Uncharted_Collection_PC
Uncharted Collection PC is a native port of Uncharted The Nathan Drake Collection for Windows, focusing on Uncharted 3 with 60 FPS 1080p gameplay.
- Type: PC port
- Game: Uncharted: The Nathan Drake Collection
- Runs on Windows
- By Zorde23
- Latest release v0.3.7, 2026-10-28
- Source: https://github.com/zorde23/Uncharted_Collection_PC
- Website: https://github.com/FelipePrado0/gow3_pc/releases/latest
README
Uncharted: The Nathan Drake Collection for PC
English | Português (Brasil)
Runs the games of Uncharted: The Nathan Drake Collection (PS4, Bluepoint, 2015) on Windows 10 and 11. It is not a source port and not a classic emulator: the original PS4 executable runs directly on the PC's CPU, on top of a compatibility layer that replaces the PS4 system and translates its graphics to Vulkan (see How it works). The focus is Uncharted 3: Drake's Deception, playable from start to end at 60 FPS in 1080p with no upscaling or frame generation; Uncharted 2 and Uncharted 1 are playable, still with some crashes.
No game files are included. You need a dump from your own PS4 (tested: CUSA02344, version 01.00 with the 01.02 update). This project is not affiliated with Sony Interactive Entertainment, Naughty Dog or Bluepoint Games. Uncharted is a trademark of Sony Interactive Entertainment.
Download and play
No install and no terminal needed:
- Download the latest
ucndc_pc-v…-windows.zipfrom Releases and extract it anywhere (for exampleC:\Games\ucndc_pc). Don't run it from inside the zip. - Open
Uncharted Launcher.exe. If Windows SmartScreen warns about it, click More info → Run anyway (the launcher is not signed). - Pick the folder of your game dump (
CUSA02344). The update folder (01.02) is found automatically when it sits next to it. - Click Play on the game you want. The launcher can also create desktop shortcuts.
To update: from 0.3.7 on, the launcher's Update now button downloads and installs the new version by itself. From an older version, extract the new zip over the old folder; saves and settings are not in the zip and stay as they are.
The Options button sets the display mode (window, borderless, fullscreen), VSync, the FPS
limit and the FPS counter. Under Advanced you can turn off any of the optimizations; with all of
them on you get the tested setup. In game, Insert or F1 (or L2+R2+L3+R3 on a controller) opens the port's
menu. Saves are kept in the user folder next to the launcher, and the last session's log in
user\last_run.log.
The Controls button sets up keyboard and mouse: turn on Look around with the mouse, set the sensitivity (and a separate multiplier while aiming), and change any key or controller button. The same options are in the in-game menu (Controls tab). With mouse look on, the mouse turns the camera directly in all three games, while walking, aiming and in cover; hold Left Alt to free the cursor. Default keys: WASD move, Space Cross, Left Ctrl or Q Circle, F Square, E Triangle, G L1, R R1, right mouse button L2 (aim), left mouse button R2 (shoot), V L3, middle mouse button R3, 1/2/3/4 or the wheel the d-pad, Tab the touchpad, Esc or Enter Options.
Icons in the game: in the Controls window, choose which buttons the game's text and HUD show: PlayStation controller (the game's own, the default), Xbox controller (the game's buttons with A, B, X, Y, LB/RB, LT/RT, View, Menu, made on your PC from your game files) or Keyboard and mouse (the keys you set). The choice only applies when the game starts: after changing it, or changing keys, close the game and start it again from the launcher. The first time in each game the launcher takes a few seconds to prepare the icons.
You need 64-bit Windows 10 (1903+) or 11 and a GPU with Vulkan 1.3. The port was developed on an AMD RX 6750 XT; Intel GPUs get a fix from Supermedo but are still untested.
How it works
The PS4 uses an x86-64 processor, the same architecture as a PC, so the game's original executable runs directly on the CPU, with no emulation: a runtime written for the port replaces the PS4 system libraries (memory, threads, files, audio, video, controller, saves). The graphics are translated: the PS4 GPU (AMD GCN) commands and shaders become Vulkan through the shadPS4 video core.
This repository is a fork of the God of War III port,
which comes from Supermedo's Bloodborne Windows port
and deadinside28's original bloodborne_pc. What the player
sees is already named after this port (ucndc.exe, ucndc.ini, UC_* options); inside the code
many names still start with gow3 / GOW3_, and the old names still work.
Why this project
The original idea was to port only Uncharted 3, the one game in the trilogy I had never played and also the one shadPS4 has the most trouble running. Since the three games in the collection share the same engine and the same dump, Uncharted 2 and Uncharted 1 came later almost for free, and the goal is now the whole trilogy.
