github GetLostIn/CTR-NitroFueled-PC v0.4
v0.4 - new launcher with Controls and Achievements, European edition, FSR 4, frame generation and ultrawide

5 hours ago

A redesigned launcher with Controls and Achievements tabs, the European edition (CUSA14876), AMD FSR 4, FSR 3 frame generation and 21:9 / 32:9 ultrawide.

New

  • Redesigned launcher: dark theme with the Nitro orange as accent, a header with the version, the game's status and its edition, and a Play tab with a summary of how the game will start and a bigger PLAY button.
  • Controls tab: the connected controllers live, with a drawing that shows what you press and a rumble test; players 1 to 4 (player 1 can stay on automatic, 2–4 for split screen); gamepad buttons remapped by pressing them on the controller; stick dead zone and full range. The keyboard page moves here. All of it before the game starts.
  • Achievements: trophies unlock while you play, as on a PS4, with a notice over the game in the launcher's style (the trophy's picture, name, grade and what it was for); the platinum comes once all the others are. They are kept with their date in user\trophies. The launcher's Achievements tab shows all 48 with picture, name, what to do, grade (bronze, silver, gold, platinum), progress and when you got them (filters, and a reset with a backup). Optional: with your PS4's trophy key (the same one shadPS4 uses) the game's own texts are shown, in its language.
  • In-game menu restyled (Insert or L3+R3): the launcher's look, in tabs (Picture, Game, Controllers, Performance, General), in English or Spanish (General › Language; follows the launcher's).
  • Game languages per edition: the American one has English, Latin American Spanish, French and Brazilian Portuguese; the European one has English, Spain's Spanish, French, German, Italian and Arabic. The list changes with the chosen game.
  • AMD FSR 4 (experimental, v07 INT8 model) joins the Upscaling list next to FSR 1, FSR 3.1 and DLSS. It needs INT8 support on the GPU; FSR 3 is used while the model loads.
  • Frame generation (experimental, live; launcher: Settings › Display; in game: Insert): AMD FSR 3.1.6 shows an interpolated frame halfway between each pair of game frames, almost twice the frames on screen. The game, its FPS limit and its pacing do not change. Works with any upscaler (FSR 3/4 and DLSS also give it the game's motion). Best on a 120 Hz+ monitor with the game at half the refresh rate (e.g. FPS limit 72 at 144 Hz, Fifo or Mailbox present). Tested: RTX 3070, FSR 4 + frame generation, limit 72, Fifo → 72 game FPS, 144 on screen.
  • Aspect ratio / output in one list: 16:9 (1280x720, 1920x1080, 2560x1440, 4K), 21:9 UltraWide (2560x1080 or 3440x1440) or 32:9 Super UltraWide (5120x1440), with a centered HUD, by tcosi (launcher: Settings › Display › Aspect / output; in game: Insert). With ultrawide, upscaling is off and the internal resolution is capped at 1440p. The first preparation needs about 9 GB free (the originals are untouched); start the game normally once up to the menu first, for the shader cache.
  • European edition (CUSA14876), based on martijnhe/OCTR-NitroFueled-PC-EU: the launcher recognizes it, prepares it and uses its patches (60 FPS, no motion blur, 1080p), saves, DLC and languages. 21:9 and 32:9 ultrawide included: tcosi's patches were ported to the European executable and archives (the HUD too). When the game is on another drive than the port, the prepared copy is made next to the game.
  • The game's MSAA as a setting, off by default: removes the dotted lines in the sky and the light shafts (issues #16, #18).
  • Older CPUs without MOVBE/BMI1/LZCNT (Sandy/Ivy Bridge): the port rewrites those instructions at start (by MetaHeart, issue #31; iced-x86 is in the ZIP).
  • Damaged dumps (archive name tables zeroed by an incomplete extraction): the launcher says so instead of the game closing with code 3 (by Naif Alqurashi).

Fixed

  • Rare crashes (code 3221225477, access violation in libwinpthread-1.dll), more frequent on the European edition: the game used mutexes after destroying them. A destroyed mutex now stays marked and answers with an error, as on a PS4, instead of closing the game.
  • FSR 3 no longer turns off for the whole session when its context cannot be created: without Resizable BAR the "device-local + host-visible" heap (~214 MB) fills up with the game and creation failed with out of memory even with VRAM almost free. It now keeps its constants in system memory; if it still fails, FSR 1 is used meanwhile and it retries. DLSS and FSR 4 no longer depend on the FSR 3 context.

Already in v0.3

Internal resolution 480p to native 4K; the Upscaling list with AMD FSR 1, AMD FSR 3.1 and NVIDIA DLSS (quality, output and Transformer/CNN model); the American edition's languages; PS4 PKG Tool dumps (Image0 + Sc0); the fullscreen fix. See the v0.3 release.

Requirements (not included)

  • Your own dump of the base game (CUSA13795, or the European CUSA14876) and of its 1.21 update. Optional: your DLC (.pkg).
  • A GPU with Vulkan 1.3 and current drivers.

Use

  1. Unzip anywhere and open CTR-NitroFueled-PC.exe.
  2. Choose your base game and the 1.21 update and press Prepare the game (first time only).
  3. In Settings › Display pick the internal resolution, aspect, upscaling and frame generation; in Controls, your controllers; press PLAY. The first start compiles shaders (slow); the next ones are smooth.

The port's in-game menu: Insert or L3+R3.

Updating

Unzip over your old folder: settings, saves, achievements, DLC and the prepared game are kept (bbport.default.ini has the defaults).

Known issues

  • On some PCs the GPU can be lost mid-race (Device lost, SacredFire issue #2). If it happens to you, open an issue with your last_run.log and your GPU/driver.
  • European ultrawide: tested at 21:9 and 32:9 on one PC; the first time it prepares about 9 GB.
  • Frame generation: 8-bit frames only (no generation with HDR); on 60 Hz monitors it adds nothing.
  • Ultrawide on a cold start without a shader cache: turn the aspect off, reach the menu, quit normally and turn it back on.

Third-party

bin\nvngx_dlss.dll (DLSS 310.9.1) is NVIDIA's runtime, redistributed under the NVIDIA DLSS SDK license (licenses\). bin\sacredfire_dlss.dll is the DLSS bridge by IFreemz (MIT). FSR 3.1, FSR 3.1.6 frame generation and FSR 4 v07 come from AMD FidelityFX through FireBurn/FSR-Vulkan (MIT; fsr4_shaders\LICENSE-FSR4-v07.txt). Ultrawide patches by tcosi. NVIDIA, DLSS and GeForce RTX are trademarks of NVIDIA Corporation. Not affiliated with NVIDIA, AMD, Sony, Activision or Beenox.

Tested on Windows 11 with an RTX 3070. No game files are included: you need your own dump of the game and its 1.21 update. Don't share game files.

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