SpartanPort 3.1.0: free camera, DualSense extras, anti-aliasing and a TAA made for the game, and a long list of fixes. Updating from 3.0.0 through the launcher keeps your saves and settings. These notes list every change since 3.0.0, the requests it closes and what is still open.
Updating from 3.0.0
- Windows: update through the launcher as usual, or download
spartanport-windows.zipfrom this release. - Linux: download
spartanport-x86_64.AppImagefrom this release and replace the old file. - Settings carried over: everything you set in 3.0.0 stays. The new options start off (free camera, anti-aliasing) or follow your controller (the DualSense extras only turn on with a DualSense).
- First start: the in-game menu patch is rebuilt once (version 26), and the first boot after updating takes a little longer while the game files are prepared.
Free camera, experimental (#1136)
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- Turn the camera all the way around Kratos with the right stick, or with the mouse while the game holds it, and Kratos runs the way the camera looks. L1 + right stick still dodges along the turned camera, and L2 still aims.
- Off by default. Turn it on in the launcher (Controls > Free camera (experimental)), in the port's menu (Insert > Controller) or in the game's own Options > Controls, seventh row.
- In play: G on the keyboard (remappable as the
cameraaction) or a quick tap of R3 alone switches it off and on, for boss fights and set pieces. - The game's camera comes back by itself on camera cuts, quick-time events, the title screen and the pause menu.
- Walls and cliffs: the camera uses the level's own collision, so it stops short of walls and rocks, rises over Kratos instead of sitting on his back and never goes below his feet. The invisible walls on cliff edges do not pull it in.
Controllers and the DualSense (#1139, #1216, #1224, #1225)
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- Live control center (#1225): the Controls page shows the connected controller, the buttons as you press them, both motors to test and the stick dead zones, for DualSense, DualShock 4, Xbox and Switch Pro controllers, plus Set up a controller for generic pads.
- DualSense extras (#1139), on by default with a DualSense and each with its own switch in Insert > Controller > DualSense:
- Light bar in the game's own colour, as on a PS4.
- QTE light bar: during quick-time events the light bar blinks in the colour of the button to press, with a short rumble on each new prompt.
- R2 haptic feedback when casting magic: the DualSense adaptive trigger gives R2, the magic button, a click near the end of its travel, and magic fires once the click passes, so a light press does not cast it.
- Controller speaker (USB): the sounds the game made for the DualShock 4 speaker, such as the weapon upgrade chime, play on the DualSense speaker, with its own volume slider.
- Hit flash, motion sensors and gyro aim: with gyro aim on, tilting the controller moves the view while L2 is held.
- An alternative key per button (#1216), then a second alternative, lyre-only keys and key colours (#1224): every action can have up to three keys, and the lyre can use its own keys without touching the rest.
Graphics (#1217)
- Anti-aliasing: a new Anti-aliasing row (Off, FXAA, SMAA) on the launcher's Graphics page and in the port's menu. It runs on the finished image.
- A TAA made for the game (Upscaler: TAA, "Native AA"): built on an analysis of how the game draws a frame, with its own jitter, camera motion vectors and history rejection. Every setting is a slider in Insert > Image > TAA look.
- FSR 3.1 (native HUD and text): a second FSR 3.1 option that keeps the HUD, text and loading screens at the game's own size, with its own sharpening and an FSR 3.1 look section. It needs the game's 1920x1080 image: at any other render resolution, ultrawide above all, it runs as the regular FSR 3.1, so the aspect ratio stays right.
- Czech translation of the launcher and the port's menu.
Ultrawide and upscaler fixes
| Before | Now |
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- Menus cut on ultrawide with an upscaler (#1264). Before: with FSR at Quality or below on a 21:9 or 32:9 screen, the text and pictures of the game's menus (Options, the controller layout, the title) stopped at a fixed column. Now: they are complete at every preset.
- A third of the picture at Ultra Performance (#1264, likely issue #1228). Before: at a render height of 480 the game showed only the top-left corner, zoomed in. Now: the render height is 478 and the whole picture shows.
- Boot crash at Performance (#1264). Before: at some render sizes, such as Performance at 3440x1440, the game closed at start because the in-game menu patch corrupted three entries of the menu script. Now: the patch leaves them alone.
