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Native PC port of Killzone (PS2) via static recompilation - mouse/keyboard, 120+ fps, upscaling. Bring your own disc.

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Killzone Recomp Extended: Native Killzone PS2 Port for Windows PC

Killzone Recomp Extended is an unofficial native Windows PC port of Killzone (2004) for PlayStation 2 (PS2), built through static recompilation. It combines the PS2Recomp static recompiler with PCSX2-based GS, microVU, IPU, and SPU2 components.

The port supports Direct3D 11, Direct3D 12, and Vulkan rendering, high-refresh gameplay, ultrawide displays, mouse-and-keyboard controls, gamepads, internal resolution scaling, and optional AMD FidelityFX FSR 1.

Important

NEW FEATURE: AMD FidelityFX FSR 3.1.6 Super Resolution

Vulkan now includes source-built FSR 3 Super Resolution through the explicit experimental-input mode. This is Super Resolution only, not frame generation, and its approximate temporal inputs can produce HUD or disocclusion ghosting. See the experimental upscaler configuration.

Bring your own disc. This repository contains no game code or data. You need a supported Killzone disc image: NTSC-U SCUS-97402, PAL SCES-52893 (English/Russian/Greek), or PAL SCES-52004 (English/French/German/Spanish/Italian/Dutch).

Note

Companion Blender add-on: Killzone Blender Importer provides Blender 5.2 tools for inspecting and importing Killzone assets.

This community project continues drakolordx7/KillzoneRecomp with additional graphics, display, input, configuration, testing, and runtime work. The active development target is Windows x64.

Killzone PC port features

  • D3D11, D3D12, and Vulkan renderers with internal resolution scaling up to 8x.
  • Native 4:3 and 16:9 plus automatic, 21:9, and 32:9 ultrawide modes with centered HUD and menu presentation.
  • Independent world and weapon field-of-view controls with zoom-preserving tangent-space scaling.
  • High-refresh gameplay with real-time game-speed correction.
  • Raw mouse aim, rebindable keyboard controls, SDL3 controllers, adjustable dead zone/range, and dynamic button prompts.
  • Anisotropic filtering, FXAA, D3D11 SMAA, sharp scaling, CAS sharpening, and bounded 2x view distance.
  • Default-off Vulkan FSR 1 spatial presentation, available through experimental configuration.
  • Default-off Vulkan FSR 3.1.6 Super Resolution in explicit experimental-input mode. This is SR only, not frame generation, and its synthetic depth/Optical Flow inputs can produce HUD or disocclusion ghosting.
  • Launcher-managed display, graphics, controls, audio, disc, and isolated testing settings.
  • US and two PAL executable versions supported from separately generated code sets in one executable.

Build and play on Windows

System and build requirements

  • Windows 10/11 x64
  • Visual Studio Build Tools 2022 or newer with Desktop development with C++
  • CMake 3.24+, Python 3.11+, and an x64 CPU with SSE4.1
  • A supported retail disc image

Clone with submodules:

git clone --recursive https://github.com/Tzeentchnet/KillzoneRecomp-Extended
Set-Location .\KillzoneRecomp-Extended

The build can contain these separately generated executable versions:

Disc Boot executable Languages regen.py mode
NTSC-U SCUS-97402 SCUS_974.02 English default
PAL SCES-52893 SCES_528.93 English, Russian, Greek --pal
PAL SCES-52004 SCES_520.04 English, French, German, Spanish, Italian, Dutch --eu

The US generated tree is required. When generated_pal\ or generated_eu\ is present during configuration, CMake adds that prefixed code set to the same killzone.exe; omitting either directory disables only that matching disc.

Follow the Killzone Recomp Extended building guide to provision locked dependencies, generate private game-derived C++, and build killzone.exe. Start launch_launcher.bat, select your disc image, and configure the port.

Player settings and bindings are documented in the configuration and controls guide.

Killzone PC port compatibility and status

This is a test build, not an official release.

  • Boot, movies, menus, profile creation, campaign gameplay, save/load, mouse/keyboard, controllers, high-refresh timing, and clean shutdown have been validated on the current Windows build.
  • D3D11, D3D12, and Vulkan are covered by ISO-free renderer tests. D3D12 is the reference backend.
  • Intermittent effects or dialogue truncation can still occur during action-heavy combat. The current buffering mitigation reduces the problem but does not eliminate it.
  • VSync is recommended; disabling it can produce substantial tearing.
  • macOS/Apple Silicon work is experimental and deferred from the active release path.

Not implemented:

  • Killzone Online, DNAS, network login, lobby, or multiplayer gameplay.
  • DLSS, XeSS, FSR 2, or production-qualified temporal reconstruction. FSR 3 SR is available only as an explicit experiment using marked approximations; strict mode still fails closed because reliable gameplay depth, motion, and separate HUD/composition inputs are unavailable.
  • HDR output; the current renderer presents composed SDR color.
  • Distribution of retail assets, generated game code, saves, or memory-card images.

Technical status and evidence live in Findings. Archived online research is preserved under Multiplayer.

Build, test, and contribute

The checked Windows workflow is:

.\tools\scripts\cmake_preset.ps1 -Preset win-msvc-rel
.\tools\scripts\cmake_preset.ps1 -Preset win-msvc-tests -Action build
.\tools\scripts\cmake_preset.ps1 -Preset win-msvc-rel -Action test -Label iso-free

Equivalent clang-cl presets are available. See:

Generated sources and retail inputs remain private. The committed dependency lock and generated manifest retain only reproducible, protected-content-safe provenance.

Repository layout

Path Purpose
src/ Port integration, launcher, input, timing, patches, and runtime hooks
ext/kzgs, ext/kzvu, ext/kzipu, ext/kzspu2 PCSX2-derived components
ext/PS2Recomp Locked PS2Recomp runtime fork
host/ Renderer-independent host platform boundary
config/ Recompiler configurations and dependency/generated provenance
patches/ Reconstructible PS2Recomp changes and rationale
tools/ Build, regeneration, testing, profiling, and analysis scripts
docs/ User guides, technical evidence, and archived research
docs/xbrz_texture_upscaling.md Feature contract, architecture, safety boundaries and acceptance gates for the xBRZ prototype

Credits

  • drakolordx7 and contributors created the original Killzone recompilation and PC port foundation.
  • Ash01Live contributed the original field-of-view settings through drakolordx7/KillzoneRecomp#21.
  • ran-j/PS2Recomp and its contributors provide the static recompiler and runtime foundation.
  • PCSX2 contributors provide the renderer, microVU, IPU, and SPU2 foundations.
  • AMD FidelityFX FSR 1 provides the MIT-licensed spatial upscaling source.
  • AMD FidelityFX SDK provides the source-built FSR 3 Super Resolution and Optical Flow implementation under its included notices.

Developed with AI assistance.

License

Repository-owned code and documentation are MIT under LICENSE, except for the components identified there as GPL-3.0. PCSX2-derived libraries, PS2Recomp, the field-of-view contribution, and every compiled build remain GPL-3.0; see LICENSE-GPL-3.0. The vendored xBRZ sources retain their GPL notice and MAME linking exception.

Killzone is a trademark of Sony Interactive Entertainment. This project is not affiliated with Sony or Guerrilla Games.

About

Native PC port of Killzone (PS2) via static recompilation - mouse/keyboard, 120+ fps, upscaling. Bring your own disc.

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