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[GH-ISSUE #1641] [Aggregate Issue] Bloodborne - Various bugs/Known problems on each platform #556
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Originally created by @Hermiten on GitHub (Dec 1, 2024).
Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/1641
This topic is updated regularly (Last one: 25.Sep.2025)
Welcome to the aggregate issue about Bloodborne.
The goal is to centralize all the issues that concern Bloodborne so as not to have dozens of open topics, to be able to more easily follow the resolution of this, also help newbies to understand and then ShadPS4 is not exclusively dedicated to Bloodborne.
Feel free to improve this one, if you have any suggestions, etc...
Every platform
Windows specific
Compatibility thread: Click here
Linux specific
Compatibility thread: Click here
macOS specific
Bloodborne can now start with the latest commits but in a very early stage.
Compatibility thread: Click here
Unofficial Setup Guide
Guide: How to set up Bloodborne on ShadPS4
@GHU7924 commented on GitHub (Dec 1, 2024):
It was high time to do it))
Edit: @Hermiten It is also worth adding:
Builds downloaded from here are taken into account: https://github.com/shadps4-emu/shadPS4/actions
@GHU7924 commented on GitHub (Dec 1, 2024):
So, friends! I'm telling you about the fun of playing Bloodborne on Steam Deck OLED.
We all thought that the game did not work well on the Steam Deck, but we were deceived))
It turns out that there is just a problem that prevents the game from going normally,
you don't need mods for this, it's enough to do a few actions if you endure))
SteamOS Stable (recent updates).
Build: shadPS4 v0.4.1 WIP HEAD
f658fc5Emulator Settings:
Enable Fullscreen
Is PS4 Pro
Vblank Divider = 2
Patches:
Skip Intro
Disable Chromatic Aberration
Disable Motion Blur
Disable HTTP Requests
Force Enable Old Hunters DLC
This kind of thing meets me (lasts for several seconds, maybe 10), it changes every time I start))




then the gray screen for a couple of seconds, then there were video (Intro, but later I put a Skip Intro patch).
I started a new game, I don't remember the first time or the second time I got into the game... (there was a hang-up on character creation or not... I forgot).
When creating a character, the game seems to hang (it may actually happen), but in fact it may be a hoax,
the game loads for a long time, after maybe 20-30 seconds everything passes, Then a semblance of a character appears. You can set up and start the game.
At this stage, the game may freeze and close, but when we start the game again, we can continue.



We get to the clinic, there are no many walls, no enemies, etc., the FPS is very small, but I got to the lamp and fell into the hunter's dream.
Next, what I did in the game was pick up the initial weapon, then, ATTENTION, I took off my clothes and immediately put them on. (By the way, as you can see, the clothing icons are not displayed, although the equipment is there.) And our character is now updated. Then, perhaps this does not always happen, but walls, enemies and the rest began to appear.




So it looks like the initial problem is really related to the initial clothes of the character's clothes.
By the way, in the store you have the opportunity to buy a new suit, so its icons are displayed normally (if I remember correctly).
I also tried to move to Central Yarnam and the clinic.




For those who have a Steam Deck, check it out. As soon as you arrive at the clinic, immediately take off all your clothes and put them back on.
(If you then go to the main menu and boot up again, then everything seems to reset and you need to repeat the steps.)
I also uploaded my saves and here are screenshots from Forsaken Cainhurst Castle.



I appeared normally.
Then it happened.
I took the clothes off my torso and put them back on, but after a few seconds there was a malfunction.
I also attach a log file, there is an error at the end.
shad_log.txt
In general, it is necessary to repair the initial equipment or something related to it.
Or the problem is in the clothes that are put on the torso, because it is she who disappears.
If the game does not load after 30 seconds, then most likely it will close after another 20.
I seem to have said everything I wanted to say, if I haven't forgotten anything.
@norbertkeri commented on GitHub (Dec 3, 2024):
There is an issue where most of the sound effects (weapons hitting, using blood vials, etc) stop playing if you force-quit the game without going to the main menu. I can reliably reproduce both the problem and the fix, so if you ever have an issue with disappearing sounds: start the game, and then quit to the (ingame) menu, and then close the emulator. The next time you start it, sounds will work again. I assume the problem is related to the warning message that pops up when you start the game if you haven't closed it properly.
The other problem I encountered is that the "item glow" from defeated mobs do not appear. When I walk over the corpse, the "press X to pick up loot" prompt appears and works, it's just the graphics that are missing. I have tried the Tess branch referred to in the first post, and it didn't work there either.
