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Releases: mlgprorektm8/RyGT

GT Sport build 2026-10-18 (second)

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Gran Turismo Sport (CUSA03220, update 1.69) as a native Windows program. Unzip, run RyGT.exe, pick your own game dump, firmware modules and fonts, press Set up, then Play. See README.txt.

New in this build

  • Opening movie: it now plays (before, a blank clip played), and it can be turned off under Display ("Play the opening movie").
  • Crash fixes:
    • a crash on installs without the firmware's libScePngEnc;
    • a crash right after the opening movie;
    • a black screen after the opening movie.
  • Player names: each player can set their name under Controls, Controller ports. A blank name stays "Player" or "Player 2". Splitscreen is for 2 players.
  • NVIDIA DLSS files are no longer included. In the launcher, press "Add DLSS files..." and pick a folder with nvngx_dlss.dll from NVIDIA's DLSS SDK. Frame generation also needs nvngx_dlssg.dll, the sl.*.dll files and NvLowLatencyVk.dll from NVIDIA's Streamline SDK. ryGT's own DLSS plugin is still included.
  • From contributors:
    • a DLSS crash fix (xacidr4inx);
    • the game's clock now uses the Windows time zone (xacidr4inx);
    • half-pressed L2/R2 keep their value (Gabarsolon);
    • the player-name setting (Bshar Esfky).
  • Launcher: the status line and the log now sit next to the Play, Set up and Open folder buttons.

Also since 2026-10-17

  • Splitscreen: each controller is the next player, or pick them under Controller ports. The keyboard can be either player.
  • Launcher: controller and keyboard bindings, controller ports with a live preview, and display settings (screen mode, resolution and refresh rate).
  • DLSS frame generation (RTX 40 and newer).
  • Race preview: the top bar no longer flickers.

No game files, PS4 system modules or fonts are included; you need your own.

GT Sport build 2026-10-17

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@mlgprorektm8 mlgprorektm8 released this 17 Oct 18:48

New in this build

  • White flash fixed. The one-frame white flash after picking a car is gone. So are the car screens' blown-out car and white or magenta dashboard panel every few seconds.
  • Menu bars fixed. The frosted-glass bars (the top bar and the car list) no longer flicker dark.
  • No shader stops in races. Races no longer stop for seconds to compile shaders. There's no slow motion in races, and objects whose shaders are still compiling pop in when ready.
  • Shader list at Set up. Set up prepares a shader list from your own game files so shaders can be built before the game needs them. Folders set up with an older RyGT.exe get it the next time Play is pressed.

Updating

Unzip over your existing folder and press Play in RyGT.exe once.

Source: shadGT ryty-gpu 83d17ea8, RyGT development cfb4d84 (renderer patch 0017).

GT Sport build 2026-10-16 (fourth, with hotfix): offline livery editor and Lewis Hamilton Challenge

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Hotfix

  • Applying a livery no longer gets stuck. Before, after you applied a design, the garage kept loading forever while it waited for GT Sport's server to check the livery. Now it skips that check offline.
  • Saved liveries no longer overwrite each other. They're now numbered by the clock, so a livery saved in a later session can't replace an earlier one.
  • The renderer fix that this needs: script replacements are now served correctly when a patched script is smaller than the original.
  • To update: unzip this over your folder and press Play in RyGT.exe once. It remakes the livery scripts because the patcher in tools\adcpatch changed.

Sources for the hotfix: RyGT development ee2808a, shadGT ryty-gpu b485c92b (also renderer/shadGT-patches/0013).

New in this build

  • The livery editor works offline. You can apply liveries to cars, and your own decals (.svg files in a decals folder next to RyGT.exe) show in the editor.
  • The Lewis Hamilton Challenge is unlocked.
  • How it works: Set up makes the scripts the livery editor needs from your own copy of the game, in a few seconds. It uses Nenkai's GTToolsSharp and GTAdhocToolchain, in tools\adcpatch. No game files are included in the download.
    • If your folder was set up with an older RyGT.exe, unzip this build over it (or press Play with the new RyGT.exe) and the scripts are made the next time you press Play.

It includes everything from 2026-10-16-3: the new renderer is the only renderer, and it has the System memory (RAM) setting.

Launcher source: RyGT development at 7a15d2b. Renderer source: shadGT ryty-gpu at 4371a500 (unchanged).

