github LoreanXavier/pt-pc v1.0.6
1.0.6

2 hours ago

P.T. PC Port 1.0.6

Update from inside the game, or run the setup over your existing installation: your game archives, settings, saves and mods
stay.

If you already installed the earlier 1.0.6, run the updated setup over it once to get the plant-shadow fix.

Updates

  • The game asks at start when a newer release is out (Yes or Not now), and every PC settings tab has an Update button at
    the bottom (U on the keyboard, Triangle on a controller).
  • "Could not verify file integrity" when updating with the setup (#90): the setup now waits for a file an antivirus is
    holding instead of stopping, and names the file if it still cannot read it.
  • Files left in the game folder by the old DLSS 5 route (ReShade's dxgi.dll and the add-on) are moved to
    data/retired-dlss5-route/ at start. Files you changed yourself stay where they are.

DLSS 5 and frame generation

  • DLSS 5 is installed by the game itself. Install (RTX 50) and Unlock (RTX 20, 30 and 40) download NVIDIA's runtime and the
    matching GPU code, check every file, and DLSS 5 runs in the game's own DirectX 12 renderer, with no ReShade and no restart.
  • Neural quality (Performance, Balanced, Quality, Ultra) replaces the resolution row and runs every frame, and the neural
    model is chosen on its own. DLSS 5 starts on the new model (small, faster); the old model (large, finer detail) is in the
    Neural model row. Neural colour above 100% keeps its colour.
  • DLSS 5 works on laptops where an FG unlock made the GPU report itself as a newer one (RTX 3050 laptop report).
  • DLSS Frame Generation on RTX 20 and 30 (DirectX 12): the unlock takes effect without restarting, and a multi frame
    generation multiplier setting is added.
  • HDR and DLSS Frame Generation work together on DirectX 12 (#91).
  • Experimental AMD FSR Ray Regeneration for Path traced lighting with FSR 4 on DirectX 12 (Radeon RX 9000 and newer, Windows 11): the
    Ray Reconstruction switch is called FSR Ray Regeneration when FSR 4 is selected.
    Software tests pass; rendering on a supported Radeon has not been verified.

Path tracing and ray tracing

  • Path traced window reflections no longer show black, hard-edged shapes: the glow around the ceiling lamp blocked the
    reflected room.
  • Path traced lampshades glow from the bulb inside them, as on PS4, instead of looking dull.
  • The bathroom mirror seen through the peephole no longer shows a white sliver in Path traced.
  • Fixed moving square shadows from the hallway chandelier and oversized hard shadows from the static lamp and picture frames
    in Path traced.
  • The plant beside the clock casts leaf shadows again in Path traced.
  • Shadow fixes from #86: the globe lamp's glass casts its shadow, handheld shadows no longer vanish near small props, the
    corner trim shadow in the fake crash loop no longer ends in a hard block, and lamp shades keep their shadows in Ultra.
  • Point light shadows no longer draw extra spikes below picture frames, matching PS4.
  • Fixed triangular self-shadow cuts on Lisa's face in Ultra.
  • Performance (#87): a Ray quality left on Ultra no longer runs its bounce light and glossy reflections when every traced
    effect is off.
  • HDR keeps its highlights under traced reflections (the ceiling light artifact in #88).
  • The floor reflections match PS4 more closely: they read the scene's depth at the same moment the original does.
  • Faster DirectX 12 Path traced lighting with Ray Reconstruction, less harsh contrast on the player's jacket lining in Path
    traced mirrors, and no bright speckles from surfaces the mirror does not show.

Closer to PS4

  • Peephole: looking into it from the side no longer shows the maze behind the walls (the PS4 shows nothing there), and the
    view turns to the hole as on PS4.
  • The strip under the f100 exit door appears only after loading that loop from its save, exactly as on PS4.
  • Lisa's footsteps keep going through the exit door animation when you let go of the controls.
  • The start room's first exposure matches the original.

Museum

  • Full transcripts: radio riddle 1, the peephole voice and the second broadcast show everything that is said, with the
    broadcast's interruptions at their real moments. The radio sermon shows its Swedish words with a translation in your
    language. Long transcripts follow the voice as it plays.

Menus and options

  • DualShock 4 speaker (#72): added experimental Bluetooth SBC playback, enabled automatically when the controller is detected.
    The earlier USB audio route fed the headset jack. DualSense retains its existing optional USB speaker setting.
  • FPS counter in Accessibility, top right (rendered and shown frame rate with frame generation).
  • Yes/No questions are answered only by Yes or No: pressing the Quit key again no longer quits, and the extra Back line is gone.
  • The ending's skip hint follows the controller or keyboard you use.
  • PC settings keep the selected row when rows appear or disappear in the background.
  • Loop Browser picks work from the first options screen.
  • Removed Enhanced Textures and the background pause and mute options.

Linux and macOS

  • macOS: fixed startup when pt-port or pt is a symbolic link or Finder alias to a folder on another mounted drive
    (996767e).
  • Linux: fixed the crash at the last loop's door on CPUs whose AVX-512 is switched off by the system (#93).
  • macOS: HDR is no longer very dim (#94).
  • The "send pt.log" question after a crash defaults to No and asks once per session.

Don't miss a new pt-pc release

NewReleases is sending notifications on new releases.