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1.0.8

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@LoreanXavier LoreanXavier released this 22 Oct 23:04

Support the port on Patreon

Bug reports: I've closed GitHub Issues because of ongoing spam attacks. Please join the Discord server to report bugs.

P.T. PC Port 1.0.8

Fixes for crashes, display and audio problems reported since 1.0.7, plus a few player requests. Update from inside the
game, or run the setup over your existing installation: your game archives, settings, saves and mods stay.

1.0.6 and 1.0.7 accidentally included a file of the optional frame generation unlock (version.dll); 1.0.8 removes it for players who did not turn the unlock on.

Crashes and start problems

  • Bandicam and Mirillis Action: fixed the crash when FSR Frame Generation starts on Vulkan while one of these recorders
    is installed. The recorders keep working.
  • Folders with non-English names: fixed a crash while loading the Museum and loop browser previews when the game's
    data folder is in a path with characters outside the system's code page (for example a Japanese desktop folder under
    OneDrive).
  • DLSS 5 with the frame generation unlock: turning the FG unlock on while DLSS 5 is active no longer hangs the GPU on
    RTX 20 and 30 cards. The unlock applies live again, without a restart.
  • Lost graphics device on DirectX 12: the game now shows a message and writes a crash report instead of freezing on a
    still picture. A failed DirectX 12 upload is retried once instead of crashing.
  • Fixed a crash when DLSS 5 shuts down before its runtime has loaded.
  • Silent exits at start: pt.log now records each start step (window, graphics instance, devices). If a start stops
    before the first frame, the next start shows what happened and offers one retry without third-party Vulkan layers. A
    start that hangs for 30 seconds writes a report.
  • DirectX 12 no longer switches to Vulkan by mistake: an interrupted start no longer switches the game to Vulkan; only
    a real DirectX 12 crash does, and the game returns to DirectX 12 once it runs again.
  • DirectX 12 can be chosen again after a crash: after an automatic switch to Vulkan, choosing DirectX 12 under Display >
    Rendering API now sticks and is tried at the next start, with a warning about the earlier crash. The same goes for DLSS
    Frame Generation after its own crash.
  • Older Intel graphics drivers: Intel drivers older than 101.2145 crash in Vulkan. The game now shows a one-time notice
    asking to update the driver. This is a notice, not a fix; it has not been tested on Intel hardware.
  • More detail in crash reports after a GPU device loss (the object behind a faulting address, NVIDIA crash data, finer
    checkpoints around the upscaler).

Display

  • Steam Deck: under gamescope, borderless now fills the screen at its own size and renders at the window's real
    pixels.
  • 21:9 displays: no more white lines at the window edges when starting in fullscreen. The screen stays black until
    the first frame.
  • Refresh rate: new Display row for exclusive fullscreen (Auto picks the highest rate of the chosen size). In window
    and borderless modes it shows the desktop's rate.
  • pt.log records the display's refresh rate and whether the fps limit divides it evenly.

Upscalers and rendering

  • FSR 4 on RX 6000: FSR 4 is offered when the AMD driver provides it, which includes RX 6000 cards with a current
    driver.
  • Ultra: fixed a red band on the floor where a shadowed lamp's highlight stopped abruptly (f080 hallway).

Audio

  • Output device: new Sound row to choose the playback device. With a DualSense plugged in by USB and set as the
    Windows default, the game sound no longer plays only from the controller's speaker; the pad's speaker carries only its
    own sounds and goes back to the headphone jack when the game closes. DualShock 4 behaviour is unchanged.

Gameplay

  • Exit door: the camera no longer steps forward a few centimetres when the door demo hands control back with the
    stick released. With the stick held, the hand-back is smooth.
  • Mouse look no longer overrides the demo camera while it is still on screen.
  • Keyboard prompts: letter keys no longer show an empty square when a non-Latin keyboard layout (such as Russian) is
    active. The prompts name the physical key (Q, E, P) whatever layout the game started with.

Photo mode

  • Grid: new composition grid row (rule of thirds, golden ratio, center cross). It is drawn over the preview only,
    never into the photo.

Game files and updates

  • Any region: the game files are recognised by their content under any folder name. The European release
    (CUSA01114) is confirmed to work. pt.log records the title, content ID and region of the copy.
  • Portable copies update in game: the portable zip now updates from inside the game like the installed version. A
    read-only folder is refused with a clear note.
  • Linux portable zip permissions: The Linux portable zip keeps the executable permission on pt and pt-updater.

Enjoying the port? It is made by one person. Support it on Patreon to keep the updates coming.

1.0.7

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@LoreanXavier LoreanXavier released this 19 Oct 17:49

Bug reports: I've closed GitHub Issues because of ongoing spam attacks. Please join the Discord server to report bugs.

P.T. PC Port 1.0.7

A hotfix for 1.0.6. Update from inside the game, or run the setup over your existing installation: your game archives,
settings, saves and mods stay.

