Uncharted Nathan Drake Collection PC Port: 391 Stars and 12 Releases in One Week

By Indie Kings | October 21, 2026

Updated October 21, 2026: The PS4 Uncharted trilogy now runs on Windows without an emulator, because the port executes the original x86-64 game code directly and rebuilds the PS4 system layer around it. The repository behind the work has shipped 12 releases in seven days, and the newest one adds trophies, surround sound and the US release of the Collection.

GitHub repository card for the Uncharted Nathan Drake Collection PC port

Image: GitHub repository card for bc160201983/Uncharted-The-Nathan-Drake-Collection-PC-port.

What the port actually runs

Per the repository README, the port runs the PS4 Uncharted: The Nathan Drake Collection (CUSA02344, which holds Drake's Fortune, Among Thieves and Drake's Deception) natively on Windows. The game's own x86-64 code executes directly on the PC, a runtime supplies the missing PS4 system libraries, and a Vulkan renderer carries out the PS4 GPU work. No emulation of the processor is involved, which is why the project runs on any recent x86-64 CPU rather than needing a translation layer.

The README credits the runtime's origin to the gow3_pc project by FelipePrado0, which in turn uses the shadPS4 video core. The repository keeps the gow3 internal naming, so the settings identifiers in the code still carry the GOW3 prefix. On top of that base the port adds a Collection launcher, a render resolution patch, FFmpeg video decoding, ATRAC9 audio through LibAtrac9, and SDL3 windowing and controller support.

The project says its own compatibility notes live in analysis/STATUS.md, and that file has grown to 162,017 bytes of reverse engineering detail, against a plan document of 8,637 bytes. The opening entry in the status file is dated 13 October 2026 and says the game boots through the Collection menu and opening movie into gameplay, with controls and audio confirmed, while noting that movement still led to GPU device loss and the work was incomplete.

The build in numbers

The repository was created on 14 October 2026 and had been pushed to again on 21 October 2026, the same day the newest release went out. GitHub reports the following for the repository at the time of checking.

MeasureValue
Stars391
Forks13
Open issues61
Commits on the default branch51
Releases12, from v0.1.0 on October 15, 2026 to v0.5.0 on October 21, 2026
Tracked files in the tree993 entries, of which 867 are files
Contributors2, with 42 and 9 commits
Submodules6, covering FSR-Vulkan, imgui, LibAtrac9, magic_enum, miniz and xbyak
Licence reported by GitHubNone, while the runtime directory ships a GNU GPL v2 licence file and the README states the project is under the GNU GPL v2 or later

Every release publishes a single asset, Uncharted-windows.zip. The archive was 75.1 MB at v0.1.0 and 112.7 MB at v0.5.0, and the twelve releases together have recorded 16,653 asset downloads, of which 7,034 belong to v0.4.1 alone.

Source size by language, as reported by the GitHub API, puts C++ first at 5,362,617 bytes, followed by C at 889,280 bytes and Python at 504,368 bytes. The rest is thin: 40,399 bytes of shell, 31,707 of CMake, 4,933 of Perl, 3,990 of GLSL, 487 of Nix and 160 bytes of batch files. The tree itself splits into the runtime at 794 files, tooling at 59, the launcher at 5 and the analysis notes at 2. Four image files exist in the whole repository, all launcher or packaging icons.

What hardware it needs

The README lists the minimum in plain terms: Windows 10 or 11 on 64-bit, a CPU from Intel's 4th-generation Core (Haswell, 2013) or newer or any AMD Ryzen, a graphics card with Vulkan 1.3 support and a current driver, and roughly 6 GB of free RAM for the game, with 16 GB in the machine recommended.

The CPU requirement is not a formality. The games need the AVX, F16C, BMI1, MOVBE and LZCNT instruction sets, which is why a 2013 Haswell is the floor and not something older.

RequirementValue per the README
Operating systemWindows 10 or 11, 64-bit
ProcessorHaswell (2013) or newer, or any AMD Ryzen, with AVX, F16C, BMI1, MOVBE and LZCNT
GraphicsVulkan 1.3 with a current driver
MemoryAbout 6 GB free for the game, 16 GB recommended in the PC
Game filesYour own dumped CUSA02344 folder, and update 1.02 is recommended beside it

Measured frame rates from the project

The README publishes the numbers the author measured, and they define the practical range of the port. The weakest tested graphics solution is the integrated AMD Radeon of a Ryzen 7000 or 9000 desktop processor, which the README calls about a quarter of a PS4's GPU and counts as two compute units.

