Quick Answer: The uncharted pc native port created by developer SuperMedo enables Uncharted: The Nathan Drake Collection (PS4) to execute natively on 64-bit Windows 10/11 systems. By translating PS4 system calls directly to Windows APIs and utilizing a custom Vulkan 1.3 graphics layer, it delivers high-frame-rate PC gameplay, mouse controls, and DLSS/FSR upscaling without traditional emulator overhead.
PC gamers waited over a decade for Naughty Dog's original PlayStation trilogy to arrive on desktop hardware. While Sony officially ported Uncharted 4 to Steam, the remastered PS4 trilogy remained locked to console hardware. Developer SuperMedo altered that trajectory by releasing an uncharted pc native port derived from open-source executable wrapper technology. Instead of burning CPU clock cycles on demanding system virtualization, this wrapper executes original PS4 binaries directly on x86-64 Windows hardware with real-time Vulkan translation. Here is how to configure and run the collection cleanly.
Beyond Emulation: How the PS4 Binary Translation Operates
Traditional emulators like RPCS3 translate target CPU instructions through complex dynamic recompiled layers at runtime, placing severe strain on host desktop processors. The uncharted pc native port skips this virtualization overhead entirely. Because PlayStation 4 hardware relies on an x86-64 AMD Jaguar CPU architecture, modern Intel and AMD desktop processors share the fundamental instruction set required by Naughty Dog's compiled game binaries.
The project builds upon bbport (the open-source native Linux wrapper for Bloodborne authored by deadinside28) and render pipeline assets from shadPS4. System calls handling memory allocation, thread synchronization, and asset streaming are mapped to native Windows APIs. Audio and video decoding utilize LibAtrac9 and FFmpeg wrappers, while user inputs route through SDL3.
+-------------------------------------------------------------+
| Uncharted PS4 Binaries (eboot.bin / ELF) |
+-------------------------------------------------------------+
| SDL3 (Input) | FFmpeg (Video) | LibAtrac9 (Audio) |
+-------------------------------------------------------------+
| Vulkan 1.3 Translation Layer (shadPS4) |
+-------------------------------------------------------------+
| Windows 10 / 11 64-bit Kernel |
+-------------------------------------------------------------+
Most gamers assume a native translation layer eliminates graphics pipeline stutter entirely. That common assumption is incomplete. While CPU overhead stays significantly lower than traditional emulation, Vulkan graphics pipelines must still build and compile shaders on your host GPU during first-time scene rendering.
That said, hardware demands behave quite differently than standard PC game releases...
System Requirements and the 6GB VRAM Memory Barrier
Running high-fidelity console ports through raw API translation requires strict graphics memory management. The launcher supports 64-bit installations of Windows 10 (version 1903 or newer) and Windows 11. Your system needs at least 8 GB of total combined memory (RAM plus system page file), alongside a graphics card fully compliant with Vulkan 1.3.
Video RAM serves as the primary performance bottleneck. Tests across mid-range desktop configurations reveal a strict 6 GB VRAM baseline for long-term stability:
- 6 GB VRAM or higher (RTX 2060, RX 5600 XT, or better): Stable runtime performance at 1080p and 1440p resolutions with temporal anti-aliasing and upscaling enabled.
- 4 GB VRAM GPUs (GTX 1650, RX 570): Out-of-memory crashes occur after 15 to 20 minutes of active play. Frame buffer allocations for TAA and frame generation quickly overflow physical VRAM, forcing system swap allocations that halt render threads.
If you must run this project on a 4 GB graphics card, you must manually turn off Anti-Aliasing (TAA) and Frame Generation inside the launcher settings. Disabling these post-processing passes drops memory allocation below the critical 4,096 MB threshold.
Once your hardware checks out, getting your game dump prepared is the next hurdle...
Step-by-Step Setup Guide and Game Dump Structure
To run the collection, you must supply a decrypted image dump from a legitimate PS4 disc or digital copy (such as region IDs CUSA02343 or CUSA02320). The software package contains no copyrighted Sony assets, game code, or proprietary graphics files.
Verify that your extracted game folder contains these mandatory root files before launching the executable:
eboot.bin(Main PlayStation 4 loader file)big2-ps4_Shipping.elf(Uncharted 2 executable)big3-ps4_Shipping.elf(Uncharted 3 executable)sce_sys(System metadata directory)u1data,u2data,u3data(Game asset packages)
Follow this sequence for initial launcher setup:
- Download the latest release package from the repository and extract the archive to a dedicated folder on an SSD.
- Open
Uncharted.exeto launch the unified management interface. - Click Pick Game Folder and select the directory containing your decrypted files.
- Choose your target title (Drake's Fortune, Among Thieves, or Drake's Deception) from the menu.
- Select your target display refresh rate and press PLAY.
The integrated launcher allows you to add desktop shortcuts, map custom Steam input profiles, and toggle automatic repository updates. Mouse look functions natively in Uncharted 3, providing responsive camera movement without joystick emulation drift.
Getting into the main menu is only half the battle; fine-tuning the visual pipeline changes the experience entirely...