Path tracing and ray tracing

  • FSR 4 Ray Regeneration: fixed the output routing that made Path traced lighting almost completely black on DirectX 12.
    Ray Regeneration remains experimental; rendering on a supported Radeon has not been verified locally.
  • Bathroom mirror (#99): the flashlight bounced by the mirror reaches the wall again in Path traced, including when
    ray-traced shadows are off.
  • Light areas (#100): removed the false dark strip near the clock and restored the light above the start-room
    fluorescent lamp in Ultra.
  • Floor reflections: reduced the grain-like breakup while walking in Path traced. The reflection follows the reflected
    scene, and DLSS Ray Reconstruction receives the floor reflection's own distance, normal and roughness.
  • Restored the hallway chandelier's missing second wall silhouette in Path traced, matching the original.
  • Removed the chandelier's harsh shadow bands specifically on the sloped ceiling above the stairs in Path traced.
  • Point-light shadow seams around wall trim now follow the original's culling and sampling.

DirectX 12

  • Performance: read-only shader inputs now stay in video memory instead of being read from system memory every frame.
    Path traced lighting is faster without lowering resolution, ray quality or light samples.
  • Vulkan FSR Frame Generation failures now record timeline and fence errors before the SDK fails. This does not establish
    a fix for the reported Radeon crash.

Closer to PS4

  • Start-room exposure: restored the missing eye-adjustment transition and its meter delay.
  • Bathtub dripping: the sound now follows the water effect's emissions instead of a separate random timer.

Photo mode

  • Your edits stay when you close and reopen photo mode during the same game session.
  • Added a separate Reset settings action. Reset camera keeps its existing meaning. The new text is translated into
    all 14 languages.

macOS

  • Includes the data-folder link fix already added to the refreshed 1.0.6 Mac downloads: pt-port and pt can be symbolic
    links or Finder aliases to another mounted drive.

1.0.6

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@LoreanXavier LoreanXavier released this 18 Oct 20:07

P.T. PC Port 1.0.6

Update from inside the game, or run the setup over your existing installation: your game archives, settings, saves and mods
stay.

If you already installed the earlier 1.0.6, run the updated setup over it once to get the plant-shadow fix.

Updates

  • The game asks at start when a newer release is out (Yes or Not now), and every PC settings tab has an Update button at
    the bottom (U on the keyboard, Triangle on a controller).
  • "Could not verify file integrity" when updating with the setup (#90): the setup now waits for a file an antivirus is
    holding instead of stopping, and names the file if it still cannot read it.
  • Files left in the game folder by the old DLSS 5 route (ReShade's dxgi.dll and the add-on) are moved to
    data/retired-dlss5-route/ at start. Files you changed yourself stay where they are.

DLSS 5 and frame generation

  • DLSS 5 is installed by the game itself. Install (RTX 50) and Unlock (RTX 20, 30 and 40) download NVIDIA's runtime and the
    matching GPU code, check every file, and DLSS 5 runs in the game's own DirectX 12 renderer, with no ReShade and no restart.
  • Neural quality (Performance, Balanced, Quality, Ultra) replaces the resolution row and runs every frame, and the neural
    model is chosen on its own. DLSS 5 starts on the new model (small, faster); the old model (large, finer detail) is in the
    Neural model row. Neural colour above 100% keeps its colour.
  • DLSS 5 works on laptops where an FG unlock made the GPU report itself as a newer one (RTX 3050 laptop report).
  • DLSS Frame Generation on RTX 20 and 30 (DirectX 12): the unlock takes effect without restarting, and a multi frame
    generation multiplier setting is added.
  • HDR and DLSS Frame Generation work together on DirectX 12 (#91).
  • Experimental AMD FSR Ray Regeneration for Path traced lighting with FSR 4 on DirectX 12 (Radeon RX 9000 and newer, Windows 11): the
    Ray Reconstruction switch is called FSR Ray Regeneration when FSR 4 is selected.
    Software tests pass; rendering on a supported Radeon has not been verified.

Path tracing and ray tracing

  • Path traced window reflections no longer show black, hard-edged shapes: the glow around the ceiling lamp blocked the
    reflected room.
  • Path traced lampshades glow from the bulb inside them, as on PS4, instead of looking dull.
  • The bathroom mirror seen through the peephole no longer shows a white sliver in Path traced.
  • Fixed moving square shadows from the hallway chandelier and oversized hard shadows from the static lamp and picture frames
    in Path traced.
  • The plant beside the clock casts leaf shadows again in Path traced.
  • Shadow fixes from #86: the globe lamp's glass casts its shadow, handheld shadows no longer vanish near small props, the
    corner trim shadow in the fake crash loop no longer ends in a hard block, and lamp shades keep their shadows in Ultra.
  • Point light shadows no longer draw extra spikes below picture frames, matching PS4.
  • Fixed triangular self-shadow cuts on Lisa's face in Ultra.
  • Performance (#87): a Ray quality left on Ultra no longer runs its bounce light and glossy reflections when every traced
    effect is off.
  • HDR keeps its highlights under traced reflections (the ceiling light artifact in #88).
  • The floor reflections match PS4 more closely: they read the scene's depth at the same moment the original does.
  • Faster DirectX 12 Path traced lighting with Ray Reconstruction, less harsh contrast on the player's jacket lining in Path
    traced mirrors, and no bright speckles from surfaces the mirror does not show.

Closer to PS4

  • Peephole: looking into it from the side no longer shows the maze behind the walls (the PS4 shows nothing there), and the
    view turns to the hole as on PS4.
  • The strip under the f100 exit door appears only after loading that loop from its save, exactly as on PS4.
  • Lisa's footsteps keep going through the exit door animation when you let go of the controls.
  • The start room's first exposure matches the original.