Status
Updated 2026-10-27.
| Game | Executable | Status |
|---|---|---|
| Uncharted 1 | eboot.bin | Playable, at 60 FPS with sound (gunshots included); still has some crashes |
| Uncharted 2 | big2-ps4_Shipping.elf | Playable, 51–60 FPS, with its own saves; still has some crashes |
| Uncharted 3 | big3-ps4_Shipping.elf | 100% playable from start to end, at 60 FPS in 1080p, with no upscaling or frame generation. Some parts still need optimization and drop below 60 (around 50 in heavy vegetation, the Chateau), always staying above 30 FPS. One crash in the whole playthrough, not reproduced or fixed yet. Known issues listed below |
New in 0.3.7:
- Update from the launcher: when a new version is out, the "Update now" button downloads and installs it, keeping saves and settings (works from this version on).
- Videos that froze on one picture while the sound kept playing (8 GB cards at 1440p) are fixed.
- Texture memory now follows what the card has free, with fewer texture swaps on 8 GB cards.
- UC2: fix for the screen blurring while aiming (from SuperMedo); still being tested.
- UC3: fix for Sully's stretched shirt on NVIDIA cards (from BilalReloaded's port, via SuperMedo); still being tested.
- UC1: with Keyboard icons, the rotate clockwise prompt (at the generator, before chapter 19) shows your keys instead of the stick.
- Options > Advanced, Experimental: 5.1/7.1 sound when Windows is set up for surround speakers or headphones.
- Launcher: the Options window scrolls and the Save button is always visible; ✕ button to clear the game and update folders; accepts the CUSA02826 dump.
New in 0.3.6:
- FPS is back: 0.3.4 and 0.3.5 lost about 20% FPS in heavy scenes (for example the Citadel in UC3). Fixed.
- UC1: mouse camera fixed while walking, on stairs, aiming, in cover, on the car turret, on the jet ski and on mounted guns.
- Fix for crashes on Intel 12th gen and newer CPUs, from d4rksp4rt4n (on for everyone; only tested in one player's UC1).
- Options > Advanced, Experimental: "2 preparation threads", may help 4 and 6 core CPUs (a tie on the development PC).
New in 0.3.5:
- Keyboard or Xbox icons in all three games: in the launcher's Controls window, "Icons in the game" switches the button prompts in texts and in the HUD from the PlayStation buttons to your keys or to Xbox buttons in the game's own style.
- UC3: the soft red round spots some players saw (bloom, on every GPU) are fixed.
- UC1 and UC2 now use the UC3 fixes for shadows, lights, the image and the light cone fog.
- UC1: protection against a crash seen on one PC (the game no longer closes there; being tested).
New in 0.3.4:
- 1440p and 4K in all three games (launcher, Options > Resolution). The games render natively at the chosen size (no upscaling), and the intro videos are scaled to fill the screen. Not fully tested yet: tried in short sessions of each game, not through a whole game. Above 1080p the GPU works harder and the game uses more video memory (4K: about 8 GB of game memory). On a 4K monitor, "Borderless" fills the screen with the same FPS as a window.
- UC3: the light cones' fog no longer shows black wedges and white specks, and walls and lights no longer flash where shadow maps are rebuilt (on by default in the launcher).
- UC3: Drake's scarf no longer jumps around in the desert.
Fixed in UC3 earlier: young Drake's white hair (addr64 BUFFER_LOAD), swapped
textures (bartender's vest, museum floor, bathroom door) and performance, which went from 18–24 FPS
in the streets and the Chateau to 60.
New in 0.3.2: keyboard and mouse controls with direct mouse camera in UC1, UC2 and UC3 (also on the 1.00 game without the update), a Controls window in the launcher and a Controls tab in the in-game menu, F1 as a second key for the menu, and a notice in the launcher when a new version is out.
Also new: the player package with the launcher and its Options screen; the port's in-game menu no longer shows God of War III-only items (cheats, orbs, upscaler, render resolution) in the Uncharted games; and black screen on Intel GPUs fixed (from Supermedo's 0.3.3, untested here).
Known issues: Uncharted 3
- One crash in a full playthrough, not fixed yet. It could not be reproduced. A likely cause is a GPU driver timeout after long sessions: the port can send a very large block of memory (~1.5 GB) to the GPU in one go, the frame stalls and Windows/AMD closes the game. Save often.
- Short dips in 1% low FPS where shadow maps are rebuilt. A shadow map array is rebuilt one layer at a time instead of reused (frames of 25-50 ms). The dark flash on walls and the flickering lights these rebuilds caused are fixed (
UC_DEPTH_KEEP_CLEAR). Seen in The Citadel (chapter at 37%). - Brief texture flicker the first time you enter a new area. New shaders are compiled in the background, and objects using them are skipped for a few frames. Shaders are cached, so it does not repeat on later visits.
- Some parts still need optimization. FPS drops below 60 in a few places (heavy vegetation such as The Chateau runs around 50), always above 30. The limit is the emulated GPU command processor on the CPU.
