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Connect or pair your gamepad through Windows or your controller platform, launch the native PC port, and press F10 to open PC settings. The project’s README says, “Any gamepad works as the PS4 pad,” and the button prompts change to match the most recently used keyboard, PlayStation, Xbox, or Switch input style.

For the intended visual reference, choose Original (PS4) in the graphics menu. You can then enable higher-quality shadows, ray-traced effects, enhanced textures, upscaling, frame generation, and post-processing individually, provided your GPU, driver, operating system, and display support them. The port requires your own P.T. game data; its installer and repository do not include the game.

Before you launch

This guide applies to the native PC port documented in the official LoreanXavier/pt-pc README. It is not an emulator and is separate from other fan recreations. The port rebuilds the game logic while loading levels, models, textures, sound, scripts, and cutscenes at runtime from the player’s own copy of the PS4 game. The project describes the included content as the complete teaser through the street, including the voice section.

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Have the following ready before troubleshooting controller or graphics options:

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  • Your own P.T. game data in the location and format required by the port’s current release.
  • A gamepad connected or paired through the operating system or controller platform you already use.
  • A GPU and driver supporting Vulkan 1.3, which the README lists as a requirement.
  • A display connected in a mode your computer can expose to the game, especially if you intend to use exclusive fullscreen.

The README is release-specific. Labels and support can change, so check the current version’s documentation if a menu item or hardware requirement differs from the descriptions below.

Connect the controller and select it in the game

1. Connect or pair the gamepad outside the game

Use your operating system’s normal USB, Bluetooth, or controller-platform procedure. The project instructions do not prescribe an additional in-game pairing sequence. Once the operating system reports the pad as connected, start the port and test the controls at the title screen or in the opening area.

2. Open PC settings with F10

Press F10 while the port is running. This opens the PC settings menu, where you can configure graphics, sound, and controller-related options. If F10 does not appear to work, click the game window first so it has keyboard focus, then press the key again.

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3. Use the prompt style that matches your input

The project’s compatibility statement is deliberately broad: “Any gamepad works as the PS4 pad.” Do not interpret that as a guarantee that every model has been individually tested or that every advanced feature works on every connection type. Basic gamepad input is the documented target; specialized features such as trigger haptics and controller-speaker output have narrower requirements described later.

Button prompts follow the most recently used input style. If you move the mouse or press a keyboard key, keyboard prompts can appear; using a PlayStation-, Xbox-, or Switch-style controller changes the prompt family accordingly. If prompts seem wrong, press a button on the controller after connecting it, then continue playing without alternating inputs unnecessarily.

4. Verify movement before changing graphics

Walk, look around, and test the face buttons, shoulder buttons, and sticks before adjusting visual options. This separates a connection or focus problem from a performance problem. If no input registers, confirm that the operating system sees the pad, reconnect it, and restart the port after the device is recognized.

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Choose a graphics preset first

Open F10 > Graphics and start with Original (PS4) if your goal is to reproduce the project’s stated baseline. The README describes the PS4 look as the reference and says added effects are off or set to original behavior by default in this mode.

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The other broad choices are Low, Medium, High, Ultra, and Custom. These names are quality targets, not published performance guarantees. The project does not provide a universally optimal preset or benchmark results, so treat moving up or down as a personal trade-off between image quality, noise from extra effects, and the frame rate your hardware can sustain.

Preset or mode Best use What it means
Original (PS4) Authentic baseline Uses the documented PS4-style behavior, with added effects disabled or returned to the original behavior.
Low Reduce rendering cost Lower-quality settings for hardware that cannot maintain a comfortable frame rate at higher options.
Medium Balanced starting point A middle quality target; actual performance depends on resolution, GPU, driver, and enabled features.
High More detail Raises quality without making the most aggressive settings mandatory.
Ultra Maximum conventional quality Attempts the highest preset values available before individual customization.
Custom Fine control Lets you combine original-style settings with selected lighting, texture, scaling, and post-processing changes.

Adjust individual graphics options

After selecting a preset, choose Custom when you want to change one setting without replacing all the others. The project says every listed option can be returned to its PS4 setting, which makes Original (PS4) a useful reference point when comparing changes.

Shadows and ambient lighting

  • Shadow map size: Larger maps can produce more detailed shadows but require more memory and rendering work.
  • Ray-traced shadows: Choose the original sharp behavior or a softer ray-traced result. Ray-traced shadows require Vulkan ray queries and are unavailable on macOS.
  • Contact shadows: Adds small-scale shadowing where objects meet surfaces, helping nearby details read more clearly.
  • Ray-traced ambient occlusion: Uses ray queries to calculate local darkening around geometry. It has the same Vulkan ray-query and macOS limitation as other ray-traced options.
  • Ray-traced floor reflections: Adds ray-traced reflections on floors. It also depends on Vulkan ray queries and is unavailable on macOS.