- FSR on ultrawide and the 3440x1440 boot crash (#1203, issues #1175, #1182): FSR patches keep the display aspect and the Hor+ view, and 3440x1440 boots.
- Low FPS with powers at 21:9 (#1104, issue #822).
Stability, audio and fixes from sibling ports
- Crash, freeze and rendering fixes (#1218): ten fixes from shadPS4, the Bloodborne ports and a SpartanPort fork, each credited in its commit: memory calls no longer wait on a blocked GPU thread, stale descriptor tables no longer close the game, MSAA blit pipelines use the real sample count, compute clears no longer replace images of another format, and more.
- Texture, GPU and shader cache fixes (#1124) and region caches kept when the game reads the direct memory size (#1121).
- Oversized texture detiling split into batches (#1037, issue #334).
- Speech cut by MP3 stream resets (#1101, issue #1091) and audio init serialized with the trophy sound (#1169, issue #1165).
- Motion blur and bloom toggles (#1201, #1202, issue #1186; #1177, issue #1176): turning them off no longer crashes Chain of Balance or breaks the text of the game's menus.
- Taskbar over fullscreen (#1021, issue #1020).
- A window start that dies no longer keeps the GPU busy (#1213).
- Legacy save recovery with a verified rollback (#1162).
Launcher
- Live control center (#1225), see Controllers above.
- Timestamped JSON Lines run log (#1196) next to the plain one, for bug reports.
- Simplified Chinese completed in the launcher and the patch labels (#1161).
- Release identity compiled in and the pre-2.8.0 compatibility code removed (#1096).
Requests addressed
| Issue | Fixed by |
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| #1020 Taskbar stays visible in fullscreen | #1021 |
| #334 Device lost on Intel UHD (oversized detiling) | #1037 |
| #1091 Intro speech cut with German voices | #1101 |
| #822 Ultrawide regression (low FPS with powers) | #1104 |
| #1165 No audio after updating | #1169 |
| #1176, #1229 Menu text missing with Bloom off | #1177 |
| #1186 Chain of Balance crash with motion blur off | #1201, #1202 |
| #1175 3440x1440 crashes at start | #1203 |
| #1182 Ultrawide reverts to 16:9 stretched on FSR 3.1 | #1203 |
| #1228 Only the top-left corner shows | #1264 |
| #162, #384 Controller dead zones and a proper input manager | #1225 (partly) |
#1228, #1229 and #162/#384 stay open until players confirm the result on 3.1.0. #1261 (3440x1440 closes one second after Play on 3.0.0) matches the crash fixed by #1203; please retest on 3.1.0.
Known issues
- Free camera, TAA and DualSense extras are experimental. The DualSense speaker works over USB only. DLSS and NVIDIA cards were not tested with the new TAA.
- A rare crash while loading a save was seen once in the 3.1.0 validation and did not repeat in three more loads of the same save; similar reports: #1223, #1265.
- Frame generation inactive in some areas (#1149).
- Infinite loading screens on some area transitions (#1131, #1241, #1262) and missing floors where Kratos falls through (#1133).
- Intel integrated GPUs (#1055, #1018, #1126): keep using the latest Intel test build linked in those issues.
- Texture corruption on some systems (#1059, #1080) and extra red in menus and lights (#1258).
- Game speed: some players see the game run faster than its cap (#1083, #1074, #1027).
- Performance lower than 2.7.0 on some systems (#1219, #1260) and missing sounds at high frame rates (#1212).
- Linux: the game fails to start after the latest NVIDIA driver on some systems (#1246).
- Ultra Performance at a render height of 480 is avoided by rendering 478 lines; the cause inside the game is still unknown.
- macOS remains a separate test build (#425, #962).
For a new or continuing problem, open an issue with the release version, operating system, CPU, GPU and driver, render resolution, upscaler and preset, and the user/last_run.log file.
Validation
- Launcher: the full Rust launcher suite (about 1330 tests),
cargo fmtandclippy -D warnings, and the UI snapshots regenerated for 3.1.0. - C/C++ tests: pad, pad map, graphics settings, UI language, UI composition, camera hook, AA pass, TAA shader, upscaler support, player, ledge and QTE hooks, signatures, shader user data, audio and async fetch.