Apart from these two things, the game seems to run surprisingly well and stable with some minor glitches, but I only played up until the first boss.
@EmulaNoob commented on GitHub (Dec 3, 2024):
Dark&Light flickerings on screen, even the game UI keeps normal. Only happening on NVIDIA cards.
Below Ryzen 5 5600 RTX 3060 12GB, not concerns about vram usage, look like if skipping drawparam files or param files
That's explains why triggering R32SFloat error
https://github.com/user-attachments/assets/e4c98e31-05a5-4882-aefd-e0bc4262fd04
@norbertkeri commented on GitHub (Dec 3, 2024):
You are right, I should have disabled the patch before reporting. Them item glow is also fine on the current tesselation branch, I think I might have tried an older version before.
@noelmiller commented on GitHub (Dec 5, 2024):
I've managed to get Bloodborne running using Distrobox on Bazzite. I believe there is an issue with using the mesa drivers when just running the AppImage. The Distrobox I am using has the AMD Pro Drivers which don't seem to have the same issues as the Mesa drivers. Everything is pretty smooth minus the occasional hiccup on my machine.
Here is a gist of how I got it working for those that may want it: https://gist.github.com/noelmiller/97ee9c6d6279c311ddcfa455d41c64e3
@noelmiller commented on GitHub (Dec 5, 2024):
This has been my experience when running shadps4 on Bazzite even using ngoquang's fork on my Deck and on my PC. I think it has something to do with the AMD Mesa drivers not working the same way that the AMD Pro Driver do. Unfortunately, you can't run the pro drivers on a steam deck OLED as the graphics card doesn't support them. I'm not sure if maybe we should start a separate issue for this?
@C0rn3j commented on GitHub (Dec 7, 2024):
macOS should be able to run after https://github.com/shadps4-emu/shadPS4/pull/1683 gets merged and it also fixes/improves the VRAM situation.
@C0rn3j commented on GitHub (Dec 8, 2024):
It may be handy to link the compat reports in this aggregate too, as they may have extra info - https://github.com/shadps4-emu/shadps4-game-compatibility/issues/71
There's a character creation crash issue reported here https://github.com/shadps4-emu/shadPS4/issues/1540
(which seems to affect me too)-> That was actually https://github.com/shadps4-emu/shadPS4/issues/1704 and not #1540@hgh32 commented on GitHub (Dec 11, 2024):
I think can be add hardware specific
like this #1739
@DeviousConundrum commented on GitHub (Dec 15, 2024):
Bloodborne CUSA00900 crashes with this error:
I'm on shadPS4 v4.0.1 WIP main
0fd1ab6on Windows 11I have these patches enabled:
shad_log.txt
@rainmakerv3 commented on GitHub (Dec 17, 2024):
It's been confirmed by different users that the crashes occuring on intel 12th gen and newer CPUs when attacking or attacked by enemies only happen on Windows, and not on Linux. So it could be some sort of scheduling issue as previously suspected
@Linear524 commented on GitHub (Dec 19, 2024):
Any Intel CPU's suffering from those *sfx crashes...
Tested on Intel Xeon E5 2680v3, Xeon E5 2690v4, Xeon E5 1650v3, Intel Core i7 8700, Core i7 11800, same crashes...
But when I test BB on AMD Ryzen 7800 or Ryzen 2400GE - no crashes...
OS Win10 22H2 and GeForce 1080Ti.
@meijjaa commented on GitHub (Dec 23, 2024):
Can confirm crashing on enemy attack (no need to get hit, using healing item also crashes the game) on my Intel Ultra 7 265k + RTX3080. Running shadps4 in Windows 10 Proxmox VM.
The crash does not happen on the same system running Ubuntu 24.04 VM. Although the CPU performance is quite a lot worse.
On a different system running a i9 10850k + RTX 3080, Windows 11 bare metal, the crash doesn't happen.
@C0rn3j commented on GitHub (Dec 26, 2024):
@rainmakerv3 Ryzen 5 7600X on Arch Linux, instant guaranteed freeze when getting hit by this fella near the starting area... though I should probably test with no patches... brb
EDIT: Okay so perhaps that one is caused by one of the patches.

@matt35imulator commented on GitHub (Jan 2, 2025):
Did you manage to solve the screen glitching when opening the game?
