Uncharted Fork Lineage: From God of War III Port to a Whole Playable Collection
By Indie Kings | October 23, 2026
Updated October 23, 2026: A second PC port of Uncharted: The Nathan Drake Collection exists, and it did not come from the same code line as the 391-star port we covered on October 21. zorde23/Uncharted_Collection_PC is a fork of FelipePrado0's God of War III port, which itself descends from the Bloodborne PC port family, and in version 0.3.5, shipped today, it declares Uncharted 3 playable from start to end at 60 FPS in 1080p with no upscaling and no frame generation. This is the third documented branch of a code family that started as a Bloodborne port, and each branch now ports a different Sony game.
Image: GitHub repository card for zorde23/Uncharted_Collection_PC, the God of War III-lineage port of Uncharted: The Nathan Drake Collection.
The code family tree, in one diagram
The README states the lineage directly. Start at deadinside28's bloodborne_pc, the original PC port the community also calls bbport. Supermedo forked that work twice in effect: a bloodborne_pc of his own, and uncharted_pc, a port of the same Uncharted collection built the same way. FelipePrado forked Supermedo's Bloodborne port into gow3_pc, the God of War III port, and zorde23 forked that into this Uncharted project. So the same runtime skeleton has now been pointed at Bloodborne, God of War III and three Nathan Drake games, and the two Uncharted ports sit at the tips of different branches.
The fork of a fork shows up in the naming. What the player sees is already renamed for Uncharted: the launcher runs ucndc.exe, options are ucndc.ini and a family of UC_* variables. Inside the code many names still start with gow3 or GOW3_, and the README notes those old names still work. That is a fork wearing its parent's t-shirt underneath, and the README does not pretend otherwise. The port's in-game menu no longer shows God of War III-only items, cheats, orbs, the upscaler and render-resolution entries among them, in the Uncharted games.
The original idea, per the "Why this project" section, was to port only Uncharted 3, the one game in the trilogy the author had never played and the one shadPS4 has the most trouble running. Because the three games in the collection share one engine and one dump, Uncharted 2 and Uncharted 1 came later almost for free, and the goal is now the whole trilogy.
What runs today, game by game
The status table, updated 23 October 2026 with version 0.3.5 current, reads:
| Game | Executable | Status |
|---|---|---|
| Uncharted 1 | eboot.bin | Runs at 60 FPS with sound, gunshots included; lightly tested past the start |
| Uncharted 2 | big2-ps4_Shipping.elf | Playable, 51 to 60 FPS, with its own saves |
| Uncharted 3 | big3-ps4_Shipping.elf | Percent-playable from start to end at 60 FPS in 1080p with no upscaling or frame generation; some parts still drop to around 50 in heavy vegetation such as the Chateau, always above 30; one crash in the whole playthrough, not reproduced or fixed |
Three executables, three levels of trust. Uncharted 3 is the one with a full playthrough behind the claim and an honest list of where the frame rate sags and why, the emulated GPU command processor on the CPU is the limit, per the README. Uncharted 2 is playable and lightly tested, and Uncharted 1 runs at the starting area with sound but is labelled lightly tested past the start in both senses: the status line and the known-issues list both say to report what breaks. The game is locked to 60 FPS, and the README warns that higher frame rates speed up the game logic, so there is no uncapped option to chase here.
What 0.3.3, 0.3.4 and 0.3.5 shipped
| Release | Published (UTC) | Asset |
|---|---|---|
| v0.3.5 | 23 October 2026, 04:21 | ucndc_pc-v0.3.5-windows.zip |
| v0.3.4 | 20 October 2026, 03:19 | ucndc_pc-v0.3.4-windows.zip |
| v0.3.3 | 18 October 2026, 03:29 | ucndc_pc-v0.3.3-windows.zip |
Three releases in six days, all non-prerelease, each a single player zip with the launcher inside. Version 0.3.5, today's build, adds keyboard or Xbox button icons in all three games: in the launcher's Controls window, "Icons in the game" switches the prompts in text and HUD from PlayStation buttons to your own keys or Xbox buttons in the game's own style, and the README notes those icon sets are made on your PC from your game files. It fixes the soft red round spots some players saw in Uncharted 3, bloom spots that appeared on every GPU, and brings UC1 and UC2 onto UC3's fixes for shadows, lights, the image and the light-cone fog. UC1 also gains protection against a crash seen on one PC: the game now waits a moment and goes on instead of closing, and it is marked as still being tested.
