Experimental native runtime for Gravity Rush Remastered and Gravity Rush 2 on Windows 10 and 11. This is a focused fork of Supermedo's PC port project.
The runtime is designed to execute PS4 x86-64 code natively and translate graphics to Vulkan.
The Gravity Rush-only cleanup is complete, but the runtime remains experimental:
neither game's playability has been verified.
The launcher (Gravity Rush.exe / bbport_launcher_win.py) selects your game folder and starts
the preparation and runtime pipeline.
No game files are included. You need your own decrypted PS4 dump of either game: Gravity Rush Remastered (regional CUSA01113/CUSA01130 releases) or Gravity Rush 2 (CUSA00547, CUSA03694, CUSA04934, or CUSA04943). Gravity Rush 2 patches target update 01.11. Optional:
libSceNgs2.sprxfrom/system/common/lib/of your console placed insystem_lib/for audio. This project is not affiliated with Sony Interactive Entertainment or SIE Japan Studio.
- Small offline Tkinter launcher for selecting either target game and starting it.
- Separate saves and GPU caches under
user/<TITLE_ID>/when launched through the launcher. - Motion sensor & gyro support: Native DualSense/DualShock 4 gyro with complementary filter orientation, or simulated tilt (
T/Gkeys or left stick in sensor mode) and shake (Yor Cross/A). - Expanded memory mapping: Fixed 0x700000000–0x800000000 system-reserved window handling for Gnm GPU rings and buffers.
- Native Vulkan rendering with controller and keyboard/mouse input.
- Gravity Rush 2 01.11 FPS patch included. Gravity Rush Remastered uses its own game timing.
- Controller and keyboard & mouse support with custom remapping and multi-controller detection.
- Loose asset mods in
mods/<mod-name>/app0/<game-relative-path>, without changing original game files.
- Windows 10 (1903 or later) or Windows 11, 64-bit
- An Intel Core 4th generation (Haswell, 2013) or newer, or an AMD Ryzen (AVX, BMI1, MOVBE, LZCNT support required)
- A graphics card with Vulkan 1.3 and a current driver
- About 8 GB of free memory (RAM plus page file)
- Build and package the runtime using the Windows instructions, or unpack an available build of this fork.
- (Optional for audio) Copy
libSceNgs2.sprxfrom your PS4 console tosystem_lib/. - Start
Gravity Rush.exe(orpython3 launcher/bbport_launcher_win.py). - Choose a decrypted PS4 game folder containing
eboot.binandsce_sys/param.sfo. - Press PLAY. The log is saved to
last_run.log. Controller input is automatic; keyboard/mouse bindings are stored ininput.ini.
Play Gravity Rush.exe starts the last selected game with the saved settings.
The launcher stores its configuration in gravity-launcher.json. Existing saves from
older layouts are not automatically migrated. BB_DATA_DIR overrides the data directory.
The launcher recognizes Gravity Rush 2 by its listed title IDs. Remastered is recognized by
CUSA01130 or a regional dump's display title (Gravity Rush Remastered / Gravity Daze Remastered).
Gravity Rush 2 bundled executable patches are limited to update 01.11; other versions run
without those patches. BB_FPS=30 disables the bundled FPS patch.
Gravity Rush Remastered is prepared without bundled executable patches.
The runtime uses native rendering and offline services. The inherited co-op stack,
temporal upscaler integration (FSR/DLSS/TAA), direct camera hooks, save-file hacks,
language-file rewrites, and legacy effect/cheat controls have been removed.
BB_RENDER_RES is unsupported; remove it from older configurations.
Title/version checks do not verify executable fingerprints. A matching clean dump is needed. PS Vita dumps and macOS runtime execution are unsupported.
- Python suite: 130 tests run — 79 passed, 51 skipped.
- Three standalone C++ checks passed: command-buffer ownership, motion-history utilities, and UI-composition utilities. These do not verify in-game rendering.
- Shell syntax, settings C++ syntax, and Git whitespace checks passed.
- Full native build: not verified. CMake configuration stopped because Vulkan headers and libraries are missing from the macOS development environment.
- Windows gameplay: not verified for either game.
Run the Python checks with:
python3 -m unittest discover -s testsSkipped checks require native binaries, game data, or a particular host platform. The regression suite covers title recognition, FPS patch isolation, save/cache separation, mod overlays, and launcher preparation; passing it does not establish playability.
See Windows build and packaging instructions. The remaining dependencies provide PS4 execution, Vulkan rendering, audio, input and the offline launcher. The former co-op stack, temporal upscaler integration and GTK launcher dependencies have been removed. Historical source attribution is retained in generic shared code; it does not enable support for other games.
If you encounter crashes, graphical glitches, or input problems:
- Check existing issues before opening a new one.
- When opening a new issue, include your hardware specifications (CPU, GPU, driver version), Windows version, game Title ID/version, and any log output or error messages.
Contributions and pull requests are welcome:
- Fork the repository and create a branch for your fix or feature.
- Run regression tests (
python3 -m unittest discover -s tests) before submitting. - Keep pull requests focused and provide a clear description of changes.
Playtesters and compatibility reports are greatly appreciated:
- Test with your own decrypted dumps of Gravity Rush Remastered or Gravity Rush 2 (01.11).
- Report performance, graphical fidelity, audio status, and controller/gyro responsiveness across different hardware setups.
- Share logs and crash details to help narrow down compatibility edge cases.
- Built on the native PC port base by Supermedo and deadinside28.
- Insights and fixes adapted from HayatoG/gr2_pc (system reservation, motion sensor, and geometry pipeline findings).
- Powered by the shadPS4 renderer and translation layers.
- Thanks to the contributors and upstream projects including SDL3, Dear ImGui, and the PlayStation 4 homebrew/emulation community.
GNU GPL v2 or later (LICENSE). Third-party components keep their own licenses.