@C0rn3j commented on GitHub (Jan 2, 2025):
The linked (now fixed) sound issue was on every platform, not just Linux.
There is now a new sound issue, https://github.com/shadps4-emu/shadPS4/issues/2015, which so far only has two people affected on Linux, but could once again be an issue for everyone.
You seem to have accidentally melded together two issues - CPU overusage + VRAM overusage, now you have deleted the VRAM overusage link (the issue is fixed nowadays) but kept the CPU usage one.
So it incorrectly reads <UNFIXED> VRAM OVERUSAGE [CPU OVERUSAGE LINK]
EDIT: the CPU overusage was just closed too by the author as fixed
It would be helpful to note that resolution patches over 1080p cause frequent unloading issues (which seem to be present even without them, but rarely) and that there's a sound issue related to the FPS unlock patches that makes some sounds disappear but resolves if a person correctly exits the game.
The linked guide already has these, but it would be nice to track them here too.
And finally a MacOS -> macOS nitpick.
@GHU7924 commented on GitHub (Jan 2, 2025):
I haven't looked for a solution, but the problem still exists. It lasts about 18 seconds, then a gray screen appears for a second or two, and I find myself in the main menu of the game.
Now there are no more problems with the environment that I wrote about, and the performance is 10-20 frames per second, but mostly in the 15-20 range.
There is also a problem with the shadPS4 interface itself, because of the description, the window size changes, if there are 3 lines in the description - one window size, you point to another element with 4 lines of description, then the window size changes.
@nr1971 commented on GitHub (Jan 3, 2025):
I noticed this too. It's very disorienting. What's weird is my son and I are both running Ubuntu 24.04 and I have this issue and he doesn't. Same version of shadps4 too.
@birthtothunder commented on GitHub (Jan 3, 2025):
VRAM overusage is definitely still an issue.
@sunbthr commented on GitHub (Jan 4, 2025):
I noticed a flying mesh in Old Yharnam
Ubuntu 24.04 / X11 / gamescope
Intel Core i7 12700H
3060 Laptop GPU
32 GB VRAM
720p patch
60 fps with delta time patch
no chromatic/motion blur/no http
no face customization mod to prevent vertex explosions
@Missake212 commented on GitHub (Jan 4, 2025):
Pretty sure this is like that on ps4 and not an actual issue on shadPS4's end.
@HearthstoneBugs commented on GitHub (Jan 4, 2025):
I can confirm that this issue has been reported many times over the years because it is also present when playing on a PS4 or PS5 therefore it's not a problem with shadPS4.
In fact it's four floating statues that appear as one.
@sunbthr commented on GitHub (Jan 4, 2025):
Thanks for the info. It’s been many years since I played the game on a PS4 and I have no way to compare.
@alicepachecoo commented on GitHub (Jan 7, 2025):
Don't know with how many people this has been happening but I have seen bloodborne crashing during some bossfights (Cleric Beast, Vicar Amelia, Blood-Starved Beast), this didn't happened with other bosses I've found so far (not even the ones from the chalice dungeons).
@GHU7924 commented on GitHub (Jan 8, 2025):
@matt35imulator PR #2095 this issue has been resolved, but now instead of these screen flickers, you will have a black screen for 18 seconds.
In Windows 11, it takes me 6-7 seconds to load up to the menu, on Steam Deck it takes about 22 seconds.
Patches:
Skip Intro
Disable Chromatic Aberration
Disable Motion Blur
Disable HTTP Requests
Force Enable Old Hunters DLC
@Missake212 commented on GitHub (Jan 11, 2025):
@Cloneus the reason you're crashing is the remaster project, please don't report "issues" like this here while using game patches and mods.
@Cloneus commented on GitHub (Jan 11, 2025):
Sorry, I'll redo testing without mods and patches.
@Cloneus commented on GitHub (Jan 11, 2025):
After testing again. Removing all mods and patches seemed to resolve the issue of crashing on attacks/being attacked, with the main culprit being the Remaster mod as you perscribed. Thank you for the help.
@dante3732 commented on GitHub (Feb 5, 2025):
Hello, sometimes i have some flickering on R5 3600, 16 RAM, Vega 64, Windows 11 24H2.
https://github.com/user-attachments/assets/5be20e0f-b5a3-40b8-9627-e5679b05de67
Also i have rumble issue. Sometimes, when receiving a blow from an opponent, the right motor runs much longer than it should.
@Hermiten commented on GitHub (Feb 6, 2025):
@dante3732
@lmutig commented on GitHub (Feb 17, 2025):
The flash bug on Intel graphics cards such as A770 B580 should also be added.
