Killzone 3 // Unofficial PC Port (static recompilation)

A Windows x64 port of the 2011 PS3 game, made by static recompilation: the game's PowerPC and SPU code is translated to C ahead of time and compiled into a native PC program, so no CPU emulator runs at play time. The GPU is still translated as it runs (RSX to Direct3D 12); native replacements come step by step.

Status: Partly playable

You need your own copy of the game. This project ships no game code, data, assets or keys.

v0.1.2 is a pre-release; calling a release playable waits for the release criteria.

See the statusSource on GitHub

Status: Partly playable

by the project · generated from the records · 43 features

Generated from the repository's own records (the same data as FEATURES.md, where every row has its evidence). Works is claimed only with a recorded result.

  • Title screen, main menu, attract mode
    works
  • Level 1 (prologue) loads and runsRuns for 10+ minutes; below full speed
    partial
  • Frame rateMenus at 30 frames/s; the levels at about 16-22 (target 30); speed is the current blocker
    partial
  • In-level play (walk, aim, fire, cover, pause menu)Playable with a controller at about 16-22 frames/s; audio stutters in levels
    partial
  • In-level HUD (ammo, crosshair, objective text)Drawn as on the PS3 (the dark SELECT square in hints is the game's own glyph)
    works
  • Update 1.14 content (balance, Motion Sensor option, DLC trophy set, MP map patch sets)1.14 is the base version
    partial

