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Killzone 2 // Unofficial PC Port (static recompilation). Work in progress, partly playable. Builds on your PC from your own game.

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Project Pyrrhus. Killzone 2: Unofficial PC Port (static recompilation), built on your PC from your own game

Project Pyrrhus

Killzone 2 (PS3) as a native Windows program, built on your PC from your own copy: an unofficial port by static recompilation.

CI pre-release 0.1.12 Licence: MIT Ask DeepWiki

Bring your own game. This repository holds no game code, assets, keys or firmware, and downloads none. You need your own Killzone 2 disc dump, its 1.29 update and the decrypted EBOOT made from your copy (what each must contain).

23-33 fps in the first level, scripted runs under Proton (PS3: 30) · proof 4 disc regions accepted, US tested · proof 0 game files in the repo or the downloads · proof About 18 minutes to build with four jobs · proof

Download · Install walkthrough and FAQ · Known issues · Reporting bugs · More

Play it

Windows 10 or 11 (64-bit):

  1. Download Project-Pyrrhus-setup.exe (or the portable zip) from the releases page.
  2. Point it at your disc dump, the 1.29 update and the decrypted EBOOT; if you play the game in RPCS3, "Use my RPCS3 install" finds them.
  3. Start the game from the launcher.

Caveat: native Windows is not yet confirmed by us (players report playing there). The first start translates and builds the game on your PC, which takes a while. It needs a CPU with AVX and FMA3 and a Direct3D 12 graphics card (requirements).

Linux:

  1. Run the same Windows download under Proton, for example as a non-Steam game in Steam.

Caveat: the installer and the zip are made for Windows and not checked under Proton; we test the built game under GE-Proton (known issues).

What makes it different

Claim Proof
A native Windows x64 program: the game's own code, recompiled ahead of time; no CPU emulator runs while you play (the graphics commands are translated at run time) How it works
Most of the game's SPU post-processing runs as native C by default (each job has a switch back), giving the same output bits as the recompiled jobs on the tested inputs How it works
Field of view (45-75) and FSR 1 upscaling as rows on the game's own Display page (FSR 1 checked in the menu only, not yet in play) Features, roadmap
Shaders built during the load from a shipped list: pauses over 0.1 s in the first minute fell from 18-20 to 2 in paired scripted runs (not yet measured in an installed copy) Known issues
The setup checks your files before building and names what is wrong Getting your files

Coming soon

Not done yet, and said openly: a steady 30 frames per second, the campaign past the first level, loading checkpoint saves back, 5.1 surround sound, and multiplayer (offline bots and self-hosted online). Where each stands: roadmap and feature table.

Status

Status: v0.1.12 is a pre-release, partly playable: the intro movie plays, the menus run with sound, and the first level loads and can be played. Speed is below the PS3's 30 frames per second in our scripted runs. MIT licence. Direct3D 12 only.

Compatibility

One row per setup. Verified means we ran it on that setup; implemented means the code is in but we have not run it there; planned means neither. Full dated table: docs/STATUS.md.

Platform How it runs Renderer State Tested on
Windows 11 native exe Direct3D 12 players report playing (issue #13); not run by us a player's laptop: RTX 4070 Laptop GPU (21-28 fps in the first part of the first level, their report)
Windows 10 native exe, in a virtual machine Direct3D 12 installer, first-run build and uninstall verified; the game starts and stops at its graphics device (no GPU there) 6 cores, 8 GB, no GPU, 2026-10-27 and 2026-10-28
Linux the Windows exe under Proton Direct3D 12 verified: the first level loads and plays in our scripted runs, about 23 fps over one 330 s run (2026-10-22) and a median of 32.6 fps in short turn-and-walk windows (2026-10-29), against the PS3's 30; hand play is not measured GE-Proton11-7, i7-12700KF, RTX 4060

Optional features, same three states (both new in 0.1.7):

Feature State Tested on
Options > Display: field of view (45-75, 45 is the original), first-person only verified in play under Proton (45, 60, 75) GE-Proton11-7, RTX 4060
Options > Display: upscaling (Off / FSR 1) and sharpness implemented; drawn in the menu under Proton, not yet checked in play; adds about 0.4-1.3 ms of graphics time per frame at 2560x1440 in our tests GE-Proton11-7, RTX 4060