@2mg commented on GitHub (Mar 1, 2025):
Part 1:
Regarding "CPU being greatly overworked in bloodborne on particular systems #1542":
So was it fixed?
I tried using Lasso to switch CCDs, disable SMT and so on, it's always this sort of approximately half the cores being underutilized.
Could be that the Core 0 is taxed so much it can't properly share the workload across all cores, but could be something else.
Part 2:
While BB can be made to run over 60/unlocked, or under 60 (ie 50 FPS limited for more consistent FPS if 60 is unstable), seems like emulator itself is under some sort of VSync, as lack of Vsync ought to cause screen tearing (speaking about non-VRR displays), but when tested with RTSS's FCAT with 2 bars there is no tearing (in this case above 60):
https://github.com/user-attachments/assets/da42bd90-3c8c-4abf-b996-45a33f203e12
Switching Vulkan to DXGI present method seems to lock FPS to half for some reason, and I can't get into DXGI nor Native persent methods with Special K to see what's happening, but again, I suspect Vsync is forced, or built-in, on the emulator itself.
@0xSovereign commented on GitHub (Mar 8, 2025):
I'm really not sure if I'm the only one here, but I'm missing a LOT of lighting effects, it's almost non existent. This happened on 0.5.0, 0.5.1, 0.6.0, 0.6.1 builds. I haven't tested any older ones. Please, tell me if I missed a guide or if it has been mentioned already. Version 1.09.
EDIT: Marked as resolved, since it turned out to be missing data files.
@road0001 commented on GitHub (Apr 7, 2025):
There's random key incorrect in my game. I switch O and X in controller settings, now I can use O dodge and use X confirm. But sometimes X key incorrect, it make the character do emotions accidentally, the emotions also randomly. For example, you picked up a item, the item name displays in screen, you need to press X to close it, if you press X, it closed correctly, then your character may do a random emotion. If you are in battle, you can't fight back or dodge until emotion ends.
@C0rn3j commented on GitHub (Apr 7, 2025):
@road0001
Bloodborne supports gestures via controller motion, last time I played, shad did not implement that perfectly and it was oversensitive at best.
@kalaposfos13 commented on GitHub (Apr 7, 2025):
@C0rn3j Can you confirm that motion controls are also too sensitive without patches? Currently it seems like this is not an issue with the emulator, but with the 60 FPS patch.
@C0rn3j commented on GitHub (Apr 7, 2025):
@kalaposfos13 I cannot, it's been a while (month or two) since I played but I did use the high-FPS patches, so it might indeed be an issue with the patch itself.
@road0001 commented on GitHub (May 18, 2025):
When I use a third-party controller, the buttons don't behave correctly. The RB and LB correctly, the RT doesn't work, when I press LT, it triggers RT's feature. All of my third-party controller have this issue, and the behave is same, Betop, Flydigi, all of them. Only my old controller of XBOX Series S works correctly. All of my controller are working correctly in other Steam games.
@BryanRykowski commented on GitHub (Jul 15, 2025):
The Castle Cainhurst ghosts have skirts that disappear under certain circumstances. Always happens when they walk on stairs for me.
Fedora Linux 41 / Ryzen 3700X / Radeon RX5700 / 32GB RAM / 8GB VRAM
@seros022 commented on GitHub (Jul 15, 2025):
im having this problem crashes when i try to open the game cant get to the game menu
intel 13th, 4070 nvidia , 32 ram, windows 11
@BryanRykowski commented on GitHub (Jul 15, 2025):
@seros022 Those errors aren't the cause. They're just unimplemented network stuff.
The same errors on my working install:
You should probably disable any patches/cheats and reinstall the game.
If it still won't run, then attach the actual
shad_log.txtfrom the log folder.@emoose commented on GitHub (Aug 2, 2025):
FWIW with the crash issue on Intel 12th gen+: https://github.com/shadps4-emu/shadPS4/issues/3220 (issue is locked)
Clang-x64-Debug builds don't seem to have the crash problem, only Release, tried switching the build/optimization flags around with
But the crash would still happen on Release while Debug was fine...