Version 0.3.4 brought 1440p and 4K to all three games from the launcher's resolution list, rendering natively at the chosen size with no upscaling, and scaling the intro videos to fill the screen. The README is unusually blunt about the caveat: not fully tested yet, tried in short sessions of each game and not through a whole game. Above 1080p the GPU works harder and the game uses more memory, about 8 GB of game memory at 4K, and on a 4K monitor borderless fills the screen at the same FPS as a window. 0.3.4 also killed the black wedges and white specks in UC3's light-cone fog and the flashing walls and lights where shadow maps rebuild, both on by default in the launcher, and stopped Drake's scarf jumping around in the desert.
Under "fixed earlier," the README records the visual haul: young Drake's white hair, fixed by an addr64 BUFFER_LOAD change; swapped textures on the bartender's vest, museum floor and bathroom door; and performance, which went from 18 to 24 FPS in the streets and the Chateau to 60. Version 0.3.2 added keyboard and mouse with direct mouse camera in all three games, including on the 1.00 game without the update, a Controls window in the launcher, a Controls tab in the in-game menu, F1 as a second menu key and a launcher notice when a new version is out.
How it differs from Supermedo's uncharted_pc
Supermedo's uncharted_pc is the other port of this 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 Supermedo's fixes, all credited by name. The README carries a comparison table against Supermedo's version 0.3.1 of 15 October 2026, and it is the clearest articulation of two engineering cultures inside one port family that we have seen:
| 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 | Precise mode for correct scenery, sped up to 60 FPS with async readbacks, a side queue, early submits and ring copies on another thread | Relaxed mode by default, working around the problem with the scalar copy HLE |
| How optimizations land | Each behind an option, off by default, measured and logged in the DEVLOG; launcher enables the tested set, Options > Advanced turns them off one by one | On by default, with options to turn them off |
| Extras this port has | Tight barriers on formatted buffers, full hash of small images, MP3 in Ajm, diagnostic tools such as GPU profile and fault and write tracing, and mouse camera in all three games while walking, aiming and in cover | — |
| Extras uncharted_pc has | — | Upscalers and frame generation, a 120 FPS option, the collection menu through eboot.bin |
Both projects help each other, the README says, and comparing them when something works in one and not the other is worth it. Readbacks are the load-bearing difference: this port chose the precise mode, the one that draws scenery from the right data, and spent its effort making the precise path fast; Supermedo chose the relaxed mode and worked around the same problem differently. One result is visible in the extras rows: Supermedo has the upscaler and frame-generation hooks and the 120 FPS option, while this port has none of those, because the inherited hooks belong to God of War III and do not fit Uncharted, so 1440p and 4K render natively instead.
Known issues, including a 1.5 GB GPU block
The Uncharted 3 list is the longest. The headline is one crash in a complete playthrough that could not be reproduced and is not fixed. The most likely cause, the README guesses, is a GPU driver timeout after long sessions: the port can send a very large block of memory, around 1.5 GB, to the GPU in one go, the frame stalls, and Windows or the AMD driver closes the game. The advice is to save often. Then there are the short 1% low dips where shadow maps rebuild: a shadow array rebuilt one layer at a time rather than reused produces frames of 25 to 50 milliseconds, at The Citadel in the chapter at 37 percent, and the visible dark flashes and flickering lights those rebuilds caused are already fixed by UC_DEPTH_KEEP_CLEAR. Brief texture flicker hits the first visit to a new area while new shaders compile in the background, and because shaders are cached it does not repeat on later visits. Upscaling, FSR and DLSS, does not work for Uncharted, as noted above.