All features, by status

  • works20
  • partial13
  • not yet8
  • not yet verified0
  • declined0
  • not applicable2
Campaign and levels
FeatureOn the PS3In the port
First-run setup (language, brightness, controller screens)Shown once on a new profileworks
Intro movies and opening cinematic (Bink video)Play on first boot; skippable afterwardsworks
Full speed; short stalls while a level loads behind a movie
Title screen, main menu, attract modeMain menu with Campaign, Co-op Campaign, Multiplayer, Botzone, Options, Credits; idle returns to the trailerworks
Level 1 (prologue) loads and runsLoads from Campaign > New Game > difficultypartial
Runs for 10+ minutes; below full speed
In-level play (walk, aim, fire, cover, pause menu)Gamepad gameplaypartial
Playable with a controller at about 16-22 frames/s; audio stutters in levels
Levels 2 to 9Flooded Pyrrhus to Escape from Helghan (level ids 201-208), picked with Campaign > Select Chapterpartial
All nine chapters play; level 202 played by hand to its end (2026-10-20), the others not yet; about 16-22 frames/s
Full campaign, start to finish9 levels, checkpoints, real-time and video cutscenesnot yet
Not played start to finish in one go
Motion-sensor sections (valves, demolition charges)Turned by tilting the SIXAXIS pad; update 1.14 adds an option to use the stick insteadnot yet
Fix planned: stick by default when the pad has no gyro
Controls
FeatureOn the PS3In the port
Gamepad (DualShock 3 layout: sticks, face buttons, triggers, d-pad)Wired or Bluetooth DualShock 3works
XInput pads work directly and PlayStation pads through Steam Input; PlayStation, Switch Pro and Xbox pads without Steam are coded (SDL3, built in; not yet confirmed on real hardware; a DualShock 3 on Windows needs its DsHidMini driver). Keyboard/mouse is port-only (section 2)
Pressure-sensitive buttonsAnalog face buttons and shoulder buttonsnot applicable
The game does not use button pressure
RumbleVibration through the padworks
Works through Steam Input today; rumble on PlayStation and Switch Pro pads without Steam goes through the built-in SDL3 input (SDL3), unconfirmed on real hardware
SIXAXIS motion inputTilt for valves, charges and an optional aim correctionnot yet
Built in: the pad's own sensors on DualShock 4 and DualSense; not yet confirmed on real hardware. Pads without sensors give rest values
Controller options (schemes, inversion, sensitivity)Options > Controllerworks
That the changed values reach in-level aiming was not run (see the in-level play row); on 1.14 the list has an extra SimulView row (Co-Op SimulView, Off), so Wireless Controller is the fifth entry
Button prompts (PlayStation glyphs)Game's own glyphs in hints and menusworks
Xbox and keyboard glyph sets are port-only (section 2)
Graphics
FeatureOn the PS3In the port
Resolution and aspect1280x720 at 16:9 (the console upscales to the TV)works
Higher internal resolutions, window modes and widescreen options are port-only (section 2)
Frame rate30 frames/s target, vertical syncpartial
Menus at 30 frames/s; the levels at about 16-22 (target 30); speed is the current blocker
Deferred lighting, sun shadows, depth of field, post effectsThe game's deferred renderer with an SPU post-processing chainpartial
Anti-aliasing (MLAA on the SPUs)Morphological AA as an SPU post jobpartial
A host FXAA pass is the planned replacement at higher resolutions (section 2)
Occlusion of light coronasHidden behind geometryworks
Menu text and fontsThe game's glyph rendererworks
In-level HUD (ammo, crosshair, objective text)The game's HUD layer over the levelworks
Drawn as on the PS3 (the dark SELECT square in hints is the game's own glyph)
Brightness (gamma) settingFirst-run and options pageworks
A level scene not checked yet
Audio
FeatureOn the PS3In the port
Music, effects and dialogue (SPU audio engine)libsynth/MultiStream on the SPUs, MP3 streamspartial
Plays; stutters in levels
Audio options (volumes, output mode, surround)Options > Audio; multichannel outputworks
Volumes only: the page has no output-mode or surround row; multichannel output is not configured in the port. Audio playback was not part of the check
Saves and profile
FeatureOn the PS3In the port
Player profile (autosave, first-boot flag, settings)One profile save per userworks
Saves in the user's %APPDATA% folder; a portable install keeps them beside the game
Campaign checkpoints and ContinueCheckpoint written in the level, Continue from the menuworks
Level-start and mid-level checkpoints work
Menus and options
FeatureOn the PS3In the port
Campaign menus (difficulty, mission select)Campaign lobbyworks
Options pages (controller, audio, display)Options menuworks
Set up 3D TV is greyed out in the list: stereoscopic output is planned but not built yet
Pause menuSTART in the levelworks
CreditsMain menu > Creditsworks
Watched to 100 s of the run; the end of the credits and the return to the menu were not run
Trophies
FeatureOn the PS3In the port
Trophies (52 on the disc, 79 with update 1.14 and its DLC groups)PSN trophies, synced to the accountpartial
Counts read from the 1.14 update's data
Multiplayer
FeatureOn the PS3In the port
Online multiplayer (Warzone, Guerrilla Warfare, Operations)Through PSN and Sony's game servers, which are closednot yet
PSN itself: not applicable
Botzone (offline matches against bots)Main menu > Botzonepartial
Split-screen co-op campaignTwo players on one consolepartial
Voice chatHeadset over PSNnot yet
PSN sign-in, friends, messagesIn-game PSN featuresnot applicable
DLC map packs (Retribution, Decimation, From the Ashes)Bought map packs with extra multiplayer mapsnot yet
Planned: read your own installed packs
Move and 3D TV
FeatureOn the PS3In the port
PlayStation Move and SharpshooterMotion-controller playnot yet
Needs a Move controller; tracking needs a camera
Stereoscopic 3D TV outputSide-by-side 3D on a 3D TVnot yet
Opt-in; 2D stays the default
Update 1.14
FeatureOn the PS3In the port
Update 1.14 content (balance, Motion Sensor option, DLC trophy set, MP map patch sets)Cumulative patch installed over the discpartial
1.14 is the base version
Motion Sensor Function option (1.14)Options > Controller > Advanced Settingspartial
Only the menu row is verified: the port's no-gyro default (off, stick sections) is not applied, and a LEFT press back to ON was not seen to restore it in the same run (checked under Proton, last frames)
Subtitles and languages
FeatureOn the PS3In the port
Language selection and localised textNine languages on the startup list; menus and level text in 20+ languages in the datapartial
The list draws in full; menus draw in Russian and Traditional Chinese with the player's PS3 system fonts; a level not yet played in another language
Subtitles in movies and cutscenesSubtitle cards and in-game subtitlesworks
In-level (in-game) subtitles were not reached; the prenarrative text cards are part of the movie and show with either setting

What the port adds

31 available now, 27 planned. Changes to gameplay stay optional.