GT Sport build 2026-10-16 (third)

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New in this build

  • The new renderer is the only renderer. It is about a third faster in heavy races (Tokyo Expressway, 20 cars, rain: about 43 fps instead of 32).
  • No compile pauses when switching: while the new renderer builds its own shaders, draws use the shaders the old renderer already compiled on your PC. Its own shaders are built in the background, so the first races no longer pause or stutter. A shader that has never been used on your PC still compiles once.
  • System memory (RAM) replaces the graphics presets:
    • 16 GB (minimum) uses about 9 GB in a heavy race.
    • 32 GB+ (recommended) uses 11-13.5 GB.
    • The launcher picks the right one from your PC the first time.
    • With 16 GB, keep Windows' page file on automatic.
  • Also includes the fixes from 2026-10-16-2: frame generation no longer freezes during shader compiles, plus the buffer helper thread.

Known issues (being worked on)

  • A car's interior can flicker on the loading screen before a race.
  • The Scapes home menu backgrounds can show black.

Renderer source: shadGT ryty-gpu at 4371a500, also kept as renderer/shadGT-patches/0012 in this repo.

GT Sport build 2026-10-16

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@mlgprorektm8 mlgprorektm8 released this 16 Oct 15:20

New renderer (experimental): a new option in the launcher, "New renderer", off by default. Shaders read the game's memory in place instead of copying it for every draw. In the heavy benchmark (Tokyo Expressway, 20 cars, rain) it runs at about 43 fps instead of 32. The first races after turning it on compile shaders, because its shaders are kept separately.

Faster for everyone: render targets the game frees are now reused instead of being rebuilt about a thousand times a second.

New options:

  • Wet-road reflections in the rain. Turning it off gives about +30% fps in rain.
  • Rear-view mirror at half rate, which is a little faster.

Renderer source: shadGT ryty-gpu at 4128c42b, also kept here as renderer/shadGT-patches/0008-*.patch.

GT Sport build 2026-10-16 (second) - EXPERIMENTAL

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Experimental build. It may have rough edges. If you run into problems, use gt-sport-2026-10-16.

New in this build:

  • Quality preset in the launcher: Low, Medium, High or Original PS4. Low uses about a third less memory: about 9 GB in a heavy race, against 11-13.5 GB. It is meant for PCs with 16 GB of RAM, which could crash while loading. With 16 GB, also keep Windows' page file on automatic.
  • Freeze fix: with frame generation on, the game could freeze while many new shaders were compiling. This happened with both renderers. Frame generation now pauses during shader compiles.
  • New renderer: a helper thread now fetches buffers ahead of the draw recorder, which is a little faster.

Renderer source: shadGT ryty-gpu at e9cc3464, also kept as renderer/shadGT-patches/0009-0011 in this repo.

GT Sport build 2026-10-15

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@mlgprorektm8 mlgprorektm8 released this 15 Oct 20:31

GT Sport (CUSA03220 v1.69) as a native Windows program, build of 2026-10-15.

New in this build

  • Renderer speed-ups: fence writes go through cached memory aliases, texture lookups are memoized, and the command thread tries the last matching shader permutation first (about 30% less shader-matching time).
  • Fixes for three freezes in the (still opt-in) early-fence path.
  • Groundwork for a multithreaded renderer, all switched off by default (per-thread draw state and command rings, buffer-stage worker threads, shared buffer-cache lock), plus timeline and ceiling diagnostics.

Same setup as before: unzip on the same drive as your game dump and run RyGT.exe → Set up. Renderer source: shadGT ryty-gpu at f420e9c6 (patch 0007 in this repo).

GT Sport build 2026-10-14 (second)

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Second build of 2026-10-14.

New

  • On-screen keyboard: text fields such as a livery's design name now open a keyboard, like on the PS4.
  • Errors the game handles itself no longer crash it. Every C++ exception the game threw used to end the game; this may also fix some random crashes.

Not in this package yet

  • Offline livery apply and custom decals work in testing, but they need patched game scripts, which are built from Polyphony's files and can't be shipped. Set up will generate them in a later build (the tool is in tools/adcpatch).

Source: RyGT development 8ddcd23, shadGT ryty-gpu 5929ee24. No game files, firmware or DLSS files are included.