Uncharted 2's issues are lighter. Scenery textures can flicker at 4K and possibly 1440p, not seen at 1080p so far. In the train prologue the carriage can fall too early, so you may need to jump sooner than on PS4; that is why UC2 runs without UC_COMPUTE_PIPE, and if the train still fails the launcher's Advanced options hold UC_HLE_INORDER and UC_ACB_DISPATCH_PIPE, which keep the rooftop chase at 60 FPS, to switch off for that part. UC1's tally is one crash seen on one specific PC, an Intel Core i5-14600K with an NVIDIA RTX 3070, twice at the same spot in the game code, which never happened on the development PC; 0.3.5 waits and continues instead of closing, at worst one object can look wrong for one frame, and if you see "UC1 binding retry" in the log you are asked to send it. The mouse camera while walking is still inconsistent, sometimes pausing for about 0.1 seconds before resuming, though aiming with the mouse is fine.
The options culture: off by default, measured in a DEVLOG
Every new optimization goes in off by default in the code; the launcher and the .bat files in the windows folder turn on the tested set, and each variable also answers to the older GOW3_ prefix, with UC_ winning if both are set. The project log, in Portuguese, with what was done and why, lives in docs/uc3/DEVLOG.md, and the full toggle list with measurements is there. The main ones:
| Variable | Effect |
|---|---|
UC_READBACKS=2 | Precise GPU readbacks, the run_uc3.ps1 default, needed for scenery to show; 1 is relaxed mode |
UC_MIP_FIX | The texture cache accepts render targets drawn into one mip of a larger image, so bloom and distortion survive; fixes the washed-out greyish image in 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, for example the castle |
UC_SCOPE_SPLIT_SCALAR | The shader translator runs a scalar instruction between the vector instructions of a divergent block for the whole wave, as the GPU does; fixes the black wedges and white specks in UC3's light-cone fog |
UC_SYNC_SMALL_TARGETS | Shaders for small render targets compile immediately, 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 | The game's six job threads spin less and sleep during gameplay; UC3 CPU use drops from about 66 percent to about 50 at the same frame rate |
UC_LOW_IMAGE | Loads the executable below 2 GB, needed for Uncharted 1 |
UC_EXECUTABLE | Which game to start: the UC2 or UC3 shipping ELF or eboot.bin for UC1 |
UC_PREP_TRUST_A1 | Experimental and off in the launcher: draw preparation reuses work it can prove is still valid, about 5 FPS more in the UC3 desert ruins |
The full list is longer: deferred and async submit knobs, ring-buffer copies on a separate thread without repeats, a copy compute shader replaced with native code alongside an HLE cache-invalidations change, frame statistics in the log, audio decoder end-of-job rules borrowed from Supermedo for UC1, and the earlier-submit family that spreads GPU work across threads.
Launcher, controls and button icons
The player zip needs no install and no terminal: extract it anywhere, run Uncharted Launcher.exe, click through the SmartScreen warning with More info and Run away because the launcher is unsigned, pick the folder of your game dump, and press Play on the game you want. The update folder is found automatically when it sits next to the game folder, and the launcher can create desktop shortcuts. The Options button sets display mode, VSync, the FPS limit and the FPS counter, and the Advanced panel turns any optimization off.
In game, Insert or F1, or L2+R2+L3+R3 on a controller, opens the port's menu. Saves live in a user folder next to the launcher, with the last session's log in user\last_run.log. The Controls window does the mouse: turn on looking around with the mouse, set the sensitivity with a separate multiplier while aiming, and rebind any key or controller button. The default map reads WASD to move, Space as Cross, Left Ctrl or Q as Circle, F as Square, E as Triangle, G as L1, R as R1, right mouse as L2 to aim, left mouse as R2 to shoot, V as L3, middle mouse as R3, the 1/2/3/4 keys or wheel as the d-pad, Tab as the touchpad, Esc or Enter as Options. With mouse look on, the mouse turns the camera directly in all three games while walking, aiming and in cover, and Left Alt frees the cursor.