Might be related to runtime library being used, adding
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreadedDLL")does make the crash appear on Debug, but at that point that + the flag switch is pretty much using same config as Release.Changing runtime library also affects _DEBUG define being set, unfortunately couldn't test setting that manually on Release build since that would also affect
ITERATOR_DEBUG_LEVEL/RuntimeLibraryand cause issues with lib linking, doesn't seem shadps4 really uses that define much but wonder if any 3rd-party lib could be changing depending on it?@Missake212 commented on GitHub (Aug 2, 2025):
@emoose I tested this on my end and it's the same result, no crashes on debug, unfortunately I don't think anyone looks at the comments on this issue (to be honest it's not like issues are checked on anyway it seems), it might be nice to open a new one with all the information you can give so that more people could see it and hopefully someone can find a fix, or you could share your progress more easily if you're thinking about taking a deeper look into it.
@bigol83 commented on GitHub (Aug 2, 2025):
yeah, Bloodborne crash when enemies hit with Intel 12th up cpus doesn't happen on debug build. Release and Release with debug info crash
@emoose commented on GitHub (Aug 2, 2025):
Not much luck finding anything in shadps4, but tried taking a look in ghidra:
So guess 038ce7b0 must be doing something weird, a lot of rsp/stack accesses there, afaik faulting insn comes from reading a ptr from rsp which is 0 and trying to deref that ptr (even though func should be setting that ptr to something that isn't 0?)
Patching 038f83e0 to ret seems to work but might just be the same as deleting sfx folder though (iirc I used to still get crashes even with sfx deleted on 12th gen, haven't seen any crash with this yet but hadn't played that long with it), possible it could disable some other non-crashing effects though.
Here's patch xml if anyone wants to try
@bigol83 commented on GitHub (Aug 2, 2025):
well, it works without crashing but i couldn't say if it removes some effects just like removing sfx folder
@Missake212 commented on GitHub (Aug 2, 2025):
Tested the game for a bit with the patch, not crashes on my end and all the sfx I looked at worked as expected, you could PR that to the shadPS4 patches and cheats repo https://github.com/shadps4-emu/ps4_cheats.
I don't like to insist on things but I think opening a new issue would help you have more visibility on this work you've done, I'll also see if the Intel issue can be unlocked or not.
EDIT: the issue has been unlocked if you want to move the convo there, your call.
@Missake212 commented on GitHub (Sep 19, 2025):
I think it would be better from now on to only have the current issues show up and delete the ones that are fixed imo.
@Missake212 commented on GitHub (Sep 27, 2025):
@Hermiten I think you should remove the "Pthread Assertion failed" and the "Rog ALLY crash" issues from here, they're not Bloodborne related (you will also need to remove the Bloodborne label from the Rog ALLY crash one).
@RuneFFF commented on GitHub (Jan 9, 2026):
Lighting in the chalice dungeons does not work correctly, everything is very bright. This happens for all chalice dungeons, regardless of area.
Arch Linux / Ryzen 5 3600 / Radeon RX6800XT / 32GB RAM
@1vanK commented on GitHub (Feb 14, 2026):
Is this known issue?
I see something similar after every death and even without deaths at random moments in time
I tried different versions, including the nightly build.
@StevenMiller123 commented on GitHub (Feb 19, 2026):
@1vanK Bloodborne requires enabling the readbacks setting, that will fix the vertex explosions.
@nyomen Please avoid promoting mods/patches for Bloodborne. This is an issue about emulation issues, and these mods are workarounds to the problem.
@1vanK commented on GitHub (Feb 19, 2026):
with this the game freezes or crashes
@Ambear1337 commented on GitHub (Feb 22, 2026):
Confirming
Enabled readbacks settings and game's performance halved
Saw in #1232 issue that there is way to fix performance issue with enabled readbacks. Is it possible for common user to do?
@evill33t commented on GitHub (Feb 22, 2026):
this seems to break the game
[Debug] <Critical> (shadPS4:GpuCommandProcessor) page_manager.cpp:69 operator(): Assertion Failed! Not enough watchers@CyberDreamer666 commented on GitHub (Feb 22, 2026):
Hello, I don't know if anyone else has asked this or if this is a known issue... Allies' names are not positioned above the character themselves on different resolution patches. I tested them on 560p, 720p, and 900p. I'm attaching the logs if it helps. My specs: CPU i7 8750H, 32GB RAM, 6GB VRAM (1060). I've noticed a trend: if you don't select a resolution patch, the name will display normally, but the game will lag. Is there a way or advice on how to fix this at the resolutions listed above or at least 720p ? In the logs, the last thing I tested was 720p.
560p.bmp
720p.bmp
900p.bmp
shad_log.txt
shadPS4Launcher.log