Ray-traced options are independent choices. A GPU may support one combination comfortably and struggle with another, so enable them one at a time if you are diagnosing a slowdown rather than changing every option together.

Texture and filtering quality

  • Anisotropic filtering: Improves the clarity of surfaces viewed at an angle, such as floors and walls extending into the distance.
  • Enhanced textures: Uses the port’s higher-detail texture option instead of the original-style texture presentation.

These settings affect image detail rather than controller behavior. If the port remains responsive but the picture looks soft or blurry, check render resolution and upscaling before assuming the controller is at fault.

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Post-processing effects

  • Film grain: Adds a grain layer over the image.
  • Motion blur: Blends frames during movement.
  • Depth of field: Blurs areas outside the chosen focus range.
  • Lens flare ghosts: Adds the flare artifacts associated with bright light sources.
  • Curved-lens colour fringing: Simulates color separation toward the edges of a curved lens.

These effects are artistic choices rather than universal quality improvements. Keep them at the original behavior for the closest PS4-style presentation, or disable or raise them according to your preference in Custom mode.

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Check hardware and operating-system support

The baseline requirement is a GPU and driver with Vulkan 1.3. The port’s settings page greys out unsupported features and explains why, so a disabled control is usually a capability limitation rather than a missing installation step.

Feature Documented requirement or limitation Practical consequence
Ray-traced shadows, ambient occlusion, and floor reflections Vulkan ray queries; unavailable on macOS Use original or non-ray-traced behavior when the hardware or operating system lacks ray-query support.
DLSS upscaling GeForce RTX card The DLSS controls do not apply to GPUs outside that hardware family.
FSR and XeSS upscaling Recent GPUs on Windows Availability depends on the GPU and Windows configuration; the menu may disable them when unsupported.
FSR 3 frame generation Radeon RX 5000 series or newer Requires compatible hardware and a supported release configuration.
DLSS Frame Generation RTX 40 series or newer Older RTX generations do not meet the documented generation requirement.
MetalFX Frame Interpolation Experimental; Apple silicon with macOS 26 or newer It is not a general macOS feature and should be treated as experimental.

Support is feature-specific. A computer can meet Vulkan 1.3 requirements yet lack ray queries, or support an upscaler while lacking its frame-generation mode. Read the explanation beside a greyed-out option instead of forcing a setting through an external tool.

Set resolution, fullscreen mode, V-sync, and upscaling

Display mode

The display section offers windowed, borderless, and exclusive fullscreen modes.

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  • Windowed: Keeps the game in a resizable window and is convenient when switching between applications.
  • Borderless: Fills the desktop without taking exclusive control. The port can render at a selected size different from the desktop window, so borderless does not necessarily mean native desktop resolution.
  • Exclusive fullscreen: Uses a display mode selected from the modes your monitor and driver report. The menu lists the supported choices.

Select a render resolution separately from the window mode. If the image is unexpectedly soft, verify that the render resolution has not been lowered by a preset or custom scale. If a selected exclusive mode does not appear, use one of the display modes the game lists rather than entering an unsupported value.

Vertical synchronization

V-sync can be turned on or off. Enabling it can coordinate frame presentation with the display and may prevent visible tearing; disabling it can reduce synchronization constraints but may show tearing. The README does not publish latency or frame-rate measurements, so choose based on what you see and feel on your own display.

Upscaling and native-resolution anti-aliasing

The port lists FSR 3.1, DLSS 4.5 with model selection, and XeSS upscaling. It also provides common quality steps or a custom scale, plus native-resolution anti-aliasing options including FSR native AA and DLAA.

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Use an upscaler when you want the game to render internally below the selected output resolution and reconstruct a sharper image. Use a native-resolution anti-aliasing mode when you want the internal render to remain at output resolution while applying anti-aliasing. The available choice depends on your GPU and operating system; DLSS requires a GeForce RTX card, while FSR and XeSS are documented for recent GPUs on Windows.

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Frame generation

Frame generation is separate from ordinary upscaling. The documented options are hardware- and platform-specific: FSR 3 frame generation supports Radeon RX 5000 or newer, DLSS Frame Generation supports RTX 40 or newer, and MetalFX Frame Interpolation is experimental on Apple silicon with macOS 26 or newer. Because support and behavior can change by release, verify the current README before relying on a particular combination.

