P.T. native PC port entered development with a direct reconstruction of the Silent Hills teaser for Windows. The developer presented the project on September 30, 2026, and states that the implementation already runs the entire experience, from the main menu to the ending, using the original PlayStation 4 version data. The project runs on C++ and Vulkan, exceeds 60 FPS, and does not rely on PS4 emulation during execution.
The technical difference is important. The work is not the old Unreal PT, is not a recreation in Unity, and also does not run P.T. inside shadPS4. Instead, the author claims to be rebuilding the Fox Engine logic and renderer by reverse engineering the original executable.
Lisa appears in the hallway of the original version of P.T. The new implementation aims to reproduce the original game's behavior on PC. Image: Vandal/Konami.
P.T. native PC port reconstructs the Fox Engine
According to the developer, the port reconstructs in Vulkan the graphics pipeline used by the Fox Engine on the PlayStation 4. The implementation already includes deferred lighting, shadows, local reflections, depth of field, motion blur, bloom, color grading, film grain, lens flares, and the volumetric fog displayed at the end.
In addition, the project runs the original Lua scripts, traps, cutscene videos, and Lisa's animation rig using data directly from the game itself. Therefore, the goal is not to manually recreate every sequence in a modern engine.
This feature sets the project apart from the various P.T. recreations produced since Konami removed the teaser from the PlayStation Store. The developer describes the work as a native port based on code reconstructed through reverse engineering.
Port already runs P.T. from start to finish
The author states that the complete experience already works. This includes the first startup screen, the looping hallway, scripted events, final sequences, and even the stage that uses the microphone.
For this latter function, the project implements offline voice recognition. Thus, processing does not need to send audio to cloud services. The Wwise audio runtime was also rebuilt from scratch and already offers 3D positioning, reverberation, radio transmission with subtitles, and controller vibration.
The red corridor is part of the visual changes that occur during P.T.'s loops. Image: 絶対SIMPLE主義/Konami.
P.T. runs at over 60 FPS in the native port
Another difference appears in the presentation. While the original version runs at 30 FPS, the developer states that the port already exceeds 60 FPS and supports different resolutions. There is also support for mouse and keyboard, DualSense, Xbox controllers, and other gamepads with hot-plugging support.
The project also offers AMD FSR 3.1 as an optional feature. However, the author has not published detailed benchmarks featuring CPU, GPU, resolution, and preset. Therefore, the figure above 60 FPS should be treated as a developer-reported result rather than an independent performance benchmark.
The work also revealed an external issue. To compare the two implementations, the developer runs the original version on a modified version of shadPS4, sends programmed inputs to the controller, and records identical camera positions. During this process, he claims to have found and fixed a texture streaming bug in the emulator that created black streaks on the walls and floor of P.T.
P.T. in its original PlayStation 4 version. The PC project uses the original files as reference and execution data. Image: GameSpot/Konami.
Comparison attempts to achieve a 1:1 reproduction
The validation method is one of the most interesting points of the project. The author places the original version and the port in the same camera position and compares the frames side by side. In this way, he looks for differences in lighting, materials, and behavior.
Despite the progress, equivalence is not yet complete. The developer himself mentions minor lighting and material differences in some rooms, timing details, and the need to expand frame-by-frame comparisons.
This state also distinguishes the project from a ready release. Although the game can already be played all the way through in the development environment, there is still no public build available for download.
Android and iOS are not yet part of the project
As of September 30, the developer presented the work as a native port for Windows. There is no official APK for Android, IPA for iPhone or iPad, TestFlight, or App Store version. There is also no confirmation of an ARM or ARM64 build, Vulkan renderer for Android, Metal for iOS, or touchscreen controls.
Therefore, any current execution of P.T. on mobile devices via streaming or other layers should not be confused with this project. The port announced this week remains focused on PC.
There is still no download or release date
The developer has not defined how they will distribute the project. In a discussion about a future public version, they stated that they will likely need some kind of installer or extractor to work with the files provided by the user themselves.
Furthermore, no release date has been announced. Thus, the current milestone is technical: for the first time, the developer has publicly demonstrated their native reconstruction of P.T. and detailed what already works.
The project emerges while the execution of the original version of P.T. on PC is also advancing through another path. shadPS4 is able to run the teaser, though there are still documented graphical issues. The new port attempts to eliminate this emulation layer and directly reproduce the game's logic and data in a PC runtime.
Sources: developer's original technical announcement on r/silenthill, published on September 30, 2026; the author's own documentation and technical discussions; public shadPS4 issue regarding graphical problems in P.T.