Museum

  • Full transcripts: radio riddle 1, the peephole voice and the second broadcast show everything that is said, with the
    broadcast's interruptions at their real moments. The radio sermon shows its Swedish words with a translation in your
    language. Long transcripts follow the voice as it plays.

Menus and options

  • DualShock 4 speaker (#72): added experimental Bluetooth SBC playback, enabled automatically when the controller is detected.
    The earlier USB audio route fed the headset jack. DualSense retains its existing optional USB speaker setting.
  • FPS counter in Accessibility, top right (rendered and shown frame rate with frame generation).
  • Yes/No questions are answered only by Yes or No: pressing the Quit key again no longer quits, and the extra Back line is gone.
  • The ending's skip hint follows the controller or keyboard you use.
  • PC settings keep the selected row when rows appear or disappear in the background.
  • Loop Browser picks work from the first options screen.
  • Removed Enhanced Textures and the background pause and mute options.

Linux and macOS

  • macOS: fixed startup when pt-port or pt is a symbolic link or Finder alias to a folder on another mounted drive
    (996767e).
  • Linux: fixed the crash at the last loop's door on CPUs whose AVX-512 is switched off by the system (#93).
  • macOS: HDR is no longer very dim (#94).
  • The "send pt.log" question after a crash defaults to No and asks once per session.

1.0.5

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@LoreanXavier LoreanXavier released this 16 Oct 01:00

P.T. PC Port 1.0.5

A hotfix for 1.0.4. Update from inside the game, or run the setup over your existing installation: your game archives,
settings, saves and mods stay.

Crashes and starts

  • Linux and macOS: 1.0.4 crashed at every start. Fixed. Crash reports on Linux and macOS now log the signal and the
    stack, and stderr goes to pt-stderr.log.
  • DirectX 12: GPUs that cannot run everything the DirectX 12 renderer needs (some Intel GPUs) crashed at the first
    start. The game now checks every feature it uses before offering DirectX 12, and a failed DirectX 12 start goes back to
    Vulkan for the next start.
  • The first start still asks which rendering API to use, with DirectX 12 first. Pressing Enter now picks Vulkan, so a
    quick Enter on a GPU that cannot run DirectX 12 no longer leaves the game crashing. A choice you already made stays.
  • Game+: the bathtub Lisa could vanish or crash the game after the ending's restart. Fixed.
  • The update check, the DLSS runtime discovery and the FSR probe can no longer stop the game from starting.

DirectX 12

  • A frame limit no longer switches Reflex Low Latency on by itself, so a 60 fps limit holds.
  • FSR 4 and FSR 3.1 on DirectX 12 now use AMD's FSR SDK loader and upscaler DLLs. The settings say why FSR 4 is not
    offered when your GPU cannot run it.
  • pt.log records per frame work and memory use every 10 seconds, to help with performance reports.

Path tracing and ray tracing

  • The flashlight's light bounced by the bathroom mirror is back on the wall in Ultra and Path traced. Only its outline
    showed, and the mirror showed no reflected room in Path traced.
  • Path traced: the player's arm in the bathroom mirror no longer shows jagged dark shapes.
  • Path traced: the radio table lamp in the hallway no longer lights a stepped block of wall through the window casing and
    the door frame.
  • Path traced window glass blurs its reflection evenly over the bars and the frame's edges.
  • The bathroom mirror and the glass now show their reflection at any distance in Path traced (the wall showed through).
  • The window and picture glass reflect the player's body in Path traced, and the globe lamps glow in reflections.
  • Path traced glass reflections stay put on the glass instead of sliding as you move.
  • Path traced glass keeps its own dust and grime, as in Ultra.
  • DLSS Ray Reconstruction works on every ray quality with a traced effect, not only Path traced.

DLSS 5 route

  • A ReShade loaded before the game is recognised as the route's, and the crash marker is set before ReShade loads, so a
    crash at start turns the route off for the next start.
  • On starts that do not run the route, its add-on is switched off, so a ReShade installed for every program on the system
    no longer crashes Vulkan starts.
  • Switching DLSS 5 on in play crashed on RTX 50 GPUs. The game no longer creates a short-lived test device before its
    own when the route is loaded, which is the likely cause. If DLSS 5 still crashes, the next start turns it off; please
    send the crash report.

Controls and menus

  • Gyro: the drift is calibrated continuously while the controller rests, and Accessibility has a Calibrate gyro row (gyro_tightening in pt.ini smooths slow turns).
  • PC settings lists scroll with the mouse wheel and show scroll arrows and a scrollbar.
  • A held music key or a stick near the threshold no longer repeats the menu sound.
  • Lisa's footsteps no longer play through the pause menu.
  • The window comes to the front at start.
  • F9 logs the camera pose in pt.log again, so you can tell us exactly where you saw a problem.

Updates

  • The update information is signed and travels inside the setup, so in-game updates only download the files that changed.

1.0.4

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@LoreanXavier LoreanXavier released this 15 Oct 19:40

P.T. PC Port 1.0.4

Everything since 1.0.3. Run the setup over your existing installation to update: the game files are replaced, your
game archives, settings, saves and mods stay. From now on an update only writes the files that changed, and installs
made by the setup can update from inside the game (see Updates below).