Install in detail

You need:

  • Your Killzone 2 disc, dumped as a folder or as a decrypted .iso: US (BCUS98116, tested), or Europe (BCES00081), Asia (BCAS20066) or Japan (BCJS30032), which are accepted but untested: the code is the same, the data differs, and no one has played them through yet (docs/GETTING-FILES.md).
  • The 1.29 update of the same region from your copy (on a PS3 or in RPCS3: the dev_hdd0/game/<title id> folder, such as dev_hdd0/game/BCUS98116).
  • The decrypted 1.29 EBOOT (EBOOT.elf), made from that update's EBOOT.BIN.
  • Windows 10 or 11 (64-bit) with a CPU that has AVX and FMA3 (about 2013 or later), 16 GB of RAM advised for the build, and a Direct3D 12 graphics card: docs/requirements.md.

No CPU emulator runs while you play. If you play the game in the PS3 emulator RPCS3, the setup can find all three in your RPCS3 install ("Use my RPCS3 install"). What each must contain: docs/GETTING-FILES.md. This project ships none of them and gives no decryption steps.

  1. Download the Windows installer (recommended) or the portable zip from v0.1.12 on the releases page (every release is a pre-release for now).
  2. Run it and point it at your disc dump, the 1.29 update and the decrypted EBOOT.
  3. It translates and builds the game's code on your machine; no game code, assets or keys are shipped or downloaded.
  4. Start the game from the launcher.

Do not install into a OneDrive folder. The settings files (keybinds.ini, gameplay.ini; the latter is created with its defaults on the first start, and an existing one is never changed) are in %APPDATA%\Project Pyrrhus, or next to kz2.exe in the portable zip. More: docs/INSTALL.md, CHANGELOG.md.

How it works

The game's PPU and SPU code is recompiled ahead of time to native x64; the graphics commands are translated to Direct3D 12 at run time; the system libraries are reimplemented on PC APIs. Details: docs/HOW-IT-WORKS.md. Settings and controls: docs/FEATURES.md, docs/ACCESSIBILITY.md. Building it yourself: docs/BUILDING.md.

More

Features · Screenshots · Requirements · How it works · Accessibility · Roadmap · Release criteria · What goes online · How AI was used · Contributing

Related projects

Project Helghast: Killzone 3 (PS3) ported to PC the same way. Project Pyrrhus uses its method and reuses its general runtime work (ps3recomp fixes, renderer, SPU job system), adapted to Killzone 2. Most patches in port/patches/ come from there; the rest are Killzone 2's own. Its builds are pre-releases on its releases page, as this project's are.

This port currently supports Direct3D 12 only. For a Vulkan version of a Killzone 2 port, please use Tokisaki Port, which is developed separately by its own author.

Official channels

Project Pyrrhus is made by undecuple: GitHub @undecuple, Reddit u/RelationshipNo4440, Discord itekso. (on the ps3recomp server). Builds and fixes come only from this repository's GitHub Releases; we never ask anyone to paste a command into PowerShell or a terminal. Anyone else offering builds, "fixes" or donations in this project's name is not us.

Contributing

Pull requests are welcome: .github/CONTRIBUTING.md.

How AI was used

This project is developed by one person with AI coding agents, with the maintainer reviewing and merging their work: docs/AI.md.

Licence and disclaimer

The port's own code, tools and documentation: MIT. Third-party components and credits: NOTICE.md. The licence covers nothing of the game itself. Security problems: SECURITY.md. Reuse, including by AI systems and automated tools: NOTICE.md.

Pyrrhus is the Helghast capital where most of Killzone 2 is fought; Project Pyrrhus is a fan project, not official and not affiliated with or endorsed by Sony Interactive Entertainment or Guerrilla Games.

You need your own copy of the game. This repository contains only the port: source code, patches to the recompiler, tools and documentation. It contains no game code, data, assets, keys or firmware, and it never will. Killzone 2 is © Sony Interactive Entertainment.

About

Killzone 2 // Unofficial PC Port (static recompilation). Work in progress, partly playable. Builds on your PC from your own game.

Topics

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Contributing

Security policy

Accessibility

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145 stars

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8 watching

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