r/recomps • u/ohpuhlise • 10h ago
Discussion Fable 2 recomp has received a huge FPS boost in the latest version
12100f and RX 6600. 1440p resolution.
r/recomps • u/SgtElectroSketch • 13d ago
There is nothing to indicate so far that any workflows with regard to Decomps/Recomps/Disassemblies have been affected.
Claude's new statement has stopped nothing with regard to what we do.
Their target are the people who take games from steam and just say "AI clone this game for me."
And to be honest, trying to clone indie games is kind of a dick move. I'm all for sticking it to the big corpos who refuse to re-release games in a modern format, or add ridiculous monetization to games, but small studios are the light in the dark for what I see as a very bleak gaming industry right now.
I've still been converting C to C++ with it all weekend. I've still be disassembling pre-N64/PS1/GBA/Dreamcast games all weekend.
If you see doom posting, report it and I'll remove it.
Until we have definitive results of people not able to do any decomp/recomp/disassembly, nothing changes right now.
r/recomps • u/SgtElectroSketch • Oct 04 '26
I hear you guys, all requests are to go in here from now on.
If you see a post or comment requesting a port/recomp/decomp, please report under Rule 11.
r/recomps • u/ohpuhlise • 10h ago
12100f and RX 6600. 1440p resolution.
r/recomps • u/Digital_Deebo • 2h ago
PC Specs: AMD Ryzen 9800X3D, Nvidia RTX 5080, 32GB DDR5 Mt/s
Link to Recomp: https://github.com/imnotsharingmyname/pcportastrobot
r/recomps • u/thegh0sts • 11h ago
Been meaning to see this game get the recomp treatment but with the 360 version. But the PS4 version made it a bit easier. Yes I am aware a PC version exists but the game itself is no longer available anywhere to buy anyway. This recomp is meant to give people a chance.
r/recomps • u/evillurkz • 8h ago
An update for those who wants to know where I'm at - we're very close to releasing this.
What's left to do is just testing to see there aren't any crashes. and of course a video (finally)
Up to 4K (720p / 1080p / 1440p / 4K, plus a 4K upscaled mode)
120 fps and uncapped frame rates. The game's simulation still runs at its original 30 Hz, and rendering is smoothly interpolated between ticks, so the game speed and physics stay correct
Windowed, borderless or exclusive fullscreen
FXAA anti-aliasing, texture filtering up to 16x, and "Sharp" upscaling for lower resolutions
Draw distance up to 3x the original: the city no longer pops in right in front of you at high flight speed
Low-end options: a one-click graphics preset (Low / Medium / High / Ultra), a low-VRAM mode for cards under 6 GB, and a low-CPU mode
Shaders and HD textures are prepared at start-up behind a small loading bar, so there's no stutter the first time you see something
FPS counter option
HD texture pack (optional) and HD videos (4K intro and story movies, optional)
Cape fix: the original cape flickered and tore. It now renders cleanly, and cape smoothing keeps it fluid at 120 fps
Fly into space: the sky turns into space as you fly higher, with a cloud deck and Earth below
No more invisible wall at the edge of the world: the hard fog wall around Metropolis is replaced by natural atmospheric haze. When you cross the mountains, a short white-out carries you out to open sea, and the distant mountain silhouettes stay visible on the horizon so you always know where the city is. Flying back in takes you to the edge of the mountains, so you never see the hollow back side of the map
Clean title screen option without the big superman logo hiding the city.
Save anywhere: saving also remembers Superman's position
Cutscene skip: hold START / OPTIONS for a second
Event cooldown: set how often random city events interrupt free roam
Free-roam boundary: original, extended, or off
Camera distance options
Lock-on fix: L2 lock-on stays available (the meteor level used to switch it off) and re-locks reliably