DirectX 12

  • Rendering API: the game now runs on DirectX 12 as well as Vulkan. On Windows the first start asks which one to use;
    you can change it later in PC settings > Display > Rendering API (applies at the next start). DirectX 12 is only
    offered where it can run, and if a DirectX 12 start fails the game goes back to Vulkan for the next start.
  • Everything runs on both: ray tracing and path tracing (DXR 1.1), HDR, VR, DLSS, FSR 3.1 and XeSS. On the comparison
    shots the DirectX 12 picture matches Vulkan's.
  • DLSS, XeSS and FSR 3 frame generation all run on DirectX 12 (below). XeSS Frame Generation runs natively there, and the
    optional DLSS 5 route and the frame generation unlock for RTX 20 and 30 need it.
  • Vulkan stays, and it is still the only API on Linux and macOS.

Path tracing and ray tracing

  • Path traced: a new top ray quality. Every bit of light on screen comes from traced paths: the direct light of every
    lamp and the flashlight, several bounces of indirect light, traced glass, the bathroom mirror and the floor's coat. No baked
    light or fake fill is left in this mode. Original and the other ray qualities are unchanged.
  • DLSS Ray Reconstruction: with Path traced and DLSS on an NVIDIA RTX GPU, Ray Reconstruction denoises and upscales the
    path traced light in one step, so fine shadows and reflections stay sharper. It is on by default; the Ray
    Reconstruction
    row under Ray quality switches back to the port's own denoiser. It costs more: on an RTX 3090 at 1440p
    with DLSS Quality about 17 ms a frame against 10 ms with the port's denoiser. With FSR, XeSS, no upscaler or other GPUs,
    Path traced keeps its own denoiser.
  • The Ultra preset is now path traced on GPUs that trace rays, with Ray Reconstruction where DLSS offers it.
  • Ray quality, four choices: Balanced, High, Ultra and Path traced. Ultra is what was called Full: traced soft shadows
    from every light, one bounce of light and glossy reflections on walls and props. A pt.ini with the earlier Ultra or Full gets
    the new Ultra. The earlier Ultra is still there as ray_quality = 5 in pt.ini, for comparisons.
  • Under Path traced the shadow, contact shadow, ambient occlusion and reflection rows are greyed with a note, since path
    tracing includes them. Their values are kept.
  • Fixes for the traced modes:
    • Ultra: no more single-frame white dots on small props (the f050 telephone table clutter, the cans and paper under the
      f005 plant).
    • Ultra: leaves, the banana peel and the street tree no longer flicker, shadows no longer pop when you turn, and the wall
      next to the f040 clock dresser no longer brightens on turns.
    • Ultra: the lit end wall and window no longer smear into a long streak down the floor's reflection.
    • Path traced: the dark streaks on the stairwell walls are gone, Lisa's hair no longer shimmers, picture glass is calmer,
      and the floor reflects as a near mirror as in the original.
    • Path traced window glass: the multicoloured blotches in the f005 window are gone; the glass shows a proper mirror
      reflection, also over the night outside.
    • Floor reflections: walls, doors and windows behind a lamp's glow or behind glass no longer go missing when they are off
      screen. (#71)
    • Soft shadows: a prop next to a wall no longer draws a sharp outline over its soft shadow. (#71)
    • Ray traced shadows and ambient occlusion could fault the GPU on some cards (RTX 5070 report) when a ray came out
      invalid; such rays are skipped now.

Frame generation

  • DLSS Frame Generation on DirectX 12, through Streamline, beside XeSS and FSR 3 frame generation. The UI and the film
    grain are laid over every shown frame instead of being interpolated. Tested on an RTX 3090 with the community unlock (two
    frames shown for each rendered one); an RTX 40 or 50 could not be tested here.
  • Intel XeSS Frame Generation (new) with Intel's low latency mode: native on DirectX 12, and on Vulkan through a DirectX 12
    bridge (experimental).
  • FSR 3 frame generation on DirectX 12.
  • Film grain and UI go over the generated frames instead of being interpolated with FSR 3 and XeSS frame generation, so
    the grain no longer smears and pulses, and the generators get depth and motion where the lens distortion actually shows
    the picture (third person turns no longer drag the body's motion beside the body).
  • HDR with DLSS Frame Generation (Vulkan) uses HDR10, which DLSS-G supports, and falls back to SDR without it.
  • Crash fixes: FSR 3 frame generation lost the graphics device after a resolution or window mode change (seen in 7
    player crash reports), and could hang on a display mode change. Both are fixed.
  • The frame limit's description now explains that it caps shown frames with DLSS Frame Generation and rendered frames
    otherwise.

Optional: DLSS 5 and frame generation on RTX 20 and 30

These are community projects, not NVIDIA's and not part of the game. Nothing is downloaded unless you press the button
and say yes, and Remove takes out exactly what was installed. NVIDIA does not support either of them; use them at your
own risk. Both need DirectX 12 as the Rendering API.