The 0.3.5 icons feature closes the loop on presentation: PlayStation prompts, as in the real game, Xbox prompts, built on your PC from your game files, or your own keyboard labels. The choice applies when the game starts, so you close and relaunch after changing it, and the launcher takes a few seconds the first time in each game to prepare the icons.
Game files, hardware and what the repo contains
No game files are included. You need a dump from your own PS4, tested on CUSA02344 at version 01.00 with the 01.02 update, the European release. The repository states plainly that the project is not affiliated with Sony Interactive Entertainment, Naughty Dog or Bluepoint Games, and that Uncharted is a trademark of Sony. The method, again, is no classic emulator: the PS4 uses an x86-64 processor, the same architecture as a PC, so the original executables run directly on the CPU while a runtime written for the port replaces the PS4 system libraries for memory, threads, files, audio, video, controller and saves. Graphics go through the shadPS4 video core, which translates the PS4's AMD GCN commands and shaders to Vulkan.
The hardware bar is a 64-bit Windows 10 from build 1903 or later, or Windows 11, with a GPU that supports Vulkan 1.3. The port was developed on an AMD Ryzen 7 5700X with a Radeon RX 6750 XT, the PC the crash reports are measured against, and Intel GPUs receive a black-screen fix inherited from Supermedo's 0.3.3 that remains untested here.
Repository numbers and licence
zorde23/Uncharted_Collection_PC carries 62 stars, 1 fork, zero open issues, a C++ code base of about 5 MB, GPL-2.0 or later, which the README notes is the same licence as shadPS4 and the ports this one derives from, third-party components keeping their own licences. It was created on 16 October 2026 and was still being pushed to today, 23 October, the same morning its 0.3.5 release appeared. The default branch is uc3, and the repository's homepage field points at the latest release of the parent God of War III port, a small but readable trace of the fork relationship. Building from source runs through MSYS2's CLANG64 environment with a listed package set, a recursive clone, a config file for the MSYS2, game and update paths, and a build script that produces the player zip; there are per-game batch files for playing from a source build, including one that closes the game if it hangs.
The Credits section names the whole family: deadinside28 for the original port, Supermedo, Mohammed Albarghouthi, for the Bloodborne and Uncharted ports and specifically credited fixes such as the scalar constant copy HLE, the addr64 BUFFER_LOAD, Ajm end-of-job rules, the read-only open for UC1 sound and the Intel GPU fix; Felipe Prado and contributors for gow3_pc with rendering fixes by cuesta4; Mindro for the shadPS4 build for the collection whose release notes pointed at which problems to look for; the shadPS4 team for the video core; and Claude, by Anthropic, listed as having helped with development, research, code, testing, packaging and documentation. LibAtrac9, FFmpeg, SDL3, Dear ImGui, sirit, magic_enum, miniz, xbyak, the Vulkan Memory Allocator, FSR-Vulkan, MSYS2 and LLVM round out the used list, and the original God of War III README is preserved in the docs folder.
Account risk, executable risk, and the family's own warnings
The standing platform-terms warning applies unchanged: the port runs game binaries from your own dump, Microsoft's account terms are not the ones in play, but Sony's are, and a PlayStation account associated with private dumps and dump-sharing services can face consequences regardless of what any README says. Nothing in this project automates anything about your accounts, and nothing here implies approval from Sony, Naughty Dog or Bluepoint, who the README states it is not affiliated with. The classic risk division holds: the code is open under GPL-2.0, the executable you download is a build of that code with an unsigned launcher, and the game files themselves must never come from anywhere but your own disc or console, per the project's own framing of dump requirements.