Target switch on D-pad down: cycles left, right, up and down, so it finds targets above and below you too (great for the meteors)
Movie soundtrack option: plays the film's score as the game's music
Vibration strength setting
Instant Alt+F4 quit, an EXIT GAME button, and PC SETTINGS reachable straight from the pause menu
Menu fixes: BACK works everywhere in the save-game and Metropolis/Fortress menus, with proper select and back sounds
PlayStation button prompts throughout the game (DualShock / DualSense icons), or the original Xbox prompts
Works with any controller; prompts switch with a setting
Fast flight: hold R1 and click L3 to step from 1x up to 50x speed (hold L3 to drop back to 1x). The game automatically eases you back to normal speed right before you hit the ground
Damage multiplier: 2x / 3x / 5x / 10x / one hit (only affects enemies, not the city)
Fast forward: speed up the whole game 2x-4x on a button
The game's own cheats from a menu: infinite stamina, infinite city health, all power-ups, unlock all extras
Everything above can be changed in-game from a full PC SETTINGS page (controller-friendly), or from a separate Settings app before launching.
Fixed the stray old sound bursts that played when you pressed buttons
Fixed flicker, menu frame drops and various audio glitches from the original running on modern hardware
Lots of smaller stability fixes
Release: Very soon
github: https://github.com/retrogameworld/SupermanReturnsRecomp
r/recomps • u/danganronp • 12h ago
The idea of reworking my favourite PS1 games has been sitting in my head for quite a long time. Unlike the classic Resident Evil games, where all backgrounds are static images, these two games have their own unique flavour that was quite revolutionary back in 2000.
Most of the game's content consists of pre-rendered videos with 3D models overlaid on top. One of my friends told me that, on CRT TVs back in the day, the games could actually look better than they do on modern displays. I'm not entirely convinced, though.
Sadly, the Steam "ports" didn't bring much to the table beyond modern controls, so I decided to give it another shot: recompile and remaster both games using AI.
I had to move on to other priorities IRL, but I don't want this work to remain in the shadows.
Both games are fully completed and playable from start to finish. Fixing every AI hallucination would take thousands of hours, which is simply too much for a one-person project. I've fixed most of the major issues, but expect some weirdness here and there.
Google Drive may apply rate limiting when downloading large files, so I've added alternative R2 mirrors to avoid this issue (see links below).
Steam Deck support has also been added, along with installation instructions. Please note that testing has been limited to the starting zone and four adjacent rooms. If you encounter any issues, report them here. I'll do my best to fix them as soon as I can.
I may or may not deliver further updates, depending on my schedule. I still have a long to-do list and plenty of ideas in mind. Any future updates will be delivered through GitHub.
Get it here: https://github.com/iva1nn/project-helix
Or here: https://feremaster.us/downloads
r/recomps • u/Classic-Note-4424 • 1h ago
https://github.com/vagenam/nexus-recomp
up to 4k res and uncapped fps.
still a bit of issues but it's pretty stable from my testing so far.
i have a xeon e5 2680v4 so performance for me is less then id like it to be but newer cpus should do better
r/recomps • u/CastleShadowgreat • 3h ago
I like to wait for 1.0 before I release anything but I have been distracted by other projects and I want to release what I've done so far with Cool Boarders 2.
The game boots and runs well, no crashes experienced in several hours of play. The resolution can be increased thanks to psxrecomp.
I added the two features I wanted most, toggles in the launcher to unlock the various unlockables and a meter to tell you how far you've charged your spin.