  • DLSS 5 Neural Rendering: a neural network redraws the finished picture (materials, skin, light) before the UI and the
    film grain. In PC settings > Upscaling, the DLSS 5 row offers Unlock DLSS 5 on an RTX 20, 30 or 40 and Download
    DLSS 5
    on an RTX 50. Either one downloads the community tool
    DLSS5-Autopilot from GitHub (pinned and checked by SHA-256) and installs
    it between two game sessions: a modified runtime on RTX 20/30/40, NVIDIA's own runtime on RTX 50. It runs through the
    RenoDX DLSS 5 add-on and the port's own build of ReShade, with no overlay, no hotkeys and no update check. Then pick
    Default, Natural or Cinematic, set the strength, and switch it on and off in play. It needs DLSS as the upscaler.
    • The cost on RTX 20 and 30 is very high. On an RTX 3090 it takes about 45 ms a frame at 1440p: around 150 fps without
      it, about 19 fps with it. At 720p it is about 12 ms (260 fps down to about 62). It is something to look at, not a way to
      play on these cards. Only the RTX 3090 was tested; RTX 40 and RTX 50 were not.
    • If a run with DLSS 5 crashes or loses the graphics device, the next start keeps it off and says why, so it can never
      loop on a crash. Reinstall gets a newer community build.
  • DLSS Frame Generation on RTX 20 and 30: Unlock DLSS Frame Generation in PC settings > Upscaling downloads the
    community package dlssg_for_sm86 (about 80 MB, pinned and checked by SHA-256)
    and installs it into the game folder at the next start. Afterwards the Frame generation row works as on an RTX 40.
    • On the RTX 3090 tested here it shows two frames for each rendered one on DirectX 12; on Vulkan it does not work, so the
      row stays greyed there. Frame generation takes some GPU time of its own, so the rendered frame rate drops a little before
      the generated frames are added, and it does not make the game respond faster.
    • The same crash guard as DLSS 5 applies. Without internet the button says so and becomes Retry; an installed unlock keeps
      working offline. The two unlocks never share a file, and each Remove only deletes its own.

HDR

  • Real HDR (#75): lamps, the flashlight and their glow now go past paper white, up to your display's peak, with the
    picture's own colour and grading. Two new rows under HDR: HDR paper white (80 to 500 nits, default 200: the picture's
    white and the menus) and HDR peak brightness (400 to 4000 nits, Auto by default: what the display reports, 1000 if it
    reports nothing). The peak is sent to the display as HDR metadata. Everything below paper white, the UI and the SDR output
    are as before. pt.ini: hdr_paper_white and hdr_peak under [display].
  • HDR also works on DirectX 12.

Updates and installing

  • In-game updates: installs made by the setup get Update the game on the PC settings page when a new version is out.
    The game closes, pt-updater downloads the update from GitHub only, checks it against a signed manifest, applies it and
    starts the game again. It rolls back if anything fails, and an update cut off by a crash or power loss is undone at the
    next start.
  • Only what changed: the setup and the in-game updater compare every file with your install. Identical files are left
    alone, changed and missing ones are written, and program files the new version no longer ships are removed (never your
    own files or the DLSS 5 unlock's). The updater fetches only the changed files from the package, and the notice shows the
    download size. After an update the install is the same as a new install.
  • First start without game files, on every package: the portable zips and the macOS app now show the same screen as the
    setup: choose the PKG and the game extracts it with a progress window, or choose an already extracted folder. On macOS the
    old folder dialog had no visible text, greyed every file and opened behind the game.
  • The setup's progress bar moves evenly instead of standing still and jumping.
  • Setup updates now also add the PS4 title picture to installs that never got it, without picking the PKG again.
  • The Linux in-game update always failed; fixed.
  • Unicode and long folders: photos, Museum thumbnails, loo...
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1.0.3

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@LoreanXavier LoreanXavier released this 11 Oct 23:14

P.T. PC Port 1.0.3

Everything since 1.0.2. Run the setup over your existing installation to update: the game files are replaced, your
game archives, settings, saves and mods stay.

Saying "Jack" without a microphone

The 1.0.2 notes made this sound harder than it is. You don't need to edit pt.ini:

  1. Open PC settings > Sound and turn on Assign J / L2 + R2 for the microphone trigger. The row names your
    controller's buttons (L2 + R2 on PlayStation, LT + RT on Xbox, ZL + ZR on Nintendo).
  2. When the game wants you to say "Jack", press J on the keyboard or both triggers together on the controller.

It only does something while the game is listening, so pressing the triggers anywhere else does nothing. The key can
still be changed in data\pt.ini (key under [voice]).

Mods: your own models and level changes

  • glTF models: a mod can now put a .glb or .gltf (Blender's glTF export) in place of a game model, Lisa included
    (her skeleton and animations stay the game's), or add new models. Exporting a game model with tools/fmdl.py export,
    editing it in Blender and exporting it again keeps its original materials: unchanged, it looks exactly like the game's.
  • level.json: hide, move, turn, scale or replace the objects a level places, tint, dim or switch off its lights, and
    add your own models with collision, without touching any game file.
  • F8 inspector: with a mod installed, F8 writes to pt.log the name and position of what you look at and the lights
    near it, which is everything level.json needs.
  • Six examples in examples/mods (a new table, a basket swapped for a crate, a red hallway, pictures taken
    down, a texture repaint and a sound swap) and a rewritten, simpler modding guide.
  • The game now creates the mods folder next to pt.exe on its first start, with a short README.txt inside.

macOS

  • Apple MetalFX upscaling on the Mac build, and experimental MetalFX frame generation on Apple silicon with macOS 26
    or newer.