Hardware and settingResult
Ryzen 7000 or 9000 integrated Radeon at 720p, Low presetUncharted 3 27 to 39 FPS, Uncharted 2 27 FPS, Drake's Fortune 24 FPS
Same integrated graphics at 540pUncharted 3 33 FPS
Four CPU cores with a fast graphics card60 FPS in Drake's Fortune and Uncharted 3, with the default idle thread setting of Sleep
RTX 5080 at 4K, Uncharted 2 heaviest view99 FPS with the frame limit raised to 120
RTX 5080 at 4K, Uncharted 3 Cartagena crowd90 FPS with the frame limit raised to 120

The README calls the integrated graphics result playable but not smooth, and it recommends the Low preset there, or 1080p with FSR 1 at Performance, which draws at 960x540.

One cap is deliberate. Frame rate limits run from 30 up to 120, and the README says anything faster than 120 breaks the games' movement, citing Drake's Fortune dropping Nate through the world at 160 FPS. It also notes that Uncharted 3 has had less play testing than the other two titles and asks for crash reports with the log.

Presets, upscalers and the launcher

The launcher keeps settings per game and offers four quality presets. Each preset queues a single frame, and the README explains why: two queued frames is faster in heavy scenes but delivers GPU results to the game a frame later, which makes Uncharted 2 characters float and Nate's feet sink into the floor.

PresetResolutionFrame rateIntended for
Low1080p with FSR 1 Performance, drawing 960x54060Weak graphics
Medium1080p as on PS460Most PCs
High1440p60Fast graphics
Ultra4K, with Drake's Fortune drawing 1620p and upscalingUp to 120, experimentalVery fast graphics

Upscaling covers FSR 1, FSR 3.1, FSR 4 and NVIDIA DLSS, with the game rendering below the target resolution and each frame upscaled before the HUD and menus are drawn so they stay sharp. DLAA and native anti-aliasing work without upscaling, and TAA, RCAS sharpening and a frame rate counter are available. The launcher also offers 22 languages for the games' text, remappable keyboard and mouse bindings, controller support for DualSense, DualShock 4 and Xbox pads at the same time, and an unlock all chapters option that leaves saves untouched.

Two features carry a warning label. Multithreaded rendering is described as experimental and is aimed at low-end PCs where one CPU core handling the PS4's GPU commands would otherwise be the limit. The changelog for 0.5.0 says it is now on by default for Uncharted 3, which had kept it off since a freeze in 0.4.0, and that the launcher turns it off again if a player prefers. Drake's Fortune still runs without it, because the README says its weapons flickered grey when it was on. Idle game threads on Spin keep six job threads busy while they wait, which on a four to six core CPU took nearly everything and produced 19 to 27 FPS on the title screen against 60 with the default Sleep setting.

What version 0.5.0 changed

Version 0.5.0 went out on 21 October 2026, and the release notes describe it as a big update covering the most common crashes, smoother play on laptops and new features. The additions are trophies, saved and shown in a PS5-style popup with a picture from the player's own copy of the game, 5.1 and 7.1 surround sound picked from the Windows output in the launcher's Advanced tab, a controller light bar for DualShock 4 and DualSense, and an unlock all rewards option covering every reward in Bonuses and every story cutscene in all three games. The US version CUSA02320 is now supported and the launcher can install the game from a .pkg file.

On the bug side, the release fixes what the notes call the most common crash in Drake's Fortune, an execute access fault reported in issues 27, 30, 42, 62, 94, 102 and 107, plus the same crash in Uncharted 2 chapter 5. It also removes a leak of about 140 MB per minute of long sessions, and a stutter that appeared when the next area loaded on most laptops and integrated graphics because the port was fetching the graphics memory one 4 KiB page at a time on a Resizable BAR system. The changelog records 31 to 46 frames over 40 ms in two minutes in a laptop test of Uncharted 3's Cartagena scene, and 0 to 4 such frames after the fix.

Earlier releases set the groundwork. Version 0.4.0 added real upscaling with FSR and DLSS, credited to kuraeow under #50, and removed freezes before some cutscenes that lasted about 1.6 seconds on PC and up to 33 seconds on Steam Deck, with one cutscene going from a 1,650 ms frame to about 200 ms. Version 0.4.1 then fixed a Drake's Fortune crash after about an hour of play caused by a render target described by garbage data, a 960x540 image with 6,772 layers and 16 GB.

Open bug reports

Sixty-one issues are open and the pull request count is zero, which is what a project this new with this many testers looks like. The titles cover the range: a crash in Uncharted 3 on an i7-13700 with UHD 770 graphics, shader stutter while compiling, a memory leak with a flat blue silhouette character from chapter 13 in Uncharted 2, Asian languages reported missing, and Uncharted 3 with update 1.02 crashing on every new game launch.