If anyone wants to pick up from here feel free, I might come back to this and I might not.
Get it at Cool-Boarders-2-Recomp
Coming to your favorite launcher soon
r/recomps • u/idillicah • 8h ago
Hi everyone,
I am a long time dev (first web in 2007, first game in 2016). I am also an avid Pokemon fan. So, I made this for myself using a whole bunch of SDL2 shaders I had from back in the day. It is a fork of the Vita version of Emerald 3DS, with a whole bunch of the Square Enix HD-2D effects.
-----
REPO: https://github.com/marcoscodas/bravely-emerald/releases
Builders for Windows and Steam Deck currently (should work with other SteamOS devices that are modern). You will need to provide your own Emerald GBA dump. NO GAME FILES ARE HERE.
-----
Each has a settings row (OFF / AUTO / LOW / MEDIUM / HIGH unless noted). OFF gives the original look. You can only enable what you want.
Look of the world
Post chain: bloom, colour grade, vignette, a LUT grade, and tilt-shift depth blur with bokeh, so the world reads like a diorama.
Camera tilt: a menu choice from 40° (classic) down to 24°. The default is 32°, which is more front-on than before. Battles are unchanged.
3D resolution: 960, 1120 (default) or 1280.
Light shafts: animated sun and moon rays. They follow the real sun and moon direction through the camera, so they lean from one side at dawn, stand steep at noon, lean the other way at dusk, and turn pale blue at night. They drift and breathe, follow weather, and sit at 50% of their first opacity.
Sun shadows: a real shadow map from the sun with soft edges. It replaces the old baked shadow rays while it’s on. It also caused house-wall stripes, which are fixed.
Relief (bump): a small amount of height on ground, trees, buildings and characters, from their own art.
Ground detail: fine grain by tile type (grass speckle, sand ripples, path grain) plus a slow undulation at 25% strength. Indoor floors get only a faint grain.
Soft shadows and character outline: blob shadows under characters and a light rim and outline.
Nature and weather
Wind sway for trees, grass and flowers.
Standing tall grass and flowers, which part when you walk through them.
Rain streaks, ripples and splashes, wet ground and mist.
Particles: pollen, dust and fireflies with smooth swaying motion. Water glints.
Sound
Ambient sound: procedural and recording-free (birds, wind, drips, crickets). Controls: AMBIENT VOLUME (OFF/LOW/MEDIUM/HIGH, MEDIUM is half the old default) and AMBIENT FREQUENCY (SPARSE/NORMAL/FREQUENT).
Battles
Backdrop blur and dark overlay, with floating gold motes. The battlers and UI stay sharp.
Battle effects: a type-coloured hit glow, screen shake, and a slowly moving backdrop. The hit flash, low-HP pulse and battle weather were never seen in a screenshot. Sprite rim light and the wet-floor reflection were not done.
Interface
UI polish (General > Interface, original art kept):
Frosted-glass panels.
A faint moving gradient tint.
Text shadows only, with no bolding.
Animated menu cursor.
Menu fade and slide.
Smooth HP bars.
Deck button glyphs in footers.
Item icon shadows.
UI depth glow: a soft dark halo behind UI elements.
Several of these (cursor trail, menu transitions, low-HP glow, dusk and night tint) were never caught in a screenshot.
-------------
For the sake of clarity, the Emerald 3DS and Vita ports already have a bunch of AI work on them, and though I made these shaders back in the day myself, I asked Claude to implement them.
r/recomps • u/Guuzzeji • 3h ago
r/recomps • u/Afsan23 • 3h ago
Game: https://github.com/TheRealAfsan/Shinobi-PS2-Recomp/releases/tag/v0.6.0
Texture pack: https://github.com/TheRealAfsan/Shinobi-PS2-HD-Texture-Pack-1/releases/tag/v1
Hi all,
Shinobi PS2 Recomp v0.6 is out, and it's the biggest update so far. (I'm going for a short break as I have worked immensely hard on this update, and will return on Thursday for the next steps)
I want to start here.