Museum

  • Navigation: browse models and audio with clickable arrows. Button prompts follow your keyboard or controller.
  • Model viewer: the same movement and look controls as photo mode, including moving closer, moving vertically and
    faster movement.
  • Lighting: model previews have balanced lighting; the radio opens facing forward, with lighting that follows the
    inspection camera.
  • Audio: speaker icons identify the recordings, and their complete transcripts stay at a consistent brightness.
    Descriptions and controls no longer overlap the thumbnail strip.

Fixes

  • Photo pieces: the handwriting stays sharp with motion blur enabled.

  • Explore outside: the player body appears in third person, free camera and photo mode; city film grain no longer
    carries into the pause menu.

  • Photo mode in the ending: starts at the current cutscene camera instead of jumping to the gameplay player.

  • Loop browser: Gouge it out starts with the eye intact and can be replayed. Dying before solving it no longer leaves
    it already gouged on respawn; every later loop keeps the gouged picture.

  • Lisa in the last loop ran at you the moment she appeared, even with your back turned or 8 m away: her attack check
    used the spot she had been hidden at (often right by the phone table), not the one she appeared at. She now only attacks
    as on PS4.

  • The f070 window glass scattered the wrong way and piled up behind the window frame in the hallway copies that face
    another direction. It now falls and lies as on PS4.

  • The fridge's blood splash on the view is now blurred by the depth of field as on PS4, instead of sharp.

  • White outlines and over-sharp edges with DLSS/FSR along wall corners, plants, hair and Lisa: the flashlight is now
    removed from the upscaler's input in a way that no depth edge can show.

  • DualSense over Bluetooth: the haptics no longer hold up frames.

  • Freezes of up to 20 seconds when entering the last loop and every time the pause menu was closed there: on some
    systems, opening the microphone takes that long. It now opens in the background and the game keeps running.

  • Completed photo in the Museum: it is now unlocked once all five pieces and the option frame have been found, even
    across different runs or before the entry existed.

  • Peephole: the look range is centred on the hole, as on PS4. Before, it reached too far right and not far enough left.

  • Lisa's slight mouse movement kill behaves as in the original again.

  • Museum: names no longer show through behind the pictures.

  • Reset progress: the description now says your language, PC settings, the loop browser and the Museum stay unlocked.

  • Photo mode and free camera in the ending: both open there and now also move, look and take input (the ending had
    blocked their controls).

  • Photo mode: "Player body: Hidden" works with third person on, and the help line at the bottom fits on the screen in
    every language.

  • Fake crash: after the bug screen the picture now cuts straight to black, as on PS4, instead of showing the hallway for
    a moment.

  • HDR: the HDR option takes effect again (it had stayed SDR on every PC). If the display or an overlay refuses HDR, the
    game falls back to SDR instead of failing. FSR frame generation stays off while HDR is on.

  • HDR: the brightness page and the menus show their dark tones correctly, lamp bulbs are no longer cyan, and dark rooms
    are no longer greyed.

  • Lens distortion: the colour fringe no longer breaks the wet street's fine grain into rainbow ellipses around the
    centre of the screen (it is now taken from a softened picture; lamps and edges keep it), and the lens resamples with a
    sharper filter that leaves no bands sliding over the floor.

  • Ray traced reflections: the street lamps' reflections on the wet road no longer go out and come back while you
    turn the view: the lamps lighting what the reflections show off screen now stay in the light list.

  • HDR: the game now uses SDR when Windows HDR is off for your display (a grainy, harsh picture before), and the film
    grain no longer greys dark areas with HDR on.

  • HDR switches without a restart: the in-game HDR option and turning Windows HDR on or off for the display now take
    effect while the game runs. As in other PC games, the HDR row (formerly "Native HDR") can only be turned on while
    Windows HDR is on for your display; otherwise it is greyed out and says where to turn it on.

  • Ultrawide screens: the options menu darkens the sides of the screen outside its page, and the fake crash's bug screen
    fills them with its colour, instead of showing the game there.

  • The final loop's X photo showed without its X after quitting and resuming the game; floors past a puzzle now always
    take it as solved.

  • Options menu: PC Settings, Back and Quit show the selection bar while the mouse is over them, so they read as buttons.

  • Incomplete game files (core packages missing) now show an error message instead of closing silently. (#58)

  • Upscalers:

    • The tearing view effect keeps its anti-aliasing instead of looking like FXAA.
    • Plants and Lisa no longer get a white outline against walls with the flashlight on.
    • An upscaler that fails to start is retried instead of staying off for the session.
  • Frame generation: a failure to turn it off (low video memory) is retried instead of closing the game.

  • DLSS Frame Generation with an fps limit: a 60 fps limit now shows 60 frames (30 rendered); it had shown 30 from 15.

  • Free camera: no longer limited to 15 m from where it started (the photo mode keeps its range). (#64)

  • Third person: near walls, the arm holding the flashlight no longer twists through itself and the light no longer goes
    into the head.

  • Third person, photo mode and free camera: the flashlight sits in the hand's grip instead of passing through the
    fingers.

  • Picking up the flashlight: once it lights the wall you can move the light with the stick while the scene still holds
    the view, as on PS4.

  • Photo pieces' handwriting is drawn as on PS4: a faint light trace added to the picture, not an opaque grey layer.

