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Releases: bc160201983/Matterfall-PC-port
Release list
Matterfall PC port 1.0.4
Matterfall (PS4, CUSA02475) PC port by BilalReloaded
(YouTube, GitHub).
Download Matterfall-windows.zip below and extract it over your folder (settings and saves are
kept). No game files are included.
Fixed
- Crash after the intro on a second start, with a PC freeze on AMD (issue #2: GPU page fault,
"Device lost", fine after deleting the cache). The saved shaders now load before the game starts
(a loading screen of a few seconds; about 1-3 s for this game) instead of on background threads
while the game starts its own graphics. No extra hitches while playing. The old behaviour stays
available: launcher -> Performance -> Load the shader cache while the game starts.
Known issues
- A rare "Ran out of memory allocating 28387590144 bytes" crash a few seconds after a level loads,
seen with high settings (Ultra, high render scale). Being investigated. If it happens, please
attachlauncher-last-run.logto issue #1, and tell us your settings. - Ultra: lit surfaces sometimes render black. Use High or restart the game if you see it.
Matterfall PC port 1.0.3
Matterfall (PS4, CUSA02475) PC port by BilalReloaded
(YouTube, GitHub).
Download Matterfall-windows.zip below and extract it over your folder (settings and saves are
kept). No game files are included.
Fixed
- Voice lines too loud ("multiplier up", "multiplier lost", "health low"; issue #2). On PS4
these play on the controller's own small speaker; the port played them on your speakers at full
volume. They now play at 35%, and the launcher has a setting for it: Audio -> Controller
speaker sounds (Off to 100%).
Crashes while loading (issues #1 and #2)
The "Ran out of memory" crash and the "Serial size mismatch" crash after dying both came from the
game reading wrong data from its files, fixed in 1.0.2. If you saw them on 1.0.0 or 1.0.1,
please update. If one still happens on 1.0.3, open an issue with the log (launcher -> Advanced ->
Open log folder, launcher-last-run.log).
Known issues
- Ultra: lit surfaces sometimes render black. Use High or restart the game if you see it.
- The game checks its save about every 15 seconds, which can show as a short hitch.
Matterfall PC port 1.0.2
Matterfall (PS4, CUSA02475) PC port by BilalReloaded
(YouTube, GitHub).
Two crash fixes. Download Matterfall-windows.zip below and extract it over your
folder (settings and saves are kept). No game files are included.
Fixed
- Random "Ran out of memory" crash (the game asked for 15-30 GB at once, also reported on PS4
emulators). Unreal Engine reads its game package from several threads at once; on Windows a
positioned read moves the file's shared position, so two overlapping reads could read the wrong
bytes, and a garbage item count became a huge allocation. Every file read, write and seek now
goes through one lock per file. - Crash at start in the threading library (libwinpthread). The game can destroy a lock while
another thread is still leaving it; destroyed locks are now kept for a while before they are
freed, as in the MediEvil port.
Tested: two 5-minute runs in level 1-1 at 4K output, Ultra, with no crash (about 58 FPS on
average, an RTX 5080).
Known issues
- Ultra: lit surfaces sometimes render black. Use High or restart the game if you see it.
- The game checks its save about every 15 seconds, which can show as a short hitch.
Matterfall PC port 1.0.1
Matterfall (PS4, CUSA02475) PC port by BilalReloaded
(YouTube, GitHub).
Native 1440p and 4K output, a fix for crashes and 30 FPS at high resolutions, and an automatic
shader cache refresh. Download Matterfall-windows.zip below and extract it over your 1.0.0
folder (your settings and saves are kept). No game files are included.
New: native 1440p and 4K output
Launcher -> Display -> Output resolution: 1080p (PS4), 1440p or 4K. The whole game (3D,
menus, HUD) is drawn at that size; this unlocks the game's own PS4 Pro 4K mode. Render scale
(Graphics) is now a percentage of the output resolution. On a 4K screen, 4K output at 100% is the
sharpest choice.
Measured on an RTX 5080 at 4K output, 100%, Ultra: 60 FPS in the level.
Fixed
- 30 FPS and a crash at high render scales (for example 1440p output at 200%, which draws
5120x2880). The game's own graphics memory, a fixed 2.8 GB on PS4, ran out. It now grows with
the resolution you choose, and the game's main memory stays at its PS4 size. The game's
graphics memory cannot go above 4 GB, so above 4K at 100% (or 1440p at 167%) the launcher uses
the highest render scale that fits and says so. - Shader cache from another build was reused. The cache now records the build and the
shader settings it was made with; the cache from 1.0.0 is cleared once on the first start
(expect a few short hitches while shaders compile again).
Known issues
- Ultra: lit surfaces sometimes render black (title screen and levels). It does not happen
every start and could not yet be reproduced reliably. If you see it, use High, or restart
the game. - A rare crash in the NVIDIA driver at startup while cached shaders load in the background
(also in 1.0.0). Start again if it happens. - The game checks its save about every 15 seconds, which can show as a short hitch.
Matterfall PC port 1.0.0
Matterfall (PS4, CUSA02475) PC port by BilalReloaded
(YouTube, GitHub).
First release. The PS4 game's own code runs natively on Windows; a runtime replaces the PS4
system libraries and a Vulkan renderer runs the PS4 graphics. No game files are included: you
need your own copy of Matterfall (an unpacked CUSA02475 folder or a fake PKG; update 1.01 is
recommended).
Install
- Download Matterfall-windows.zip below and extract it anywhere.
- Start Matterfall Launcher.exe, choose your game folder (or Install from PKG), press
PLAY.
Needs Windows 10/11 64-bit, a Haswell-or-newer Intel CPU or any Ryzen, a Vulkan 1.3 GPU and about
6 GB of free RAM.
What works
- Intro movies, menus, saving and gameplay at 60 FPS. Tested in level 1-1 for 36 minutes with no
crash and no memory growth: about 5.5 GB of RAM (the PS4 game's own memory budget) and 2 GB of
video memory, flat over the whole session. - Audio, controllers (DualSense, DualShock 4, Xbox and others) and keyboard and mouse, all
remappable. - Correct sky lighting. The game reads a small sky-light table back from the GPU; other PS4
emulators give it garbage there. The port writes the GPU's result back so the game reads real
values. - Fixes the "Ran out of memory allocating 34359803904 bytes" crash that stops the game on PS4
emulators: a URL helper of the PS4 system left a size unset, and the game allocated whatever was
there. - Offline: PSN features (leaderboards, friends, store) answer as "signed out".
Settings
- Quality presets Low / Medium / Console (the PS4's own) / High / Ultra, and every setting on its
own: render scale 50% to 200% (the PS4 draws at 84%), shadows (maps up to 4096), ambient
occlusion, reflections, view distance, level of detail, foliage, effects, post-processing,
detail, textures, anisotropic filtering, motion blur, depth of field, lens flares, chromatic
aberration, eye adaptation, anti-aliasing, sharpening. - Windowed, borderless or fullscreen; VSync; FPS counter; FSR 1.
- Frame limits 30 to 240 and "half display refresh"; engine frame rate above 60 is experimental.
- Shader cache kept between runs with background warm-up: the second start compiled 18 shaders in
the first 200 s instead of 150.
Known issues
- The output window is 1080p; higher render scales (up to 200%, 4K internally) are downscaled to
it. - The game checks its save about every 15 seconds, which can show as a short hitch.
- There is no "unlimited" frame rate in this version: without a limit the game twice failed with a
huge memory request at the intro. Use a limit (up to 240).