LoreanXavier/pt-pc

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Native PC port of P.T. (runs from your own PS4 game files)

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README

P.T. for PC

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

Lisa in the hallway

If the port is worth something to you, you can buy me a coffee: ko-fi.com/loreanxavier. It keeps the testing hardware and the releases coming.

This is a native PC port of P.T., the 2014 PS4 teaser by Kojima Productions. It is not an emulator. The game logic was rebuilt in C++ from the original's behaviour, with Vulkan and DirectX 12 renderers; every level, model, texture, sound, script and cutscene is read at run time from your own copy of the PS4 game. There is no game data in this repository and none in the installer.

The port runs on its own engine, Hallway Engine.

I made this in my spare time, with AI tools (see AI Disclosure at the end), because P.T. deserved to keep existing somewhere other than on consoles that still have it installed. It plays the whole teaser from the first wake-up to the street, with the voice part included.

What you need

  • Your own copy of P.T. The port is built and tested with the US release, CUSA01127, as a dump folder from your console or a fake PKG made from that dump. The European and Japanese releases install too, with a note, but I have not seen their data myself. A store PKG cannot be used: it is encrypted for the console that owns it, and nothing here decrypts it.
  • Windows 10 or 11 (x64), Linux x86-64 with glibc 2.38 or newer (Ubuntu 24.04, Debian 13, Fedora 39, current Arch and SteamOS), or macOS 14 or newer on an Apple silicon or Intel Mac.
  • A GPU and driver with Vulkan 1.3; on macOS the port brings MoltenVK, which runs Vulkan on Metal. The optional ray-traced shadows, ambient occlusion and reflections need a GPU with Vulkan ray queries (not on macOS). DLSS needs a GeForce RTX card. Available upscalers depend on the platform and renderer; see docs/upscaling.md. The settings page greys out what your machine cannot run and says why.
  • A microphone for one part of the game, as on the PS4. If you have none, key = J under [voice] in pt.ini lets a key stand in for the spoken word.

Installing

Download the installer from the Releases page: P.T.PC.Port.Setup.exe on Windows, the Linux setup binary on Linux. Point it at your dump folder or fake PKG and at a destination folder (the default on Windows is %LocalAppData%\Programs\P.T. PC Port). It copies the three game archives it needs (chunk1.psarc, texture.qar, pathid_list_ps4.bin) next to the port and makes a shortcut if you want one. The eboot, modules and system files are not used.

Linux: chmod +x the setup and run it from a terminal. The game needs only glibc and the system's Vulkan driver. On a Steam Deck install from desktop mode and add pt as a non-Steam game; it runs on SteamOS as it is.

macOS: download P.T.PC.Port-macOS-arm64.zip (M1 and later) or P.T.PC.Port-macOS-x64.zip (Intel), unzip P.T. PC Port.app, open it once and allow it under System Settings > Privacy & Security (it is not signed with a Developer ID), then pick your dump folder when it asks. A fake PKG has to be extracted on Windows or Linux first. Intel Macs need a GPU that MoltenVK can run the renderer on; the port was written without a Mac at hand and the Intel app has not been run on one yet. More in docs/macos.md.

Windows and Linux releases include installers and portable ZIPs. To update an existing installation, use the game's update button or run the new installer over it. Your game archives, settings, saves and mods stay.

On Windows and Linux, settings, saves, logs and cache live in data/ beside the executable. The game migrates existing user data without overwriting newer files. On macOS, these stay in ~/Library/Application Support/pt-port/pt/. The game checks GitHub Releases for a newer version at startup; [network] check_updates = 0 disables that check.

Thanks to ahm3texe for the Apple silicon port, totsu0jv for Czech translation, and yewhochen for the Linux library-loading and startup-focus fixes.

Playing

Mouse and WASD, right mouse button to zoom, left button, Enter or E to interact, Esc for the pause menu, Alt+Enter for fullscreen, F10 for the PC settings. Any gamepad works as the PS4 pad; the button prompts follow whatever you used last (keyboard, PlayStation, Xbox or Switch). Vibration follows the original's patterns. The in-game options (brightness, subtitles, camera inversion) are the original ones, and as on the PS4 the option screen and the preface only play on a first start.

What the port adds

The Original preset keeps the PS4 look. The port also includes the following features.

Display and image

  • Windowed, borderless or exclusive fullscreen, with a selectable render resolution and v-sync on or off. Exclusive fullscreen lists supported display modes; borderless keeps the desktop window and can render at another selected size.
  • Upscalers: AMD FSR 3.1 and FSR 4, NVIDIA DLSS (with a choice of model) and Intel XeSS, in the usual quality steps or a custom scale, plus native-resolution anti-aliasing (FSR native AA, DLAA).
  • Frame generation: AMD FSR 3 and NVIDIA DLSS Frame Generation, with an optional unlock for RTX 20 and 30 and a multi frame generation multiplier where supported. DLSS Frame Generation requires DirectX 12.
  • DLSS 5 neural rendering on DirectX 12, installed from inside the game, with separate neural model, quality and strength controls.
  • Path traced lighting, NVIDIA Ray Reconstruction, and experimental AMD FSR Ray Regeneration with FSR 4 on supported Radeon RX 9000 cards, DirectX 12 and Windows 11. Radeon hardware validation is still pending.
  • Graphics presets Low, Medium, Original (PS4), High, Ultra and Custom. The individual controls cover shadow map size, ray-traced shadows (sharp like the original or soft), contact shadows, ray-traced ambient occlusion, ray-traced floor reflections, anisotropic filtering, film grain, motion blur, depth of field, the original's lens flare ghosts and the curved lens with colour fringing. Each one can go back to the PS4 setting on its own.