  • Start screen: the title picture now shows first and alone. The studio logo and the wake-up of a resumed game come after
    it instead of playing under it. The title picture also matches the PS4 brightness.

  • Wall decals (the cracks) no longer draw over a painting in front of them up close at low resolutions.

  • Ending: photo mode no longer shows your character's body there.

  • Game+ (second finish): the Lisa standing at the end of the corridor shows the Game+ look too. Her shoulder no longer has a hole in the Game+ look.

VR (experimental)

  • Room scale: walking around in your room now moves your character with you (with collision), so doors, triggers and the
    body in the mirror stay where you are. Before, the view could drift up to half a metre from the character. (#63)
  • One eye only: with ray traced contact shadows, ambient occlusion or reflections on, the right eye showed parts of an
    older frame (Lisa still in the floor's reflection, insects and lights in one eye). Both eyes now trace the current frame. (#62)

Street walk

  • Flashlight: press F during the street walk to switch the game's flashlight on and off (not in the original).
  • The street now keeps the lighting of the ending's first street shots (dark, with the orange fog at its far end)
    instead of the hazy grey of the final shot. (#53)

Game+ and reports

  • Game+ notice: after a finish, the first time you go through the start room's door into a loop a quiet line at the top
    says which Game+ tier is on ("New Game+ 2/4"). Each tier is announced once; Reset progress resets it with Game+.
  • **Send pt.l...
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1.0.2

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@LoreanXavier LoreanXavier released this 10 Oct 14:08

P.T. PC Port 1.0.2

Everything since 1.0.1. Run the setup over your existing installation to update: the game files are replaced, your
game archives, settings, saves and mods stay.

New controls and photo options

  • Archive model viewer: pan with WASD or the left stick while the arrow keys or right stick orbit the model. The
    triggers still zoom, and the viewer keeps its original framing when opened.
  • Display resolution: choose a resolution for fullscreen and borderless modes. Exclusive fullscreen uses a mode the
    display reports as supported; borderless keeps the desktop window while rendering at the selected size.
  • Photo mode: choose native or 4K output, crop to a photo aspect ratio, set focal length and apply a color filter.
    4K re-renders the scene with a 3840-pixel long edge; it does not enlarge the native screenshot.
  • Additional settings: native HDR, surround, VR height and world scale, plus controller feedback modes. Original
    vibration is the default; Enhanced adds supported trigger vibration and USB DualSense cry haptics on Windows. The
    optional controller speaker and its volume are independent of vibration and do not change the main game mix.

Your settings and saves now live next to the game

  • Settings (pt.ini), saves, the log, crash dumps and generated caches are now in a data folder next to pt.exe,
    instead of %APPDATA%\pt-port\pt (on Linux, instead of ~/.local/share/pt-port/pt). Every copy of the game is
    portable: move or copy the whole folder and everything comes with it. (On macOS the app keeps them in
    ~/Library/Application Support/pt-port/pt.)
  • At the first start, if your old settings and saves are still in %APPDATA%\pt-port\pt (Linux:
    ~/.local/share/pt-port/pt), the game asks whether to move them to the new version. Yes moves them into data and
    deletes the old folder; No leaves them where they are. Either way you are asked only once.
  • When reporting a bug, send data\pt.log.
  • The setup checks that the folder you choose is writable, and updates never touch data.
  • New downloads: portable zips for Windows and Linux, the same files the setups install, for players who already have the
    extracted CUSA01127 folder. Unpack one anywhere writable and either put CUSA01127 next to pt.exe (pt on Linux)
    or pick the folder when the game asks at the first start. The macOS app zips work the same way.

