* Update Bloodborne.xml
-Changed the new 60 fps patch to instead modify fps cap to 480,
-Renamed new 60 fps patch to "Uncap FPS" it sets limit to 480.
(the game engine breaks above ~100 fps, so essentially it's uncapped since realistically nobody will reach 480 fps during play, and can cap fps externally or via vblank frequency to 100 or lower). --This was mainly done since the "disable vsync" patch seems to produce performance issues for some users who try to go beyond the default 60 fps cap that was set. by the 60 fps patches.
-added line to force swap the default fps mode from 30FPS_withoutSkipTearing to 60_FPSwithoutSkip (thanks to stephen and turtle for the help!) This mode seems to produce better, more consistent frame times, at least with testing in shadps4.
* Update Bloodborne.xml
* Update Bloodborne.xml
oops, forgot to clamp deltatime to 30 instead of 60
* Update Bloodborne.xml
oops, did a lazy change and had to fix second deltatime clamp address
-Added a few LOD additions.
Model LOD -2 (Lowest model LOD, boosts performance.)
Model LOD -1 (Lower model LOD, boosts performance.)
Model LOD 2 (Highest model LOD, boosts performance.)
-Added a new 60 fps patch version that incorporates a 60 frame clamp to deltatime (thanks to https://github.com/emoose)
-Added back the Graphic Heap patch.
users were requesting it to be added as it was incorporated into resolution patches above 1080p, which leaves you unavailable to use it with base 1080p resolution or lower. (helps with lag/stutters once caching data, instead of clearing them for newer cached data).
-Modified the Tasksplit patch with more performant values (hopefully, atleast from testing).
* first step
* adding back enemy control
* deleting non working patches
* other shad original patch I deleted restored
* purging res patches
* Update Bloodborne.xml
This patch modifies Driveclub’s internal rendering resolution to 5120x1080, matching ultra-wide 32:9 displays such as super ultrawide monitors (e.g., Samsung Odyssey G9). While the PlayStation 4 natively outputs at a maximum of 1920x1080 (1080p), this patch forces the internal framebuffer and camera FOV to render at the wider 5120x1080 resolution.
⚠️ Important Notes:
The game will still output at 1080p unless used on a PS4 emulator or hardware that allows native framebuffer scaling or EDID spoofing.
This patch ensures that the entire field of view is widened, which results in improved peripheral vision and a more immersive driving experience — especially valuable in cockpit view.
HUD and UI elements may stretch or misalign, as they were designed for 16:9. Menus and overlays may appear cut off or improperly scaled.
Performance may degrade depending on how your environment handles the increased internal render resolution. Pairing this patch with the included 60 FPS unlock is recommended for smoother gameplay.
Main builds (with that isDevKit option enabled) can support slightly higher heap sizes. This should improve rendering at high resolutions further.
Also makes the description more useful for the rare individual who will actually read it.