- The game is locked to 60 FPS. Higher frame rates speed up the game logic.
- Upscaling (FSR/DLSS) does not work for Uncharted: the inherited hooks are specific to God of War III. 1440p and 4K render natively instead (see above).
- 1440p and 4K are not fully tested yet (all three games): only short sessions so far. If a game crashes or looks wrong above 1080p, go back to 1920x1080 in Options and please report it.
Uncharted 2
- Scenery textures can flicker in 4K (and possibly 1440p). Not seen in 1080p so far. Not fixed yet.
- In the train prologue the carriage can fall too early, so you may need to jump sooner than on PS4. UC2 runs without
UC_COMPUTE_PIPEfor this reason. If the train still fails, turn offUC_HLE_INORDERandUC_ACB_DISPATCH_PIPEin the launcher (Options > Advanced) for that part; they keep the rooftop chase at 60 FPS. - Lightly tested. Please report missing sounds or visual bugs.
Uncharted 1
- In the bunker, some pieces of broken crates can turn too bright a while later. Being investigated.
- Lightly tested. Please report missing sounds or visual bugs.
The project log (in Portuguese), with what was done and why, is in docs/uc3/DEVLOG.md.
How this differs from Supermedo's uncharted_pc
Supermedo's uncharted_pc is another port of the same collection, built the same way, also GPL and from the same family (both descend from deadinside28's bloodborne_pc). The two were made in parallel, and this one took several of its fixes, always credited (see Credits). Compared with its version 0.3.1 (2026-10-15):
| This port (ucndc_pc) | uncharted_pc (Supermedo) | |
|---|---|---|
| Origin | Fork of the God of War III port (gow3_pc) | Direct fork of bloodborne_pc (bbport) |
| Video core | shadPS4 0.19.0 with fixes from the 2026-10-12 nightly (memory tracker, texture cache) | shadPS4 from 2026-09-24 with recompiler backports |
| GPU readbacks by the game | Precise mode (the scenery is drawn from the right data; this is what fixed the visual problems here), sped up to reach 60 FPS: async readbacks, side queue, early submits, ring copies on another thread | Relaxed mode by default, working around the problem with the scalar copy HLE |
| How optimizations land | In the code, each one behind an option that is off by default, measured and logged in the DEVLOG; the launcher turns on the tested set, and Options → Advanced turns them off one by one | On by default, with options to turn them off |
| Other things this port has | Tight barriers on formatted buffers, full hash of small images, MP3 in Ajm, diagnostic tools (GPU profile, fault and write tracing), mouse turning the camera directly in all three games (walking, aiming and cover) | — |
| What it has that this one does not yet | — | Upscalers and frame generation, 120 FPS option, collection menu through eboot.bin |
The two projects help each other: when something works there and not here (or the other way round), comparing them is worth it.
Building from source
Only needed to work on the port; to play, use the download.
-
Install MSYS2 (
winget install MSYS2.MSYS2), open the MSYS2 CLANG64 shell and install the dependencies:pacman -S --needed git patch \ mingw-w64-clang-x86_64-{toolchain,cmake,ninja,pkgconf,python} \ mingw-w64-clang-x86_64-{vulkan-headers,vulkan-loader,vulkan-memory-allocator,glslang} \ mingw-w64-clang-x86_64-{sdl3,fmt,boost,robin-map,xxhash,ffmpeg,zydis} \ mingw-w64-clang-x86_64-{spirv-tools,spirv-headers,spirv-cross} -
Clone with submodules:
git clone --recursive https://github.com/zorde23/Uncharted_Collection_PC.git -
Edit
windows\config.batwith the paths to MSYS2, the game and the update. -
Run
windows\compilar.bat(orbash build.shin the CLANG64 shell). The result isout\ucndc.exe. -
Optional:
packaging\windows\empacotar.batbuilds the player zip (dist\ucndc_pc-v<version>-windows.zip) with the launcher. It needs Python for Windows installed (python.org orwinget install Python.Python.3.13).
Playing from source
Double-click the game's .bat in windows\:
| File | What it does |
|---|---|
config.bat | Paths (MSYS2, game, update) and the recommended optimization list |
compilar.bat | Builds the port |
jogar_uc3.bat | Uncharted 3 with the optimizations (60 FPS) |
jogar_uc2.bat | Uncharted 2 (without UC_COMPUTE_PIPE, because of the train) |
jogar_uc1.bat | Uncharted 1 |
fechar_jogo.bat | Closes the game if it hangs |
Each session's log goes to out\last-run.log (the previous one to out\previous-run.log). Saves
are kept in user\. In game, Insert or F1 (or L2+R2+L3+R3 on a controller) opens the port's menu.