Fixes

  • Unicode user and installation folders (Ş, ğ, ı, İ, accented Latin, Cyrillic, Japanese and other tested scripts):
    fixed path handling for settings, autosave, logs, installers and loading the voice runtime. This fixes the reported
    microphone/autosave failures; it does not promise recognition of every spoken language. (#1, #3)
  • Loop 7: Lisa grabbed you after a tiny mouse movement. The "looked behind you" check mishandled the wrap from 180
    to -180 degrees, so standing still facing back towards the start room, a small move counted as turning round.
    Turning round still gets you, as on PS4. (#7)
  • Loop 8: gouging the photo did nothing with E or Enter. As on PS4, the interact button gouges: E, Enter and the
    left mouse button now work, as well as X. (#7)
  • Loop 11: HELLO letters appeared without solving the puzzle. Letters behind the camera counted as seen, so walking
    into the loop could light "HELL" letters on its own. Now only letters you actually look at count, as in the original.
  • Loop 13: two doors after the maze. The maze exit door stayed visible while the opening door played, so looking
    back showed two doors overlapping.
  • Ending: the blood on the street was missing. The road's wet-asphalt decals were drawn over the blood drops; they
    are back where they are on PS4.
  • Bathroom mirror: the flashlight now bounces off it. Shining the flashlight into the mirror lights the bathroom
    with the reflected beam, as on PS4. (#10)
  • Radio static jumped to another place after alt-tab.
  • Archive: the completed photo now unlocks after all six pieces (existing saves unlock it too), and a controller's
    Circle/B leaves the model viewer and cutscenes.
  • Lisa's haunting music: the track continues to its natural end when her timed appearance ends, including HELLO and the final puzzle.
  • Extras and Archive menus: Escape now goes back one menu level, keeping you near the item you were browsing.
  • Controller sensitivity: Controls shows a separately saved controller sensitivity when controller prompts are active; keyboard/mouse use brings back mouse sensitivity.
  • The eye in the bathroom wall hole is back. On PS4 the hole above the bathtub sometimes shows a wet, eye-like glint
    that moves as you walk. It is a rendering quirk of the original: the hole's cap is drawn with the tile's leftover normal
    and specular textures and an unset matrix turns its screen position into a material index, so it lights up when the hole
    is left of the screen centre. The port now reproduces it exactly, checked against PS4 captures from the same camera.
  • The flashlight's bounce light was too dark over dark surfaces. Its colour is always white on PS4; the port had
    sampled the scene. This also brings back the dust glints in front of the bathroom hole and evens out the bounce light
    in other rooms.
  • Fake crash (final loops): once the bug picture is up the screen now freezes as on PS4, so the film grain no longer
    moves over it and you can no longer look around behind it.
  • Archive: the talking bag recording plays again.
  • Bathroom sink: a bright streak through the drain. The floor reflection was mixed in linear light; PS4 mixes it into
    its 8-bit picture, which keeps a bright reflection over a dark surface much dimmer. The streak is gone.
  • Start: the PS4 title picture (P.T., 7780s) shows for a few seconds on the loading screen, read from the game folder's
    sce_sys/pic1.png, without film grain or the brightness setting.
  • Fake crash loop: the baby was in the bathroom sink. On PS4 that sink is empty; it is now. (#43)
  • Icon: the game, the setup, the desktop shortcut and the Mac app use the PS4 game's icon.
  • Setup updates: the setup now offers the folder your desktop shortcut starts, so an update lands on your install;
    picking that folder with Location... or as the game folder updates it instead of making a second copy, and the shortcut
    is renewed (it showed the name twice).
  • Bathtub water: striped "barcode" lines under the flashlight (also while zooming into the peephole). The green dust
    layer on the water clamped its scrolling texture at the edge, so its rows stretched into lines; it now repeats as on PS4,
    takes only the one light PS4 gives it, and the water in the flashlight's shadow is as bright and green as on PS4.
  • Photo pieces: the handwriting was almost black. It is light grey again, as on PS4.
  • Radio subtitle on the blood loop: the baby's "umbilical cord" echo no longer takes over the radio's subtitle; it
    never shows, as on PS4.
  • Borderless window: it always uses the desktop size (the resolution option was shrinking the picture and the mouse no
    longer matched the menu).
  • Surround and HDR: changing them now shows a notice that the game has to be restarted.
  • Menu notes with apostrophes no longer show broken characters.
  • Loop browser: a picked loop now starts its puzzles as a boot does; before, the puzzle pictures and letters of the
    previous session could stay (for example the gouge photo on the last loop).
  • Start picture: the setup now also copies the PS4 title picture (sce_sys/pic1.png) from your dump or package; installs made
    from a package or a copied dump had none, so the new start picture never showed. Run the setup once more with your game
    files to get it.
  • Speedrun timer turned on in the middle of a game stayed at 0:00.00 until the next death or reset; it now starts right away
    (as a run not from the start, so it sets no records).
  • Menu cursor hides while a controller drives the menu and comes back when the mouse moves (issue #45).
  • Reset Progress now also resets the game's audio state (sound states, parameters and effects of the last session), as a
    fresh start does.
  • DualSense: every sound Lisa makes (steps, breath, laugh, cries) now plays on the controller's speaker over USB and is
    felt on its haptics; your own footsteps give a light haptic touch; over Bluetooth the haptics work too (the speaker
    needs USB).
  • DLSS: bright rims round rain drops, glass shards and dust under the flashlight are gone, and the fake crash's screen
    tearing no longer smears the lanterns into "ghost lanterns".
  • Footsteps on the stairs used the wooden floor's sound; they now use the stairs' own sound, as on PS4 (checked against
    a PS4 recording of the same walk).
  • Startup: with enhanced textures on, the game no longer freezes for a few seconds right after it appears; the
    loading screen waits until they are in.
  • Crash at start with RivaTuner / MSI Afterburner running: its Vulkan overlay layer crashed the game; it is now left
    out (PT_ALLOW_RTSS=1 keeps it).
  • The game closed without a word when the graphics driver was broken (for example "Installed Vulkan doesn't
    implement VK_KHR_surface"): it now shows what to do and where the log is.
  • Surround: 7.1 and 5.1 output are tried in turn and the game plays what the device really opened; a device Windows
    reported as stereo stayed stereo before. (#33)
  • Sound settings have their own page.
  • Installer: an existing empty folder is accepted as the installation folder, and a file name passed by mistake on the
    setup's command line is no longer overwritten.

Graphics, upscalers and release packaging

  • Fixed flashlight-related upscaler artifacts and shadow flicker.
  • Fixed the flash...
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1.0.1

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@LoreanXavier LoreanXavier released this 07 Oct 11:27

Fixes the game closing at start with DLSS Frame Generation in borderless fullscreen.

1.0.0

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@LoreanXavier LoreanXavier released this 07 Oct 10:02

First release. Windows: P.T.PC.Port.Setup.exe. Linux and Steam Deck: P.T.PC.Port.Setup-linux. You need your own copy of P.T. (CUSA01127).