Two of the open titles are worth reading as caveats rather than bugs. The US version with update 1.02 is reported to stop at start for some players, and the v0.4.1 notes give a workaround of renaming the update folder so the games start as 1.00 instead. Drake's Fortune is also reported to crash in the first levels, and the release notes for that version say it is being looked at.

The README also documents a recording problem. If OBS Game Capture keeps losing and re-hooking the game, the game's memory use grows, because each hook creates DirectX devices inside the game. The suggested fix is to set the Vulkan or OpenGL present method to Prefer native in the NVIDIA Control Panel for Uncharted.exe, or to use OBS Window Capture.

The game files question

No game files are included in the repository or in its builds. The README is explicit that you need your own copy, meaning a dumped CUSA02344 folder holding eboot.bin and sce_sys, and that the project is not affiliated with Sony, Naughty Dog or Bluepoint Games. The launcher selects that folder on first play, and update 1.02 is picked up automatically when a folder named like the game plus -patch sits beside it.

Our take: the licensing position is the same one every native PC port sits on, and the project states it plainly rather than hiding it. The code is under the GNU GPL v2 or later, which is why the README asks that fixes be credited with a link back, since the licence requires that redistributed builds keep the notices and publish source under the same terms. The bundled third-party code carries its own paperwork, with the NVIDIA DLSS SDK under NVIDIA's licence, the FSR 4 v07 INT8 model built by Q2RTX from AMD's MIT-licensed FidelityFX SDK, and the temporal anti-aliasing work taken from SuperMedo's Uncharted port under GPL v2.

FAQ

Does this Uncharted PC port emulate the PS4?
No. Per the README, the original x86-64 game code runs directly on the PC. A runtime supplies the PS4 system libraries and a Vulkan renderer executes the PS4 GPU work, so there is no processor translation layer in the chain.

Do I need to own the PS4 games to use the port?
You need your own copy of the Collection, described in the README as a dumped CUSA02344 folder. No game files ship with the repository or with the release archives, and the project states it is not affiliated with Sony, Naughty Dog or Bluepoint Games.

What is the weakest PC that can run it?
Per the README, Windows 10 or 11 on 64-bit, a processor from Intel's 4th-generation Core family (Haswell, 2013) or newer or any AMD Ryzen, Vulkan 1.3 and about 6 GB of free RAM. The weakest graphics tested is the integrated Radeon of a Ryzen 7000 or 9000 desktop processor, which managed 24 to 39 FPS at 720p and 33 FPS at 540p.

Which upscalers does the port support?
The launcher offers FSR 1, FSR 3.1, FSR 4 and NVIDIA DLSS, each with Quality, Balanced, Performance and Ultra Performance modes. DLAA and native anti-aliasing work without upscaling, and TAA and RCAS sharpening are available alongside them.

Can the games run faster than 60 FPS?
Yes, with the experimental Ultra preset and the frame limit raised. The README records 99 FPS at 4K in Uncharted 2's heaviest view and 90 FPS at 4K in the Uncharted 3 Cartagena crowd on an RTX 5080, but caps the offered limit at 120 because faster than that breaks the games' movement.

Is the project open source?
Yes, under the GNU GPL v2 or later. The runtime directory ships the GPL v2 licence text, the README asks that fixes be credited with a link back, and the Windows package lists the licence of every bundled library.

Bottom Line

The Uncharted trilogy is no longer locked to the PS4's hardware, and the proof is a repository that went from an empty project to 12 releases in seven days with 391 stars and 16,653 recorded downloads. Running the original x86-64 code natively means no emulation tax, and the project's own measurements cover everything from a 24 FPS integrated Radeon at 720p to 99 FPS at 4K on an RTX 5080. The open questions are ordinary engineering ones: 61 open issues, a US release with update 1.02 that stops at start for some players, and Uncharted 3 carrying less play testing than its siblings. What a player supplies is their own dump of the Collection, and the licence terms ask only that fixes be credited.

Sources

  • bc160201983, Uncharted-The-Nathan-Drake-Collection-PC-port repository README and CHANGELOG.md, accessed October 21, 2026
  • Release notes for v0.5.0, v0.4.1 and v0.4.0, published October 19 to 21, 2026
  • Repository metadata, language breakdown, contributor list, release list and open issue list via the GitHub API, accessed October 21, 2026
  • analysis/STATUS.md and analysis/PLAN.md compatibility notes in the same repository, accessed October 21, 2026

Related: ShadPS4 - The Future of PS4 Emulation | Bloodborne PC: One Port, Two Forks, Two Ideas of a PC Version | 7 Unofficial PC Ports Worth Knowing in September 2026 [2026]

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