Four community routes to Bloodborne on PC · checked 18 October 2026
Bloodborne Guide

When Bloodborne on PC goes wrong

Sixteen symptoms, their causes, and the fix that works — starting at the log file.

✛ Last verified 2026-10-18 · PS4 1.09 · 4 sources

Quick answer

A refused eboot means the dump is not 1.09; a flat green title screen means the update's files never went over the game folder; a black world at one resolution is a display-buffer mismatch; an AMD GPU hang under Windows is usually a windowed session.

Quick answer: match the symptom before you change a setting. A refused eboot means the dump is not 1.09; a flat green title screen means the update's files never went over the game folder; a black world at one resolution is a display-buffer mismatch; and a GPU hang on an AMD card under Windows is usually a windowed session. Most of the rest is one log file away.

Official screenshot: the hunter in a smoky, ruined street with faint figures in the fog.

Official Bloodborne screenshot, PlayStation.

Start at the log

All four projects write one, and all four will ask for it. bbhost logs to standard error, and its packaged run-bbhost.bat or run-bbhost.sh keeps each session in a logs folder — its first line names every configuration file it read, which settles most "it ignored my setting" reports. shadPS4 keeps the last run at user/log/shad_log.txt. The Windows port writes crash telemetry that resolves the faulting address to a module and offset and labels it a read, a write or an execute.

Symptom, cause, fix

SymptomCauseFix
bbhost refuses the ebootNot the 1.09 buildUse the update's decrypted eboot.bin; the message prints your file's version
Crash in FileTransferTask.cpp(865), or a flat green title screenGame folder holds files older than the 1.09 update'sCopy the update's files over the folder again, replacing existing ones
patch: old-hunters skipped in the logThe Old Hunters was left off because its files are missingReapply the update, or keep it beside the game as a -UPDATE folder
bbport crashes immediately on a fresh dumpThe base 1.00 game is being launchedApply the 1.09 update; the launcher checks the executable and says what is missing
bbport crashes when the gestures menu opensA dump with a baked-in 60 fps patchSupply a clean eboot.bin; bbport has its own frame-rate handling
Black world with the HUD and a grey band, at one resolutionThe game's resolution matches the display buffers on one side only — 4K on Linux, 1080p on 1920×1200 or 2560×1080 Windows screensUpdate bbhost: v0.2.18 fixed it
GPU stops responding; nothing draws afterwardsA driver-level hangThe session cannot recover. The next three starts run with GPU progress markers on, so a fresh log names the draw that hung. Viktor-style overlays that hook Vulkan are a common cause; OBS Window Capture records without hooking, and game capture is kept out automatically on AMD cards
Crash in combat on Windows, exit 139, 0x2cce9b5 or 0x28cf0d6Windows exception dispatch overwriting the System V red zone under texture trackingFixed in bbhost v0.2.16 and Windows port v0.5.1. Update, and drop the community "SFX workaround" patch
Illegal-instruction crash on Sandy Bridge, Ivy Bridge or an older XeonThe game's libraries use BMI1 instructions the CPU lacksFixed in Windows port v0.5.3: the loader patches the allocator's 63 - lzcnt to BSR and emulates stray BMI1 opcodes
Crash when minimisingSwapchain recreation with a zero-sized windowFixed in Windows port v0.5.1, which pauses presentation while minimised
Areas fail to load with "Unimplemented PM4 type 0"Stray zero-DWORD padding in the command bufferFixed in Windows port v0.5.2
Wrong colours, green or black screen, missing piecesA rendering bug the project needs to seebbhost: press F12 while it shows. It writes the frame, the render targets and the draw list into logs/f12-<date>-<time>/ and names the folder in the log
A controller does nothing, or every press registers twice on a DeckSteam is injecting desktop controls alongside the padStart the game from Steam, as a non-Steam game if needed
Slow, or the image degrades on a small cardVideo-memory pressureRead bbhost's video memory: headroom line. Close browsers and capture software; under 7.5 GB free, bbhost holds less memory ahead automatically
Slower in a window than in fullscreen, on AMDThe compositor stops the driver completing occlusion queries, so hidden geometry is still drawnPlay fullscreen. Radeon 8060S at 1920×1080: 112 fps windowed against 161 fullscreen
Black screen on AMD under LinuxNo access to /dev/udmabufAdd the udev rule below and reload
Short hitches on entering a new areaPipelines compiling on first sightExpected; both ports cache pipeline binaries on disk
About one in four first summons failsA known limitation of the matchmaking pathRepeat the summon — recorded openly by the bbhost project
Slow poison runs twice as fast at 60 fpsA known timing bug at higher frame ratesPlay that encounter at 30 fps, or accept it

Official screenshot: the hunter holding a glowing blue object in a dim stone interior.

Official Bloodborne screenshot, PlayStation.

The AMD-on-Linux rule

bbhost passes the game's memory to the GPU through /dev/udmabuf, because AMD's kernel driver only imports anonymous memory. If the device is not accessible to your user, the log says so. The project's fix:

# /etc/udev/rules.d/70-udmabuf.rules
KERNEL=="udmabuf", TAG+="uaccess"

Reload the rules, log out and back in, and the message should stop appearing.

What each project already lists as broken

Reading these saves an evening of thinking you misconfigured something. bbhost lists compute dispatches still going through the emulated command processor, the ~5 GB of game memory imported into Vulkan, a particle counter that can start uninitialised (it clamps the dispatch rather than hanging), the slow-poison speed bug, and an unresolved GPU hang reported on an AMD RX 580 under Windows. bbport lists the same compute limitation, an unverified full play-through, and an FSR-related black window on one GTX 1060 configuration, where its advice is to select FSR 3.

Before reporting anything, reproduce it with patches and mods switched off — two of the four projects say outright that they do not support reports made with them loaded. The mods page explains how to toggle them cleanly.