All 58 features
FeatureStateDefault
Archive reads by the port's own file layeravailableon
Scheduler deadlock breakeravailableon (2 s)
Log files, crash reports and an error noticeavailableon
Asynchronous shader buildsavailableoff (opt-in)
Shipped pipeline list: shaders build in the background while a level loadsavailableon
Window modes and scaling (windowed, borderless, fullscreen, Alt+Enter, resizable, DPI aware)availableon
Rebindable controls (every action, primary and secondary key, conflict warning, reset; saved to a local config file)availableon
Button prompts that follow the device in use (PlayStation, Xbox, keyboard/mouse), XInput rumbleavailableauto
Discord Rich Presence: “Playing Killzone 3” with the current chapteravailableoff (opt-in)
Exit Game in the main menu (with a confirm prompt)availableon
Quit to desktop from the pause menu (with a confirm prompt)availableon
The window title and the process name in Task Manager read Project Helghast, with the port's iconavailableon
Chinese, Korean, Russian and Japanese text from your own PS3 system fonts or bundled open fontsavailableon when no system font is installed
Game language follows your Windows language (override with KZ3_LANG)availableon
Larger window (720p to 4K) with the picture scaled, 16:9 keptavailableoff (PS3 size)
Keyboard binds by key position (WASD stays put on AZERTY, QWERTZ, Dvorak)availableon
Native mouse look on foot, on by default (KZ3_MOUSE_LOOK=0 or kz3.ini mouse_look = 0 turns it off): raw mouse counts into the game's own look, PC-style sensitivity in degrees per count (kz3.ini [input] mouse_sensitivity, default 2.5 x 0.022 degrees; mouse_ads_sensitivity; mouse_invert_y), scaled by the weapon's zoom; every count is shown on the view at once (KZ3_MOUSE_LATCH=0 switches the view to the game's own timing); no stick dead zone, acceleration or smoothing; mouse movement made while menus, pauses or loading screens are up is dropped instead of turning the view lateravailableon
Mouse pointer hidden over the game window (KZ3_CURSOR_HIDE=0 keeps it) and held inside the window while mouse look is on; Alt+Tab, minimise or dragging the window lets goavailableon
Mouse hover and click in the game's own menus: hover focuses the item under the pointer, left click selects, right click goes back, wheel scrollsavailableon
Saves and caches location: %APPDATA% by default; an empty portable.txt next to the launcher keeps them in the game folder (--portable/--appdata for one run; switchable after install)available%APPDATA%
Gameplay view at the window's aspect (Hor+ on ultrawide, Vert+ on 16:10)availableon
VSync on or off (display.ini vsync = on|off, or Options > Display > VSync); with it off, frames may tear where the system allows it; the game's own 60 Hz clock is unchangedavailableon
Options > Mouse page: mouse sensitivity, zoomed-in sensitivity and invert Y, applied at once and savedavailable-
Esc goes back in menus on the keyboard, as Circle does on a pad (Backspace still works)availableon
Frame rate limit 30, 60 or 120 (Options > Display > Frame rate limit, display.ini fps_limit); above 30 a warning says game logic tied to the frame rate may misbehaveavailableon
Field of view setting for the campaign and co-op (Options > Display > Field of view, Default or 70-110; display.ini fov); aiming down sights stays relativeavailableopt-in
Bloom strength setting (Options > Display > Bloom, 0-100 % in steps of 10; display.ini bloom); 100 is the game's own look, 0 removes the glowavailable100
Pad layouts: the game's own scheme by default, a Modern preset, or a Custom layout per action (33 groups, swap on conflict, copy Default or Modern, keybinds.ini [pad actions]); Options > Controls > Advanced Settings > Layout and Prompts pageavailableopt-in (the game's own layout is the default)
Option pages that match the game: descriptions for the port's rows in the game's tooltip panel, the Display list scrolling inside the game's list area, Reset to defaults covering the port's rows, and a menu pointer in the game's coloursavailableon
HUD, menus, subtitles and movies stay 16:9 and centred on wide, ultrawide and 16:10 screens while the 3D view fills the window (display.ini hud_169; no Options row yet)availabledefault on
Opt-in crash reports to the project's error trackeravailableoff
Internal resolution scale (720p, 1080p, 1440p, 4K, match window)plannedon where it looks right
Host anti-aliasing (FXAA) in place of SPU MLAAplannedon at scaled resolutions
Widescreen: 16:10 and 4:3 bars, ultrawide Hor+ field of viewplannedbars on; ultrawide opt-in
VRR, frame limiter, low-latency modeplanned-
60 frames/s and aboveplannedoff where it changes gameplay
Keyboard and mouse with native mouse aimplannedon when a mouse or keyboard is used
Aim assist as a settingplannedoff on mouse and keyboard, on with a gamepad
Aim response (lighter stick smoothing and acceleration) as a settingplannedoriginal response by default (opt-in)
Motion-sensor sections on the stick by default; gyro pass-through for pads that have oneplannedstick when the pad has no gyro
PC settings page in the game's own menu styleplanned-
Native Linux buildplanned-
Native macOS build (Apple silicon)planned-
Native upgrade path toward a full decompilationplanned-
Android (ARM64) buildplanned-
Better than the PS3: steadier frame rate, lower input lag, shorter loads, optional 60 fpsplannedsteadiness on; 60 fps opt-in
Ray-traced sun shadows, then ambient occlusion and reflectionsplannedoff
Mod support (data mods as folders over the game's archive; code mods later)plannedoff (no mods = the game as shipped)
Stereoscopic 3D output (side by side, top and bottom) from the game's own 3D modeplannedoff
VR (SteamVR headsets)plannedoff
PlayStation Move and Sharpshooter (psmoveapi; camera tracking or motion-sensor pointer)plannedoff
Renderer choice (Direct3D 12, Vulkan or OpenGL, picked in the installer)plannedDirect3D 12
Temporal anti-aliasing and upscaling (TAA, DLAA, DLSS, FSR): the game renders no motion vectors, so camera-only vectors first, character ghosting measuredplannedBacklog after parity; not started
Saves in the PS3's own format: copy a save between the port, RPCS3 and a PS3planned-
Online co-op campaign: the second player joins the host's split-screen co-op from another PC (their input to the host, their half of the picture streamed back)plannedoff (opt-in)
In-game voice chat for multiplayer and the online co-op campaign (microphone and headset on the PC; online only when the player picks it)plannedopt-in
Motion blur strength (Options > Display > Motion blur, 0-100 %); no clean off yet: skipping the game's motion blur pass garbles the picture, so the row is not offeredplanned100 (the game's own)
Minimap with enemy markers, using the game's own radar where possibleplanned-

