Graphics modding and bigger, sharper shadows.
- You can now replace PROTOTYPE's shaders with your own, and an in-game browser shows which shader draws what.
- PROTOTYPE gets new shadow options. They are very experimental.
- The black river water is fixed.
No game files are included. You need your own legally obtained, decrypted dump of CUSA06545 (01.00): the folder with eboot.bin, prototype2_ps4f.elf, sce_sys, sce_module, p1 and p2. Your game folder is never modified.
Download and play
- Download PROTOTYPE-PC-Port-v0.7.0.zip below and unpack it anywhere. You can also unpack it over an earlier version: your saves in
user\are kept. - Start Prototype.exe and choose your game folder.
- Pick PROTOTYPE or PROTOTYPE 2 at the top, then press PLAY.
New in 0.7.0
⚠️ Shadow options (PROTOTYPE): very experimental
These are on the launcher's GAME page under SHADOWS · VERY EXPERIMENTAL, and are off by default. They have only been tried briefly on one PC.
- Shadow resolution: 4096. The sun's shadow map is 4096 × 4096 instead of the PS4's 2048 × 2048, so every shadow has twice the detail: sharper edges and less shimmer. It uses 64 MB more video memory.
- Shadow distance: 2×, 3× or 4×. Shadows reach that many times as far. The same shadow detail is spread over the longer distance, so shadows are softer up close. With 4096 shadows, 2× keeps the PS4's sharpness.
- Shadow distance: Whole city. The game splits the sun's shadow into four bands by distance, and this sets each band separately.
- On the PS4 the bands end at about 5, 10, 20 and 120 m. Here they end at about 8, 40, 200 and 1500 m.
- Shadows near you keep their detail, and far buildings can still cast shadows.
- Best with 4096.
If shadows go missing, look shifted, float off objects, flicker, or the game crashes while loading, set them back to 2048 and PS4 and please report it with a screenshot and last_run.log. Like every fix in the port, these are applied in memory: the game files stay untouched.
Graphics modding
- Shader mods. Put GLSL shaders in
mods\shadersand they replace the game's own shaders. The port compiles changed files at start; the in-game menu shows how many loaded, or the first error. - Shader browser. In the port menu (Insert / R3 + L2) on the new SHADERS page:
- It lists the pixel shaders of the last frame, most draws first. Known ones are named: river, depth of field, ambient occlusion, post effects and others.
- HIDE THIS SHADER leaves it out of the picture, so you can see what it draws.
- EXPORT FOR EDITING writes it to
mods\shadersas editable GLSL.
- The release includes
glslangValidatorandspirv-crossfor this. The guide is docs/SHADER_MODS.md. - Exports come from your own game. Shaders are never shipped with the port.
Fixes
- Black river water. The river's reflection was dropped by the GPU layer, so the water rendered black. It now shows the sky reflection as on the PS4.
Also
- Water reflections (screen-space reflections on the river) are experimental and off by default. They are on the launcher's Graphics page and in the port menu.
Known issues
- The shadow options are very experimental (see above).
- Whole city can cost frame rate.
- Distant buildings may still cast no shadow with it, because their far-away models may not be shadow casters.
- PROTOTYPE 2 is still experimental. It has no keyboard and mouse button icons, FSR upscaling does not work in it, and its mouse camera goes through the right stick.
- If a loading screen never ends, press F10 while it hangs. Then send
last_run.logandout\hang_sample.txt. - Render resolutions above 1080p are still experimental in both games.
- FSR 4.1 stays hidden: AMD's Windows driver lacks a Vulkan feature it needs.
All changes so far: CHANGELOG.md.
Built on The Order: 1886 port, the God of War III port, bloodborne_pc and shadPS4 — see CREDITS.md. GPL-2.0-or-later. Unofficial fan project, not affiliated with Activision, Radical Entertainment or Sony Interactive Entertainment.