doax3-scarlet-pc
DOAX3 Scarlet PC is an experimental Vulkan port of Dead or Alive Xtreme 3 Scarlet for Windows and Linux with optional neural rendering.
- Type: PC port
- Game: Dead or Alive Xtreme 3 Scarlet
- Runs on Linux
- By negroISO
- Latest release steamdeck-native-2026.10.26, 2026-10-26
- Source: https://github.com/negroISO/doax3-scarlet-pc
README
DOAX3 Scarlet PC
Experimental Windows x64/Vulkan port of Dead or Alive Xtreme 3 Scarlet, targeting CUSA14173, version 01.08. Original x86-64 guest code runs through the inherited native runtime; the shadPS4 graphics core translates GPU commands and shaders to Vulkan.
This repository contains source, portable launch/build tools, documentation and selected smoke-test screenshots. Build the host before running. Game packages/data, firmware, compiled game images, saves, shader caches, proprietary DLSS DLLs and the DLSS SDK are supplied separately.
Validated scenes include the rotating title island/menu and animated Relax scenes, including native neural rendering with depth and camera/object motion. The async shader retention/permutation fixes are included. Full-game activity, DLC and every island-camera angle coverage remain incomplete; occasional black background reports outside the captured routes are not declared fully resolved.
What you need
| Input | Requirement |
|---|---|
| Base game | Scarlet CUSA14173, matching region/title; extracted plaintext data |
| Update | Matching 01.08 update, overlaid onto the base; required for this tested profile |
| DLC | Optional matching CUSA14173 packs; place each extracted pack under addcont/CONTENT_LABEL/ |
| System modules | libSceFiber.sprx, ulobjmgr.sprx, libSceUlt.sprx in sys_modules/ or a configured folder |
| PC build | Windows x64, Python 3.11+, MSYS2 CLANG64 and Vulkan driver |
| Optional NR | Compatible NVIDIA hardware/runtime plus the four-file adapter/runtime layout below |
Use your own game/system-module files. The launcher accepts an extracted game folder, not a PKG directly; encrypted/compressed SELF segments are unsupported. Package identities, hashes and assembly instructions describe exactly which base/update were used. DLC is not required to build or launch the base+update profile.
Build and run
- Install the build dependencies.
- Clone this repository and build from its root:
git -c core.longpaths=true clone https://github.com/negroISO/doax3-scarlet-pc.git
cd doax3-scarlet-pc
.\Build.cmd -MSYS2Root C:\msys64 -Jobs 4
- Extract/merge your matching base+update and supply the three system modules. Configure their locations on the first launch:
.\Launch-DOAX3-Scarlet.cmd --game-dir ".\game\CUSA14173" --modules-dir ".\sys_modules" --msys2-root C:\msys64
The paths are remembered in ignored local.json. Subsequent starts only need:
.\Launch-DOAX3-Scarlet.cmd
For a fresh machine, see the clean-checkout checklist. PKGs need separate extraction; the compiler, Vulkan driver and three system modules are also required. No private server, other game-port checkout or existing save/cache is needed.
Use Launch-DOAX3-Scarlet-NR.cmd only after completing the optional neural-rendering setup. Both launchers use this repository's user/ saves and persistent cache. Defaults are native 1920×1080, async shaders, 30 FPS and normal 60 Hz guest vblank. No frame generation or 60 FPS gameplay hack. Open Insert / R3+L2 for live DLSS/NR, sharpening and output resolution controls, saved in user/graphics.ini. Graphics menu and adapter update instructions. A different scene or draw-state combination can still compile on first use.
Where the optional DLSS5/NR files go
The native path needs no neural DLLs. For the tested optional Feature 18 path:
source/out/gpu/
theorder-probe.exe
port_dlss.dll
nvngx_dlss.dll
nvngx_dlssnr.dll
nvngx.dll/port_nr.dll # nvngx.dll is a directory
Build the two port adapters from the included bridge source, then stage your compatible runtime DLLs with tools/Stage-Neural.py. Full build/staging instructions and tested hashes. Copying the VAM BepInEx plugin into this native application is not required.
Controls and local data
- Circle / confirm: Left Shift or Esc; Cross: Space or Enter.
- Options / skip movie: F8; controller Options/Start is also supported.
- Left stick: WASD; right stick/camera: arrows; d-pad: I/K/J/L.
- Controller input uses SDL3. Saves/settings/cache live in user/; run logs and regenerated linked images live in runtime/. Keep Fortune and Scarlet saves in their separate repositories; there is no automatic cross-edition migration.
- Back up user/ before changing builds. No saved game is included in Git.
Validation and limits
The Scarlet branding smoke tests measured 29.974FPS for a 120-second native title/menu run and 29.963 FPS for a 220-second NR Relax run on the RTX 5090. These are short scene tests, not whole-game or Steam Deck performance claims.
See validation.md for evidence and limits. Remaining work includes complete GS streamout/COPY_DATA/water effects, exhaustive outfits/maps/Photo Paradise and broader activity testing. Sound playback was not verified in the latest session without a default audio device. Native Linux / Steam Deck packages and a graphical installer are described in Steam Deck setup. Actual Deck gameplay remains unverified.
Native / DLSS5 NR comparisons
Same-frame comparison from the experimental Feature 18 NR integration, at native 1920×1080, default NR strength 1, with depth and camera/object-motion guides and no frame generation. Left: the native scene immediately before NR. Right: that exact frame after NR, before UI composition. These are paired render buffers, rather than separate NR-off/on playthroughs.
Poolside Relax — face, hair and shoulder detail (390×410 source-pixel crop):
| Native scene / NR input | NR output |
|---|---|
![]() | ![]() |
Full-resolution pair, capture record and reproduction steps. The PNGs and identical crops have no resizing, sharpening, color grading or generative editing. NR changes lighting and can reinterpret facial/skin detail; these stills show its output, not proof of recovered original texture detail or temporal stability. Open the linked originals to inspect at 100% pixel scale. For Rock Climbing and another pool-camera face close-up, see the Fortune comparisons.
Earlier smoke-test screenshots

Scarlet1.08 native title/menu, smoke run scarlet-108-branding-native-1.

Evening beach/menu from scarlet-108-nr-native-object-vacation-1, with NR and object-motion guides enabled. Original smoke captures, not promotional renders.
Source and licensing
This edition and the separate DOAX3 Fortune repository start from the same recorded shared runtime snapshot. The editions differ in profile, launchers, required game data and validation evidence. The root launch tools replace machine-specific development paths; archived source documentation is retained as historical reference.
Provenance, revision pins and full credits distinguish direct DOAX3 work from inherited port ancestry. The main source inherits GPLv2; dependency and MIT bridge notices remain in their own files. Game content shown in screenshots remains the property of its rights holders.
Special thanks
- Supermedo — Uncharted: The Nathan Drake Collection and Mateus Meneses — The Order: 1886 port for the earlier porting work, runtime references and shared integration/toolchain work.
- The inherited chain: Felipe Prado / God of War III (SpartanPort), Supermedo / Bloodborne Windows, deadinside28 / Bloodborne, cuesta4 and the shadPS4 team.
- IFreemz / eFMann for the DLSS bridge foundation; the VamDlssNr integration reference for the compatible optional NR runtime reference.
- FSR-Vulkan, AMD FidelityFX, NVIDIA DLSS SDK, Mesa, Khronos, SDL3, FFmpeg, LibAtrac9 and the other dependency authors listed in provenance and full credits.
- Team NINJA / Koei Tecmo for the original games. This unofficial project is not affiliated with or endorsed by the game or hardware companies.