Two practical risks deserve their names. The unsigned launcher triggers SmartScreen on first run, which is structural rather than a defect; judge the zip by its repository and release page, not by the absence of a warning dialog. And the release notes themselves tell you where the crash surface is right now: one unreproduced UC3 crash with a 1.5 GB GPU submission as the suspect, one UC1 crash on specific hardware, 4K modes across three games marked not fully tested, and a save-often habit recommended. If you try this, save often, report with logs as the README asks, and treat 1080p as the tested configuration until the above-1080p modes have a full playthrough behind them.
FAQ
Is this the same port from the earlier Uncharted article?
No. The October 21 article covered bc160201983's repository, a direct fork of the Bloodborne port. This one is zorde23's fork of the God of War III port, from a different branch of the same family. Both are ports of the same Sony collection, both GPL, and this README includes a table comparing itself against Supermedo's parallel port.
Which games actually work?
Uncharted 3 is playable from start to end at 60 FPS in 1080p, with some sections around 50 FPS in heavy vegetation and one crash in the whole playthrough so far. Uncharted 2 is playable at 51 to 60 FPS with its own saves. Uncharted 1 runs at 60 FPS with sound but is lightly tested past the start.
Do I need frame generation or an upscaler?
They do not exist here for Uncharted: the inherited upscaling hooks belong to God of War III and do not fit, so 1440p and 4K render natively, a 0.3.4 feature marked not fully tested yet. The game is locked to 60 FPS, and higher frame rates would speed up the game logic rather than smooth it.
What are the known Uncharted 3 problems?
One unreproduced crash, most likely a GPU driver timeout after the port sends about 1.5 GB to the GPU in one submission; short 1% low dips where shadow maps rebuild, 25 to 50 millisecond frames at The Citadel; brief texture flicker on first entry to a new area while shaders compile; and performance below 60 in a few heavy-vegetation spots, always above 30.
How do optimizations work in this port?
Every new optimization ships off by default behind a UC_ variable; the launcher turns on the tested set, and Options > Advanced lets you turn each one off. Each has a measured effect recorded in the project's Portuguese-language DEVLOG, such as CPU use dropping from about 66 to about 50 percent with the job-thread tuning.
Whose code am I downloading, and under what licence?
A fork of FelipePrado0's God of War III port, descended from Supermedo's Bloodborne port and deadinside28's original bloodborne_pc, GPL-2.0 or later, with the shadPS4 video core doing the GPU and shader translation to Vulkan and all the family fixes credited by name in the README.
Bottom Line
Uncharted on PC now has two shipping ports from one Bloodborne-lineage code family, and the interesting thing is that they disagree cleanly about method. The God of War III-lineage port in this article took the precise readback road and made it fast, keeps every optimization behind a default-off switch with a measured DEVLOG entry, and has cleared a full Uncharted 3 playthrough at 60 FPS in 1080p. Supermedo's port took the relaxed readback road, ships optimizations on, and holds the upscaler, frame-generation and 120 FPS cards this port cannot use because its inherited hooks belong to God of War III. Both are GPL, both credit each other, and both descend from a Bloodborne port whose own story we covered once as two forks with two ideas.
The honest costs here are the ones the README prints itself: one unreproduced crash, untested AMD and Intel GPU paths beyond the developer's card, above-1080p modes still short-session tested, and a naming layer where the God of War III skeleton still shows through. But the family-tree effect is real progress: the same runtime core keeps proving itself on a second, third and fourth Sony exclusive, fixes flow sideways between branches with attribution, and the credited shadPS4, cuesta4 and Supermedo work stacks up into something each new fork starts closer to done. If you own the Collection on PS4 and wanted Uncharted 3 specifically, the one game the author had never played and shadPS4 struggled with most, this fork is now the line that owns the start-to-end 60 FPS claim.
Sources
- zorde23/Uncharted_Collection_PC README (English), accessed 23 October 2026
- GitHub repository metadata and release list for zorde23/Uncharted_Collection_PC, accessed 23 October 2026
Related: Uncharted Nathan Drake Collection PC Port: 391 Stars and 12 Releases in One Week | Bloodborne PC: One Port, Two Forks, Two Ideas of a PC Version | ShadPS4 - The Future of PS4 Emulation