You can also call the script directly and pass options for that run only:
powershell -ExecutionPolicy Bypass -File tools\run_uc3.ps1 -Set UC_READBACKS=1,UC_FRAME_STATS=1
Options (toggles)
Every new optimization goes in off by default in the code; the launcher and the .bat files in
windows\ turn on the tested set. Each one also works with the older GOW3_ prefix
(UC_LEAF_COPY = GOW3_LEAF_COPY; if both are set, UC_ wins). The main ones:
| Variable | Effect |
|---|---|
UC_READBACKS | 2 (the run_uc3.ps1 default): precise GPU readbacks, needed for the scenery to show; 1: relaxed mode |
UC_READBACK_ASYNC, UC_READBACK_FAST*, UC_READBACK_SIDEQ, UC_DEFERRED_READBACK | GPU readbacks without draining the whole queue |
UC_SCALAR_COPY_HLE, UC_HLE_INVALIDATE | Replaces a copy compute shader with native code (and invalidates the caches it writes) |
UC_COMPUTE_PIPE, UC_LEAF_COPY | Compute processing shortcuts |
UC_EAGER_SUBMIT*, UC_ASYNC_SUBMIT, UC_DEFERRED_SUBMIT | Submit GPU work earlier / on another thread |
UC_RING_COPY_THREAD, UC_RING_DEDUP | Ring buffer copies on a separate thread, without repeats |
UC_FRAME_STATS | Frame statistics in the log |
UC_EXECUTABLE | Which game to start (big3-ps4_Shipping.elf, big2-ps4_Shipping.elf, eboot.bin) |
UC_LOW_IMAGE | Loads the executable below 2 GB (needed for Uncharted 1) |
UC_AJM_END_RULES | Ajm (audio decoder) end-of-job rules, from SuperMedo (Uncharted 1) |
UC_EOP_TICK_WAIT | The m_gfxEopTick assert waits for the GPU instead of stopping the game |
UC_SYNC_SMALL_TARGETS | Shaders for small render targets compile right away, so a one-time lighting table drawn at boot is not skipped (fixes the dark cave torch in UC3) |
UC_JOB_SPIN, UC_JOB_SLEEP | UC_JOB_SPIN=100 + UC_JOB_SLEEP=1: the game's six job threads spin less and sleep during gameplay; CPU use drops from about 66% to about 50% at the same frame rate (UC3) |
UC_MIP_FIX | The texture cache accepts render targets drawn into one mip of a larger image, so bloom and distortion are not lost (fixes the washed-out, greyish image in UC3) |
UC_MOUSE_EDGE_AIM | The mouse turns the camera while aiming from a ledge or a climb, and at the hanging spots where the aim used to turn slowly (UC3) |
UC_DEPTH_KEEP_CLEAR | A shadow map array recreated with more layers keeps the pending depth clear of the image it replaces (fixes flickering lights, shadows and dark walls in UC3, e.g. the castle) |
UC_SCOPE_SPLIT_SCALAR | The shader translator runs a scalar instruction placed between the vector instructions of a divergent block for the whole wave, as the GPU does (fixes the black wedges and white specks in the fog of UC3's light cones) |
UC_PREP_TRUST_A1 | Experimental, off in the launcher: draw preparation reuses work it can prove is still valid (about +5 FPS in the UC3 desert ruins) |
UC_HLE_INORDER, UC_ACB_DISPATCH_PIPE | Keep the UC2 rooftop chase at 60 FPS; turn them off if the train prologue fails |
The full list, with measurements, is in the DEVLOG.
Credits
- deadinside28: bloodborne_pc, the original PC port (the base of everything, also called bbport).
- Supermedo (Mohammed Albarghouthi): the Bloodborne Windows port
and uncharted_pc, the source of ideas and fixes used
here (scalar constant copy HLE, addr64
BUFFER_LOAD, Ajm end-of-job rules, them_gfxEopTickwait patch from 0.3.2, read-onlyO_CREATopen for Uncharted 1 sound, the Intel GPU fix from 0.3.3, the UC2 aim focus 1x1 readback by Umar-Qayyum-dev). - BilalReloaded: the fix for Sully's clothes on NVIDIA cards (barriers in the cloth shader), from his port, which reached this project through Supermedo's uncharted_pc.
- d4rksp4rt4n: found the cause of the crashes on Intel 12th gen and newer CPUs (Windows overwrites the red zone of the game's functions) and wrote the fix, uncharted_pc PR #403, from the Bloodborne port and the same idea as shadPS4's protection. Shared here in issue #4.
- Felipe Prado and contributors: gow3_pc, the God of War III port this repository is a fork of, with the rendering fixes by cuesta4.
- Mindro (ManoharPadul): the shadPS4 build for the Uncharted collection, whose release notes showed which problems to look for (texture cache, recommended settings).
- shadPS4 team: the shadPS4