github bc160201983/Uncharted-The-Nathan-Drake-Collection-PC-port v0.8.4
Uncharted: The Nathan Drake Collection PC port 0.8.4 (beta)

3 hours ago

Uncharted: The Nathan Drake Collection PC port by BilalReloaded
(YouTube, GitHub).
Support the work on Patreon.

The launcher offers this update: press UPDATE TO 0.8.4 next to PLAY. Still on 0.6.1 or older
(the launcher does not open)? Extract the zip below over your port folder once.

This update fixes Uncharted 3's crash in chapter 2 when young Sully appears, and makes Uncharted 1
much faster where the processor was the limit.

Crashes fixed

  • Uncharted 3, chapter 2: "device lost" when young Sully appears (#295 #138 #342 #292 #354
    #328 #365 #238 #18): the shader that moves young Sully's shirt reads past the end of its working
    memory. On the PS4 those reads give zero and the game relies on that; GeForce and Intel graphics
    stop on them instead (AMD cards behave like the PS4, which is why only some players crashed).
    Every compute shader of the three games now handles those reads the way the PS4 does. Thanks to
    the players who sent crash reports with the breadcrumbs on: they showed the exact shader.
  • The same shader's loop counts are also limited far above any real value, so damaged game data
    makes one slow frame instead of a crash.
  • Uncharted 2 has four more shaders that read past their working memory (two of them measure the
    scene's brightness); they now also get the PS4's zeros.

Faster

  • Uncharted 1 now uses multithreaded rendering (on once with this update; launcher setting
    "Multithreaded rendering"): where one processor core was the limit, 91 -> 118-120 FPS at a jet
    ski checkpoint (1080p, 120 FPS limit). It was off because guns flickered grey with it (#23); that
    no longer happens (0 flashes in 3,484 checks, 11 a minute before).
  • Multithreaded rendering waits less: the processor no longer waits for the drawing thread
    before each nested compute job (Uncharted 2 did that about 5,600 times a second).
  • The first start after the update compiles the games' compute shaders once more.

For crash reports

  • GPU breadcrumbs (GOW3_GPU_BREADCRUMBS=1 in analysis\uncharted-user\test-env.txt) now work on
    cards with resizable BAR (before, they could report "0 finished"), are written for every kind of
    "device lost", and no longer come out mixed with other lines in boot.log.

Performance

The same saves at 1080p with a 120 FPS limit, 0.8.3 -> 0.8.4, average frame rate (RTX 5080):

Game FPS
Uncharted 1, a jet ski checkpoint 91 -> 118 (multithreaded rendering)
Uncharted 2, the train, multithreaded rendering 112 -> 111 (the spread between runs)
Uncharted 3, multithreaded rendering 120 -> 120 (the limit)

No problems in any run.

Full details in CHANGELOG.md.

Known issues

  • Movie cutscenes freezing while the sound goes on (#226 #262 #270 #177): not fixed yet. If it
    happens, please attach the hang-*.txt file the port writes next to boot.log.
  • Uncharted 3, chapter 8 "The Citadel": crash (#247 #296 and others): a file of the game is
    missing from those dumps (ss-area2-breakable-buildings-controller-1.bin). Check game files
    in the launcher shows it.
  • NVIDIA: "device lost" after some time in Uncharted 2 and 3 (#316 #314 #277 #76 #224 #249):
    please test 0.8.4 and attach your boot.log with the breadcrumbs on if it still happens.
  • Uncharted 1, mouse ignored for about a second when aiming from cover (#366): being looked at.

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