Extras

  • Photo mode (F7): pause, fly the camera, adjust focal length, focus, aperture, exposure and roll, choose an aspect crop and color filter, then save at native resolution or 4K (3840 pixels on the long edge) to Pictures/PT Photos.
  • Free camera (F6).
  • Loop browser: jump to any loop of the house once you have finished the game.
  • Museum: the game's subliminal images, radio and voice lines with transcripts, photo pieces, cutscenes, models and unused content, as you reach them in play. Pan model exhibits with WASD or the left stick; orbit with arrows or the right stick.
  • Controller feedback: Original vibration is the default. Enhanced adds supported trigger vibration and, on supported wired USB DualSense controllers on Windows, haptics from filtered Lisa cries. DualSense speaker playback remains optional. Experimental DualShock 4 speaker playback starts automatically over Bluetooth. Speaker volume is separate from vibration; the main game and headphone mix continue unchanged. Physical DS4 speaker output has not been verified.
  • Game+: the content a finished game unlocks.
  • Speedrun timer with a split at every loop, real time and game time, personal bests, and a LiveSplit server connection (Control > Start TCP Server in LiveSplit).
  • Third person view (experimental).
  • VR through OpenXR (experimental: I have no headset, so it has only run against a simulated runtime). See docs/vr.md before trying it.

Languages

  • The original's English, French, German, Spanish, Italian, Portuguese and Japanese, plus Turkish, Simplified Chinese, Arabic, Russian, Ukrainian, Polish and Czech added by the port: menus, the PC settings and all subtitle lines. Voice audio stays the original English, and the word the microphone listens for is always "Jack".

Mods

  • A mods folder next to the executable can replace game files, textures and sounds, and run Lua scripts that react to game events. See docs/modding.md and docs/lua_api.md.

Building from source

Windows: Visual Studio 2022 Build Tools, LLVM (clang-cl), the Vulkan SDK, CMake 3.28 and Ninja. Then

tools\build_pt.bat release

gives build\release\pt.exe. CMake fetches the dependencies (SDL3, zlib, volk, VMA, glm, Dear ImGui, stb, Lua 5.1, libogg, libvorbis, whisper.cpp and Google libsbc) and downloads the Whisper and Silero models and the upscaler SDK files, each checked by SHA-256. Windows release builds require the upscaler SDKs and stop if required downloads fail. python tools\package.py turns the build into the portable folder and zip.

Linux: cmake -G Ninja -B build/linux -DCMAKE_BUILD_TYPE=RelWithDebInfo && cmake --build build/linux --target pt. GCC 13 or clang 17, the Vulkan headers and glslc. Linux includes DLSS and FSR 3.1; XeSS and DLSS Frame Generation are Windows-only. tools/linux/ has the cross build I use from Windows. More in docs/linux.md.

macOS (Apple silicon or Intel, built for the CPU it runs on): the command line tools, then brew install cmake ninja shaderc vulkan-headers vulkan-loader and cmake -G Ninja -B build/macos -DCMAKE_BUILD_TYPE=RelWithDebInfo && cmake --build build/macos --target pt. python3 tools/macos/make_app.py makes the app bundle and its zip. The upscalers and the VR mode are left out there too, and MoltenVK has no ray queries. More in docs/macos.md.

The unit tests are CMake targets (pt_tests, pt_mods_test and the others in CMakeLists.txt). python tools/walkthrough.py --exe build/release/pt.exe --game <folder> plays the whole game without a window through the scripted routes in tests/walkthrough/ and checks the log; it is how I make sure a change did not break a loop.

The installer is installer/: a native C++ setup (pt_setup, built when a payload exists) and a small LGPL extraction helper in C# that reads fake PKGs with LibOrbisPkg. docs/installer.md describes how it decides what it accepts.

Other docs: docs/upscaling.md, docs/vr.md, docs/updates.md, and the file format notes in docs/formats/ that came out of reverse engineering the game data, with the tools in tools/ that read those formats.

Thanks

P.T. is the work of Kojima Productions and is owned by Konami. This project is not affiliated with, endorsed by or connected to either of them. It contains none of their assets and does nothing without your own copy of the game.

The shadPS4 emulator was my reference for how the original behaves on the PS4 and for checking the port's frames against it. Thanks to its developers.

The port is built on SDL3, Vulkan (volk, VMA), glm, Dear ImGui, stb, Lua 5.1, libogg and libvorbis, whisper.cpp with OpenAI's Whisper model and the Silero VAD for the voice part, Google libsbc for the DS4 speaker, AMD FidelityFX, NVIDIA DLSS and Intel XeSS for the upscalers, the Khronos OpenXR loader for VR, HarfBuzz on Linux and the Noto fonts for the added languages, and LibOrbisPkg in the installer. Their notices ship in licenses/ next to the executable.

License

The port's own code is under the MIT license (see LICENSE). The third-party pieces listed above keep their own licenses.

AI Disclosure

AI coding tools were used in developing and debugging this port. My focus has been on matching the original P.T.: comparing builds with PS4 references, identifying discrepancies, testing gameplay and prioritizing fixes.

The project uses the original game assets from the player's own PS4 copy. Optional upscalers and neural rendering use machine-learning models when enabled.