The two weeks that changed Bloodborne on PC
Every release that made this work, in order, with dates and version numbers from the projects themselves.
Almost everything that makes Bloodborne playable on a PC today landed between 7 and 18 October 2026: daily bbhost releases, bbport's online module and seamless co-op, the Windows port's fast run of fixes, and shadPS4's 0.20.0.
Almost everything that makes Bloodborne playable on a PC today landed in a two-week window in October 2026. Here is that window in order, with the dates and version numbers taken from each project's own releases.

Official Bloodborne screenshot, PlayStation.
October 2026, in order
| Date | Project | What happened |
|---|---|---|
| 7 October | bbhost | v0.2.13 and v0.2.14 — the first release bundles for Windows, Linux and the Steam Deck, and the start of a run of daily releases |
| 7 October | bbport | 0.4 — an early tagged build of the Linux port |
| 8 October | bbhost | v0.2.15 — the developers' debug menu becomes an official plugin, and shadPS4-style game libraries are read as they are, update folder and all |
| 8 October | bbhost | v0.2.16 — the Windows combat crash (ACCESS_VIOLATION at 0x2cce9b5) is fixed by reimplementing the two functions whose working values Windows was clobbering; typing in the game's text boxes starts working |
| 9 October | bbhost | v0.2.17 — frame rate options 30/60/90/Uncapped; the game's own occlusion culling starts working (a busy scene on a Radeon 8060S drops from about 89% GPU to 51%, and 90 fps to 130 uncapped); AMD driver fixes |
| 9 October | bbport | 0.5 pre-releases begin, testing a new memory and translation model |
| 10 October | bbhost | v0.2.18 — video memory stops growing with every area (about 1 GB less in use after twelve areas at 1080p); shader caches survive most updates; 3,068 of 3,209 pixel shaders lifted |
| 10 October | bbport | 0.5 — online play arrives as a separate module, with messages, bloodstains and ghosts from The Hunter's Dream and bells and summons through a shadNet server; mouse look and FSR 4.1.1 follow |
| 10 October | Windows port | v0.4.0 — the native Windows port reaches its first 0.4 release |
| 14 October | shadPS4 | v0.20.0 — the stable release that follows shadNet 0.1.0, the emulator project's own online service; sceNet is rewritten with P2P support |
| 15 October | bbport | 0.6-pre1 — the new memory model becomes the default on every GPU, and seamless co-op arrives: sessions surviving deaths, lamps, area changes and bosses, for up to five hunters |
| 16–17 October | Windows port | v0.5.0 through v0.5.3 — the combat particle crash fixed, the illegal-instruction crash on pre-BMI1 CPUs fixed, PM4 alignment padding handled, anti-aliasing options added |
| 17 October | shadPS4 | Nightly builds continue past the stable release; the project's wiki has 0.20.1 listed as work in progress |
| 18 October | Windows port | v0.6.0 — ten upstream shadPS4 fixes merged, manual control over draw-preparation worker threads, FSR 4 with automatic fallback |
What the two weeks add up to
Three things happened at once, and each one removed a different reason not to try this.
The graphics got fast. bbhost's pixel shader lifting and its working occlusion culling, plus bbport's multi-threaded command pipeline, are the reason frame rates moved from "interesting proof of concept" to figures in the tens and low hundreds.
Long sessions stopped degrading. Both bbhost and bbport now release render targets and textures the game has finished with. Before that, video memory grew with every area you visited — one project's notes record a 12 GB card running out on a tour, and a 4K Linux session failing outright.
Online arrived. bbport's 0.5 brought the private-server module, and shadPS4's 0.20.0 followed shadNet's first stable release. Bloodborne's co-op was working on PC for the first time, with its own population behind it — see multiplayer for the numbers.
What is still open
- Compute dispatch is the last emulated part of the graphics path in bbhost: those still run
through the command processor, and the game's GPU-visible memory stays imported into Vulkan because some shaders read it through page-table walks.
- The new memory model on NVIDIA was still not the default as of bbport's 0.6 pre-release;
results differed by scene, so it was left opt-in there.
- A full play-through had not been verified on the Linux port, which is open about testing
having concentrated on one machine.
- One GPU hang on an AMD RX 580 under Windows had no identified cause at the time of the
bbhost release notes.

Official Bloodborne screenshot, PlayStation.
Keeping this page current
As of October 2026. The rows above are added as projects publish; the dates and version numbers come from each project's own release history, so a new row is a matter of reading the release notes rather than of estimating. If you are reading this later, treat the newest rows as the state of the art and the older ones as history — the pace here has been weekly, not yearly.
Next: performance settings for what to configure on a current build, or the mods page for what to load once it runs.


