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 adatafolder next topt.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 intodataand
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
extractedCUSA01127folder. Unpack one anywhere writable and either putCUSA01127next topt.exe(pton 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=1keeps 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 flashlight flickering in the third-person view by keeping the interpolated light and its housing together.
- The reflected flashlight uses the mirror glass bounds to limit its wall patch; corrected light-area axes and source
radius, and revised its shadow caster selection. Its cutoff matches the measured PS4 reference at the tested pose. - Upscaler/frame-generation changes are coalesced and applied at a safe frame boundary before frame acquisition.
DLSS-G is disabled before retiring its swapchain and resources. FSR 3 transitions that need a restart say so in the menu. - Windows Release/RelWithDebInfo builds require FSR, DLSS and XeSS support. A missing backend fails the build rather
than silently producing a partial release. Runtime DLLs are restored when missing and validated during packaging. - The canonical release pipeline also checks that Game+ is enabled and explicitly enables the required upscalers.
Voice recognition
- Much faster: under CPU load a single "Jack" could take 5 to 10 seconds to be recognised, which is why "say it three
times" became a tip. It now takes well under a second. Saying it once is enough. - Better with accents: a second, larger speech model rechecks short words the first one misses. On our test set
detection went from 79% to 87% (accented speech from 63% to 75%) with no increase in false triggers from the game's
own audio. The voice files are larger because of it (+181 MB), and the game uses about 470 MB more memory while it is
listening. - Microphone test page: instead of "none", it now says why nothing is heard: no microphone, no sound, speech files
missing, the engine or model failed to load, CPU not supported. - No microphone? Use a button. With
key = "J"(any key name) under[voice]indata\pt.ini, that key says
"Jack" for you, and on a controller pressing L2 + R2 (LT + RT) together does the same. Leavekeyempty to turn both
off.
Linux
- The game did not start on many distributions ("SDL_Init: No available video device", Fedora, Bazzite, Steam Deck):
it looked for development-only library names and had no Wayland support. It now uses the normal system libraries
and supports Wayland and X11. (#5) - Microphone and sound on Linux: PulseAudio and PipeWire support were missing, so many players had no microphone.
Both are now built in, alongside ALSA. - If the game still does not start, the log now lists the available video drivers and the session type: please attach
it to an issue. - Installer on Bazzite, Silverblue and other Fedora Atomic desktops:
/homeis a link to/var/homethere, so the
setup refused every default folder unless/varwas typed in front. It now accepts it, accepts an empty folder, expands
~, and uses kdialog on KDE when zenity is missing (before, starting it from the file manager showed nothing). - Black window on some Wayland desktops: a window the compositor did not focus stayed black; the game now runs and
draws before it first gets focus. - The portable Linux zip asks for the game folder at the first start, as Windows and macOS do.
- DLSS, FSR and XeSS are Windows only; the menu now says so instead of "not built into this executable".
macOS (new, experimental)
- Native builds for Apple silicon and Intel Macs, from community work (thanks to ahm3texe and ignusloki). The game runs
on Vulkan through MoltenVK. FSR, DLSS, XeSS, VR and ray tracing are not available on Mac. - Two downloads per Mac: a disk image (
.dmg, drag the app to Applications) and the portable app zip. At the first start
the app asks for your extractedCUSA01127folder. See
docs/macos.md. The app is signed ad hoc: no paid Apple Developer ID is required. On first launch, use macOS Privacy & Security > Open Anyway. Please report how it runs on your Mac. - The app bundle includes all three speech models, including the larger accent fallback model.
Updates
- Game and installer update checks now discover versions and platform downloads directly from GitHub releases.
New builds no longer need a separatelatest.jsonasset. Windows, Linux and both Mac architectures share this code. - 1.0.2 includes one final
latest.jsonasset so existing 1.0.1 users still receive the update notice. From 1.0.3 onward, only platform packages are published.
Languages
- Czech added, translated by totsu0jv.
- Polish added, translated by GrzybDev.
- Fixed the Arabic menus finding no font on Linux and macOS (thanks to ahm3texe).
- Missing Turkish texts added.
Known issues
- Mirror patch extent matches the measured PS4 reference at the tested pose; other camera angles and exposure differences still need player feedback.
- Upscaler/frame-generation transitions were reordered to avoid teardown during frame acquisition. Backend stress tests pass; real windowed DLSS frame-generation switching still needs tester verification.
- The latest macOS build has not yet been compiled or run on a Mac. Linux desktop/hardware validation also remains with testers. Windows/Linux logs are
data/pt.log; macOS logs are~/Library/Application Support/pt-port/pt/pt.log. - Photo-piece handwriting looks darker in the supplied port screenshot. No color edit was applied because the native
shader's transfer/blend behavior and the screenshots' brightness settings have not been established. - Final-puzzle gates passed ten targeted tests against the original code's rules, including Jack without steps, 9/11 steps,
both valid orders and walking during the hold. Speech recognition uses Whisper and is not identical to the PS4 engine. - The final-loop Lisa phone-corner charge reported during testing was not reproduced. The original spawn and detection
table matches the port; no extra obstruction gate was added without evidence. - The latest headless regression run passed 27/27 full-walkthrough milestones, 14/14 loop-browser checks, 9/9 gouge-input checks
and 5/5 photo-mode checks. The browser/save check passed in both processes and restored all XMark progress. - Physical HDR and controller-output checks, Linux desktop/hardware validation and macOS runtime validation remain
unverified. Windows Intel startup diagnosis is unresolved.
Ending controls
- Mouse, sticks, gameplay/menu buttons and photo/free-camera hotkeys no longer affect the scripted ending outro. Street exploration and the final port credits controls remain available.