Every feature, with evidence

Discuss

Ultrawide 21:9

by the port · 28 Oct 2026 · screen 1 of 11

New

Frozen Shores at 21:9 (2560x1080): the 3D view fills the window, subtitles and crosshair stay centred. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Super ultrawide 32:9

by the port · 28 Oct 2026 · screen 2 of 11

Frozen Shores at 32:9 (3840x1080): a mounted-gun fight, subtitles and crosshair centred. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Botzone at 21:9

by the port · 28 Oct 2026 · screen 3 of 11

Botzone at 21:9: the minimap, score box and ammo counter in the 16:9 HUD area. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Display options

by the port · 28 Oct 2026 · screen 4 of 11

Options > Display: frame rate limit, field of view and bloom (1920x1080). A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Frozen Shores: firefight

by the port · 27 Oct 2026 · screen 5 of 11

Frozen Shores: firefight. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Split-screen co-op

by the port · 23 Oct 2026 · screen 6 of 11

Two-player co-op on one PC, one pad each (the two views still sit slightly out of place). A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Update 1.14

by the port · 16 Oct 2026 · screen 7 of 11

Update 1.14: a level start (Space Station) on the update's own data. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Hammer ride

by the port · 14 Oct 2026 · screen 8 of 11

Pyrrhus outskirts: the Hammer ride, mounted gun. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Flooded Pyrrhus

by the port · 12 Oct 2026 · screen 9 of 11

Flooded Pyrrhus with the in-level HUD. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Frozen Shores

by the port · 12 Oct 2026 · screen 10 of 11

Frozen Shores, a later level. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

Main menu

by the port · 8 Oct 2026 · screen 11 of 11

Main menu, drawn by the port's Direct3D 12 renderer. A screenshot of the port running on Windows x64 (tested under Proton), drawn by its Direct3D 12 renderer.

Full size

About the port

by the project · how it works · 58 port features

The port is built on ps3recomp (MIT): the PPU code and the game's SPU programs are lifted to C, the PS3 system libraries the game calls are reimplemented, and the game's RSX command stream is replayed on Direct3D 12. The game's archive is read in place from your dump. It is tested on Windows x64 under Proton; a native Linux build is planned. What comes next: the roadmap.

The technical overview

Discuss

Changelog

  • A decrypted disc ISO works as the game source, next to a folder dump: the setup copies the game files it...
  • The EU disc (BCES01007) is accepted as an untested region, with its own 1.14 update.
  • The disc page reads the disc's title id and names it; picking PS3_GAME or USRDIR instead of the dump folder...
  • Installing into a OneDrive folder is refused, and game files that are only online in OneDrive are named with...
  • On PCs in time zones west of UTC (the Americas) the build stopped with "manifest 'build.ninja' still dirty...
  • The setup log no longer lists the crash-report address.
  • Opt-in crash reports: when turned on (installer, Advanced page, or "Crash reports on or off" in the Start...
  • Windows installer and portable zip with a bundled compiler, one progress bar, a full install log, a desktop...

Newest first; the full list is in CHANGELOG.md.

Objectives

  • Full campaign, start to finish (not yet)
  • Motion-sensor sections (valves, demolition charges) (not yet)
  • SIXAXIS motion input (not yet)
  • Online multiplayer (Warzone, Guerrilla Warfare, Operations) (not yet)
  • Voice chat (not yet)

The next objectives still open; all of them: FEATURES.md.