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Release 0.7.0
What's new:
- Graphics fixed: no more stretched geometry (vertex explosions), missing walls, black sky or objects popping in after playing for a while.
- Trophies: unlocks are recorded per profile, with a Trophies page for Bloodborne and The Old Hunters (grades, requirements, unlock dates) and names in 15 languages.
- Trophy notifications: unlocks pop up over the game (on by default), and the launcher's list updates the moment a trophy unlocks.
- Edited saves cannot earn new trophies; earned trophies survive backups and restores.
- Profiles: each profile has its own Saves · Backups and Trophies sections.
- Runtime fixes: file reads that hit a temporary memory fault retry from the right position, and cached pipelines keep their vertex fetch shader.
After visiting a few areas, scenery could appear stretched across the screen, walls and objects could go missing or pop in, and the sky behind some Yharnam gates could turn black with streaks, until the game was restarted. The cause was the Vulkan driver used on macOS (MoltenVK). The port gives the GPU the game's whole memory (about 6 GB) as one large buffer. MoltenVK drew data stored past the first 4 GB of that buffer wrongly. Early in a session everything is stored lower down, so the game looked fine. Areas loaded later can land past 4 GB, and their objects came out stretched or invisible. Reloading from the title screen reused the same memory, so only a restart helped.
The upper part of the game's memory is now given to the GPU a second time, as its own buffer, so MoltenVK never reads that far into a buffer. There is no extra work per frame.
How it was found and checked:
- The game's data was intact. Meshes were byte-for-byte identical in clean and broken frames. The broken frame read about 50 draws from past 4 GB.
- On the same memory setup, the KosmicKrisp driver drew everything correctly. MoltenVK stretched, even at 5 FPS, so it was not a timing problem.
- The Iosefka's Clinic route that broke reliably stayed clean with the fix. With the fix
switched off (
BB_POOL_SPLIT=0), the stretching came back there.
Details: stability notes.
- Trophies. The game's trophy unlocks are recorded per profile, locally. Each profile has a Trophies page listing Bloodborne and The Old Hunters separately, with locked entries, grades, short requirements and unlock dates. Home and Profiles show the recorded count. Local platinum needs the 33 other base-game trophies. Names are translated in 15 languages, with English as the fallback. Tracking starts with this version; earlier unlocks are not imported. No PSN synchronization.
- Trophy notifications: unlocks pop up over the game, on by default. Turn them off in Advanced → Launcher → Trophy notifications to save about 2 FPS (one measured pair). The trophy list in the launcher updates the moment a trophy unlocks, even while the launcher is hidden in the menu bar.
- Edited saves. A save marked as edited cannot record new trophies; restoring a clean backup restores eligibility. Earned trophies survive restores.
- Profiles layout. Saves · Backups and Trophies are sections of each profile (Profiles → profile name). Opening a profile does not change the one Play uses. New profile is in the page header.
- File reads retried after an EFAULT now restart from the right file position.
- Cached pipelines with a geometry stage keep their vertex fetch shader (from bbport 0.6-pre1).
- With character motion vectors on, the game can crash with a GPU "Invalid Resource" error
(shown as
VK_ERROR_OUT_OF_DEVICE_MEMORY), for example during a boss fight. Turn them off if it happens. Motion vectors improve image quality a lot for a small cost, so this is the next fix we are working on. - Offline play on macOS. Online integration is not included.
- Rare sampler/GPU assertions and movie shutdown faults seen in earlier development runs remain on the watch list.
- The save editor is still in development.
Download the Apple Silicon DMG and replace Bloodborne.app. Saves/settings remain in
~/Library/Application Support/bloodborne_mac. No game files are included: supply your own
Bloodborne dump with update 1.09. The app includes its runtime, bash, Python and libraries.
The app is signed ad hoc, without an Apple Developer ID. On first launch use macOS's Open / Privacy & Security approval flow as described in Installation.
Based on bbport and shadPS4; additional contributors and licenses are listed in Credits. Our app version follows this project's releases independently of upstream bbport versions.
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