- Resolutions and upscalers: 58 boots across every aspect ratio the port offers (16:9, 16:10, 21:9, 32:9, 4:3) with no upscaler and with FSR 3.1 at Quality to Ultra Performance, plus FSR 4, FSR 4.1, TAA and native HUD FSR, with the title, Options, the controller layout, gameplay and the weapon menu checked in each; 37 of them on the final code.
- In game by the maintainer on Windows 11 with an RX 6700 XT and a DualSense over USB: free camera, DualSense extras, anti-aliasing, TAA and the upscalers. A scoped manual check, not a full playthrough per setting.
- Test build windows-v3.1.0-test1: the downloaded Windows ZIP matched its SHA-256 and reached the title, the menus and gameplay at 3440x1440 with no fault.
- Final packages: built from
75d5a9b9: the Windows ZIP workflow and the Linux AppImage workflow passed. The downloaded Windows ZIP matched its SHA-256 (2f0ad7849e879f1b9b6d58a006e335d026c023069acb3efda1cdbdd72fd37948), carries launcher version 3.1.0 and reached the title, Options, the controller layout, gameplay and the weapon menu at 3440x1440 with FSR 3.1 Quality, with no fault. AppImage SHA-256:f0283807e56f4acc8cc7e5a4a0f5617086887e163111a5cc6f5f3f7ce312b941. - Linux: the AppImage is built and tested in CI; no gameplay check on Linux hardware for this release.
- macOS: not built or tested for this release.
Coming next
Ideas and requests being worked on or planned. There is no date and no promise for any of them; they show where the port is heading.
Graphics and performance
- DLSS and DLSS Frame Generation, tested on NVIDIA cards.
- XeSS upscaling and frame generation (#1263).
- Pre-compiled shaders, so an area does not stutter the first time you enter it.
- HUD proportions on ultrawide, so the HUD is not stretched or pushed to the edges.
- FSR 3.1 with native HUD and text on ultrawide, instead of falling back to the regular FSR 3.1.
- Frame generation in every area (#1149).
- Adjustable field of view.
- Calibrated HDR: peak brightness and paper white.
- Intermediate shadow quality levels (#1204).
- Motion blur and bloom strength, not only on and off.
Gameplay and accessibility
- Skip in-engine cutscenes, not only the pre-rendered videos.
- Hide the HUD with one key.
- Colour-blind filters and larger subtitles with a background.
- LiveSplit and autosplitter support for speedruns.
Controllers
- DualSense options in the launcher, next to the in-game menu.
- Adaptive triggers per weapon and magic on the DualSense.
- Stick dead zones and a full input manager (#162, #384).
Stability
- Infinite loading screens (#1131) and missing floors (#1133).
- Intel integrated GPUs in the main release (#1055, #1018, #1126).
- Game running faster than its cap (#1083, #1074, #1027).
- Missing sounds at high frame rates (#1212).
- Linux with the latest NVIDIA driver (#1246).
Tools and platforms
- Export and import graphics presets to share them.
- Volume or mute for the trophy sound (#1243).
- The game's menu in more languages (#1205).
- An official macOS build (#425).
Credits
Thank you to everyone who sent code, tested builds and reported problems:
- @paulorband for the free camera (#1136).
- @Tgo1014 for the DualSense extras (#1139).
- @VHXXIII for FXAA and SMAA, the TAA, native HUD FSR 3.1 and the Czech translation (#1217).
- @maze1377 for the fixes brought over from shadPS4 and the sibling ports, each with its source credited (#1218, #1124, #1121).
- @edinaldoof for the alternative keys, the lyre keys and key colours, and the JSON Lines log (#1216, #1224, #1196).
- @yshtonytc for legacy save recovery and Simplified Chinese (#1162, #1161).
- @devLucasEmiliano for the compiled release identity (#1096).
- @hmathsan (#1104), @Sabari-Vasan-SM (#1101), @eletrolitico (#1169), @ShuaCodes (#1201), @Samue1Fontes (#1021) and @Tara1903 (#1037) for their fixes.
- @Hierlys, @Rambo280578, @saintseiyakill, @Shiranami6, @puyopuyotetris42, @manini22p-max and @lynnmar1e for the reports that led to these fixes.
This project builds on the work of Supermedo/bloodborne_pc, deadinside28/bloodborne_pc and shadPS4.
Full changelog: 3.0.0 to 3.1.0