Configure controller vibration and enhanced feedback

Original vibration is the default. It is the appropriate starting point if you want the baseline controller behavior.

Enhanced feedback adds supported trigger vibration and, on supported wired USB DualSense controllers connected to Windows, haptics derived from filtered Lisa cries. The project separates optional controller-speaker output and its volume from vibration: speaker volume does not alter the main game mix or headphone mix.

Do not assume these effects work on every controller, wireless connection, or operating system. The README specifically narrows the documented DualSense haptics case to supported wired USB units on Windows and cautions that physical controller output still needs hardware validation. If you use another pad, keep Original vibration enabled and treat any additional feedback as optional.

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Use the microphone section without a microphone

One part of the game listens for the player to say “Jack.” If you do not want to use a microphone, the port provides alternatives.

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  1. Press F10 to open PC settings.
  2. Choose Sound.
  3. Enable Assign J / L2 + R2 for the microphone trigger.
  4. When the game is listening, press both controller triggers, L2 and R2, at the same time.

With the keyboard alternative, press J when the game is listening. The trigger assignment is a deliberate substitute for the microphone action; it does not turn the controller into an audio input device.

Troubleshoot common setup problems

The gamepad is connected but nothing moves

  • Confirm the operating system or controller platform recognizes the pad before launching the port.
  • Click the game window to restore focus, then press a controller button.
  • Disconnect duplicate input devices temporarily so the game does not receive competing signals.
  • Restart the port after connecting a controller that was plugged in after launch.

The prompts show the wrong button labels

Press a button on the desired controller and avoid switching back and forth between keyboard and pad. Prompts follow the most recently used input style, so the last input device can change what the game displays.

A graphics option is greyed out

Read the explanation shown beside the disabled control. Unsupported hardware, missing Vulkan ray-query capability, macOS limitations, or an incompatible GPU family can all make a feature unavailable. This is expected behavior; choose the original or non-feature path rather than trying to force the option.

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The image is too soft after enabling an upscaler

Check the selected render resolution, quality step, and custom scale. Borderless mode can use a render size different from the desktop window, so confirm both values. If your hardware supports it, compare the upscaler with a native-resolution option such as FSR native AA or DLAA.

Ray-traced settings are unavailable on a Mac

The README documents ray-traced shadows, ambient occlusion, and floor reflections as unavailable on macOS because they require Vulkan ray queries. Use Original (PS4) or the corresponding non-ray-traced options.

Enhanced controller effects do not play

Check whether your setup matches the documented limitation: supported wired USB DualSense hardware on Windows for the enhanced haptics case. Controller-speaker output is separate and still requires hardware validation. A standard gamepad can continue to provide ordinary vibration and gameplay input without those extras.

A practical setup sequence

For a first run, use this order so each change has a clear effect:

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  1. Connect the gamepad through the operating system or controller platform.
  2. Launch the port and press a controller button to establish the active input style.
  3. Press F10, open Graphics, and select Original (PS4).
  4. Choose windowed, borderless, or exclusive fullscreen and set a supported render resolution.
  5. Decide whether V-sync should be on or off for your display.
  6. Play briefly, then return to Custom mode only if you want a specific visual change.
  7. Enable one demanding feature at a time, beginning with texture, filtering, or post-processing changes before testing ray-traced effects.
  8. Choose an upscaler or native-resolution anti-aliasing mode that your GPU supports.
  9. Test frame generation only when your hardware and operating system meet the listed requirement.
  10. Leave Original vibration enabled unless your controller qualifies for the documented enhanced-feedback features.

This sequence gives you a known baseline and avoids treating a preset name as a performance promise. The port has no published universal benchmark or best preset; your display, resolution, driver, and GPU determine the useful trade-off.

Recommended decision points

Your priority Start with Then consider
Match the PS4 presentation Original (PS4), original vibration, native display resolution Keep added ray tracing and post-processing at original behavior.
Improve image detail Custom mode, anisotropic filtering, enhanced textures Raise shadow quality or add post-processing if you prefer the effect.
Reduce rendering load Low or Medium preset, lower render scale, V-sync chosen for your display Disable ray-traced effects and use a supported upscaler.
Use advanced lighting Custom mode with Vulkan ray-query support confirmed Enable shadows, ambient occlusion, and reflections individually.
Maximize controller feedback Enhanced feedback Use a supported wired USB DualSense on Windows for the documented trigger and filtered-cry haptics; validate speaker output separately.
Play without a microphone Sound settings and the L2 + R2 assignment Press both triggers when the game listens for “Jack,” or use J on the keyboard.

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