90 degrees; the game's is 43. Every camera of the game is scaled, so the areas that set their own keep their difference. It applies when the game starts. From Ethan Murphy (@emurphy04).
- Mute in the background (launcher and in-game menu): no sound while the game window is not focused. From Ethan Murphy (@emurphy04).
- Walk key: hold Left Alt while moving to walk. It can be changed in Settings → Controls → Keyboard and mouse. From @HatsyRei.
Improved
- Direct mouse camera: the camera now turns in the game's own camera update, once per frame. A slow pan no longer jumps by a pixel now and then. From Ethan Murphy (@emurphy04).
- Mods: more folder layouts load (a mod inside one or more extra folders), and the launcher says why a folder was not loaded. From @Supermedo.
- External FPS patches: an FPS patch from the patches folder replaces the built-in FPS preset instead of being applied over it. From Ethan Murphy (@emurphy04).
- Texture memory on cards below 8 GB: the texture collector starts later, so textures are not dropped and loaded again as often. From Ethan Murphy (@emurphy04).
- The Journal's Copy and Export take the whole session, not only the last 5000 lines shown.
- When the GPU is lost, the log now has the driver's report of what failed. From @Supermedo.
- Credits: the contributors I forgot last time are now in the launcher's About page, with @msisovic, @HatsyRei and @axpico.
Fixed
- Loading hang after a lamp travel: some thread handles did not fit in the 40 bits the game's lock keeps, so a loading thread waited for good. Diagnosed by @msisovic (deadinside28#193).
- Crash at start on some GPUs ("RIP=0", seen on NVIDIA, Intel and AMD): an extension was turned on although the driver did not give its functions. From bbport 0.6 (deadinside28#161, deadinside28#177, deadinside28#181).
- The launcher could open blank and stay that way when a saved setting could not be read (the comma below is one way that happened). Such a value now falls back to its default, and a page that still fails shows the error, with a button to copy it, instead of an empty window. Reported by @OPGZ2 (#18).
- Settings written with a comma: in the AppImage, on a system in Spanish, German, Portuguese and other languages, the in-game menu saved numbers as
0,30, and the game read0.30as 0 (sharpness, mouse sensitivity). Numbers use a point again, and files already written with a comma keep their values. - New memory model: the frame rate fell by about 28 % after 15 to 20 minutes of lamp travel, and a race in its write traps could leave stale copies (stretched vertices). From bbport 0.6.
- Laurence's cinematic above 30 FPS could hang: failed render jobs kept their slot until none was left. From bbport 0.6.
- Crash "guest raised debug exception 0xa0020007": game data now and then gave the blur an invalid sample count. From bbport 0.6 (deadinside28#207).
- FSR 4.1.1: white or broken picture after loading another save. From bbport 0.6.
- Single black or grey frames: the frame could be shown before the work that draws it was done. From bbport 0.6.
- Shaders: when a shader's resource tables could not be read, that data was zeroed in every later draw, and draw preparation threads raced on it. Now it is zero only for that draw. From bbport 0.6.
- Full video memory: instead of closing with "Failed to allocate … VRAM is full", the game waits for the textures it has already freed and tries again. From @axpico (deadinside28#206).
- Buttons ignored after closing a menu: only the buttons still held are ignored now. From @0xCydral.
- Pipeline cache: geometry-shader pipelines, the clip-distance shader on NVIDIA and draws without a pixel shader loaded wrong from the disk cache. From bbport 0.6.
- A crash when the game stops itself, and the AppImage's
--playwith the saved log failing at once. From bbport 0.6. - A small memory leak in the GPU's command processing. From shadPS4.
- RX 400/500 (Polaris): the game could stall after the first cinematic. Not verified on such a GPU yet. From bbport 0.6 (deadinside28#203).
- Debian 13 with NVIDIA fell back to another GPU: the driver's libraries are also looked for in the system's library folders. From bbport 0.6 (deadinside28#205).
- FSR 4.1.1 assets: the FP8 passes are recorded on RX 9000 cards, and GE-Proton from the AUR is found. From bbport 0.6 (deadinside28#186).
Upgrading
- From 0.51-linux.12: the launcher's About page installs this one.
- Your saves and settings in
~/.local/share/bbportstay as they are. - The shader cache is rebuilt on the first start: expect short stutters in the first minutes, for example in the first fight.
- If your launcher opened blank (#18), this one opens. A value it could not read shows its default: check Settings once.
Known issues
- As a guest (Kin Bell) on a busy Seamless Hunt server, seamless co-op can follow another host than your friend, so your sign never reaches them (#17). Hosting from Linux works.
- Seamless co-op between Linux and Windows has only been tested by a few players.
- The ghosts' cloth in Cainhurst can glitch, and some AMD integrated GPUs show no snow there. Being investigated.
- shadPS4's public shadNet server does not accept bbport builds: use The Hunter's Dream, Seamless Hunt or your own server (docs/SERVER.md).
- Loading screens can freeze on NVIDIA, with an Xid 109 error in the system log (#5, #19). Turning off Motion Blur or Depth of Field may avoid it (deadinside28/bloodborne_pc#184).
- A blur can stay on screen for a while, after a boss fight or in normal play, and a lamp travel does not always clear it (#1). The cause is being investigated.
- As on the PS4, a helper goes back to their own world when the area's boss dies or they die, and the Beckoning Bell cannot be used where the area's boss is dead (without seamless co-op).
- On NVIDIA the new memory model is not the default yet: results vary by scene.
- Only the 1.09 executable is supported; other versions start and then crash.
Full changes: 0.51-linux.12...0.51-linux.13
Credits and licenses: https://github.com/ayozetr/bloodborne_linux#credits