Upscaling, Frame Generation, and Latency Optimization
The translation layer supports modern upscaling and frame interpolation technologies directly through Vulkan extension calls. Native support includes AMD FSR 3.1, AMD FSR 4 assets, and NVIDIA DLSS with DLAA mode.
Selecting the right combination of anti-aliasing and frame interpolation depends on your hardware generation. The matrix below breaks down recommended operational targets:
| Upscaling / Frame Gen Option | Minimum GPU Hardware | Target Frame Rate | Latency Profile |
|---|---|---|---|
| Native TAA / FSR 3.1 | Vulkan 1.3 GPU (6GB VRAM) | 1080p @ 60 FPS | Low (Standard) |
| NVIDIA DLSS + DLAA | RTX 20-Series / RTX 30-Series | 1440p @ 60–120 FPS | Very Low |
| AMD FSR 3 Frame Gen | Any Vulkan 1.3 GPU | 1080p -> 120 FPS | Moderate |
| NVIDIA DLSS Frame Gen | RTX 40 / RTX 50 Series | 4K @ 120+ FPS | Low (Reflex Active) |
Pushing render rates beyond 120 FPS remains highly experimental. Legacy Naughty Dog engine routines lock physics calculations to specific frame timing intervals. Pushing refresh targets to 240 Hz can cause variable animation timing and physics anomalies in dense action sequences.
Even with optimal settings, early software builds present specific edge cases you must handle...
Troubleshooting Known Engine Crashes and Shader Stalls
Transitioning custom console engines to personal computers creates unique software edge cases. Knowing how to handle these specific failure modes saves hours of troubleshooting.
The m_gfxEopTick Assertion Crash
During the initial cutscenes of Uncharted 1, the application may close abruptly with the following error:
ASSERTION: GetRenderFrameParams(frameToFreeInstancesFor)->m_gfxEopTick
This crash occurs when the game engine attempts to recycle a render frame buffer before the host GPU driver finishes compiling initial Vulkan pipeline shaders. Version 0.3.2 resolved this timing stall by forcing CPU execution threads to wait until GPU frame construction completes. If you encounter this error on unpatched releases, let the main menu sit for two minutes to permit background shader compilation.
Uncharted 3 Cartagena Square GPU Loss
In Uncharted 3 (Chapter 2, Cartagena Square), running at unlocked frame rates (such as 240 Hz target settings pushing past 80 actual FPS) can trigger a GPU crash: the graphics device was lost error message. This stems from a speed-fix timing conflict in that specific urban map layer.
To bypass this section safely, set your Frame Rate target to 60 on the display tab in the launcher before entering Chapter 2. Once past the square, restore your higher frame limits.
Intel Driver Graphics Stalls
Integrated Intel graphics chips exhibit mixed compatibility. While Intel HD 630 black screen bugs were resolved in version 0.3.3, older architectures like Intel HD 520 trigger crash-to-desktop faults inside Intel's proprietary graphics driver DLL. Discrete GPUs from NVIDIA or AMD remain heavily recommended.
Reviewing an uncharted pc native port performance guide and requirements baseline helps isolate hardware bottlenecks before editing configuration files manually.
This next part trips up players converting from console setups every time...
Frequently Asked Questions
how to play uncharted 1 2 3 on pc with this project?
Extract your legally decrypted PS4 game dump containing the required .elf files into a single folder on your PC. Download the SuperMedo uncharted pc setup package, open Uncharted.exe, select your dump directory path, pick your desired game title from the launcher dashboard, and click Play.
Is the uncharted pc native port legal to download?
Yes. The wrapper codebase and launcher software developed by SuperMedo are open-source and licensed under GNU GPL v2. The repository contains zero copyrighted code, game assets, or proprietary Sony binaries. You must provide your own legally decrypted PS4 game dump to play the collection.
Why does Uncharted 3 crash on Cartagena Square Chapter 2?
High refresh rate settings desynchronize engine tick speeds during the Cartagena urban scene, triggering a driver device loss error. Setting the frame rate cap to 60 FPS within the launcher display menu fixes the issue for that chapter.
Can I run this project on a 4GB graphics card?
Yes, but you must turn off Anti-Aliasing and Frame Generation in the launcher options. Leaving TAA or DLSS frame generation enabled on 4 GB GPUs causes video memory exhaustion, leading to crashes within 20 minutes of active play.
Actionable Summary and Next Steps
Executing Naughty Dog's remastered trilogy natively on Windows represents a major step forward for game preservation without relying on heavy CPU emulation layers. By mapping system calls directly to Vulkan 1.3 and Windows hardware APIs, the uncharted pc native port delivers 120 FPS gameplay, flexible mouse controls, and modern upscaling tech to modern gaming rigs.
Cap your frame rate at 60 FPS during your initial playthrough to let Vulkan shader pipelines cache cleanly without stressing host VRAM buffers. Share this operational guide with anyone struggling to configure their collection dump, or read our complete overview of the shadPS4 emulator uncharted render pipeline to see how PlayStation 4 translation layers continue to advance.