GT Sport build 2026-10-14

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@mlgprorektm8 mlgprorektm8 released this 14 Oct 20:32

GT Sport (CUSA03220, update 1.69) running as a native Windows program: Ryty with shadGT's Vulkan renderer. This build follows the 2026-10-13 release.

Upgrading: replace RyGT.exe, libs\libSceVideoOut.prx and libs\libc.prx in your existing folder and copy in the launcher and tools folders (no new Set up needed), or unzip this build and press Set up.

Fixed

  • Pink and black rectangles over dust, grass spray, tire smoke and rain are gone. The game clears its effect picture with a small GPU job, and the renderer skipped it because the same memory had earlier held a fast-clear mask. One 16 KB block kept stale data that the game's blur and glow spread into large rectangles. This also happened in plain shadGT.
  • Long stalls on big tracks (up to 2 s on Nürburgring 24h at night) are gone. Guest memory was mapped one 16 KB page at a time, with several Windows calls per page, while the track streamed in. It is now mapped in one go.
  • Freeze on the splash screen with frame generation on: frame generation now switches on once the splash screen is gone. Its thread and the game window could deadlock inside the NVIDIA driver while shaders were precompiling.
  • Effect shaders using the GPU's legacy multiply-add now follow its rule that 0 × anything is 0.

Changed

Launcher

  • New "When new shaders compile" choice: Slow motion (default; the game runs at a quarter speed until the shader is ready), Pause the game, or Keep going (objects pop in when ready). Compile batching now applies to pausing only.
  • A red background picture is included in launcher\background.png. Replace it with any PNG of the same name, or delete it for the plain dark launcher (see launcher\README.txt).

Diagnostics

  • If a shader build or the GPU stays stuck, the game writes every thread's stack to user\log\stuck-stacks.txt or user\log\gpu-stuck-stacks.txt (with tools\stackdump.exe, now included).

Known issue

  • A race start once froze with the GPU stuck (seen once, not reproduced). If it happens, wait about 15 seconds before closing the game so the capture above is written, and report it.

Source

GT Sport build 2026-10-13 (with hotfix)

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@mlgprorektm8 mlgprorektm8 released this 14 Oct 00:33

GT Sport (CUSA03220, update 1.69) running as a native Windows program: Ryty with shadGT's Vulkan renderer. This build follows the 2026-10-12 release.

Hotfix (2026-10-14, this zip): the game could show only a black screen at start. With shaders stored from earlier sessions, the game waits on the splash screen while they are built, but nothing was drawn during that wait. The splash screen and the progress bar now show while it waits (the first wait after many new shaders can still take a few minutes). To update, replace libs\libSceVideoOut.prx.

Upgrading: replace RyGT.exe and libs\libSceVideoOut.prx in your existing folder (no new Set up needed), or unzip this build and press Set up.

New

Frame generation

  • New launcher option: AMD FSR 3.1 frame generation shows a generated frame between each pair of game frames, roughly doubling the frames on screen (a 57 fps race showed 115). It works on any GPU, with or without FSR upscaling. The FPS counter now reads "N FPS (M shown)".
  • The game provides no motion vectors, so fast edges and the HUD can ghost a little. It feels best when the game itself runs above about 40 fps.

Shader stutter

  • Precompile on the splash screen: every shader the game has used before on your PC is built while the splash screen shows, with a progress bar, and the game waits until it is done. The first start after many new shaders can take a few minutes; later starts take seconds. In a test, 13,600 stored pipelines were built in about 25 seconds.
  • Pause while new shaders compile: a shader the game has never used now pauses the game (its clock too) until it is compiled, with "Compiling new shaders..." in the bottom left, instead of a stutter and objects popping in. Compiled shaders are kept and reused, so a track only does this the first time.
  • Compile batching: with pausing on, one pause can also compile the shaders the next moments need (Short, Medium or Long: up to 0.1, 0.3 or 1 s), for fewer but longer pauses. Off by default.
  • Shader compiles run on the CPU's efficiency cores, so the game's own threads keep the fast cores.

Launcher

  • Redesigned: grouped sections (Game files, Display, Graphics, Shaders) on translucent panels, a red accent, and clearer check boxes. Put a picture at launcher\background.png to show it behind the launcher (none is included).
  • The effects toggle is gone: sparks, tire smoke and other particle effects are always on.

Source