Moving on swiftly...almost everything here came from your comments, GitHub issues and messages, so thank you. Here's everything that changed since v0.5.3.

HD TEXTURE PACK 1 (PRE-ALPHA, separate download - It's provided on GITHUB)
235 of the game's textures upscaled 4x on the GPU (Real-ESRGAN), with the PS2's transparency handled properly, so no bright fringes and no dark halos. (there's probably 10-15k of textures to get through, this is my priority)
The whole HUD: health, magic, kunai, the TATE counter, the gauges, the magic flames and kanji
The menus: title screen, main menu, Options and Button Config (with sharp button icons), Extra menu, stage clear and results, pause, game over, and the game's font
Stage title cards, stage select pictures, the Shinobi logo and the start-up screens
Stage 1's buildings, streets, walls and effects
Press Shift+F5 in game to flip between HD and original and compare
Also works in PCSX2 (same texture names)
This pack grows with every update: more stages, more bosses, more of everything
It's a separate optional download on the same GitHub release. Unzip it into your game folder and you're done

LANGUAGES (Early dev Release)
Play in English, Japanese, French, German, Italian or Spanish, with voices and text chosen separately: English voices with French subtitles, Japanese voices with English text, any mix
Japanese works straight from your US disc: Japanese voice acting in stages, cutscenes and story movies, plus Japanese subtitles
French, German, Italian and Spanish: point the launcher at your own Shinobi (Europe) disc image once and they unlock
The launcher checks the disc you pick and tells you whether it's the European one
With a European language you get the full dub: stage voice lines, in-game cutscenes, menus, the pause screen, subtitles and the story movies
Nothing is copied or converted: the game reads the European files straight from your disc image while it runs, and your US files are never touched

JUKEBOX
Replace any of the game's 30 music tracks with your own: every stage, every boss, the title screen and menus
mp3, ogg, m4a, wav, flac and opus all work
Pick a file in the launcher, or drop files into the jukebox folder named after the track
Your track loops like the original, pauses with the game, follows the game's own fades and volume, and restarts on Retry
Default puts the original back, and your music is kept through updates

IMAX CUTSCENES
IMAX mode (F7) now covers the pre-rendered story movies: full screen, edge to edge, no black bars on any side
Subtitles are laid over the picture on a soft dark band instead of pushing the movie up
Turn IMAX off and movies look exactly as they always did
(The in-game story scenes are next: they need the camera widened, not just the bars removed)

MOUSE AND KEYBOARD
True 1:1 mouse aiming: the camera turns by exactly as much as you move the mouse. No smoothing, no acceleration, no top speed. A small nudge turns a little, and a fast flick turns as far as you flicked
Mouse camera speed still scales it, and the camera invert settings now apply to the mouse too
No camera jump when you come back from a pause or loading screen
WASD moves Hotsuma, the arrow keys still work, and Left Shift, Left Ctrl and Alt can now be bound (issue #11)


CONTROLLERS AND HAPTICS
Your controller is detected automatically, and the launcher and in-game menu show its real button names: Cross, Circle and L1/R1 on PlayStation; A, B and LB/RB on Xbox; the same for Nintendo pads
No more Q and E prompts with a PS5 pad plugged in
A controller switched on after the game has started now works in the F1 menu
New haptics settings in the Mod Menu: haptics on/off, strength, and the L2 adaptive trigger, all live in game
New menu haptics on DualSense (rumble on Xbox pads) in the launcher and the F1 menu: a centred thump on every move, a heavier one on page turns, a firm click on Cross, and a slow run of beads as you scroll lists with the right stick
Menu haptics only fire when you're using a controller, and they follow your strength setting
Inverted camera (left/right and up/down) now works with the mouse as well as the controller

PICTURE AND PERFORMANCE
The picture is now centred: Shinobi leaves a black band under its picture that old TVs hid, and the recomp now splits it top and bottom (issue #8)
Frame pacing rewritten for high frame rates: 240 and 360 FPS stay flat (issue #7)
Shaders are saved in the game folder between sessions, Vulkan pipelines included, so starts are faster and the first-boot stalls are mostly gone

New Game Volume slider (Mute to 100%)
The streamed music fix is on by default: music and movie audio in true stereo with no echo (issue #2). Big thanks to LgSetzeR for the write-up
Pick your own launcher music

THE LAUNCHER, REBUILT
Opens full screen (windowed), sized to your monitor
New boot screen: a lightning video behind an 80s car-dashboard style loading bar, with the credits underneath
New launcher theme, timed so the bass drop lands as the art slams in
A much punchier intro
Settings one page at a time, so nothing is squashed: flick through with L1/R1 (LB/RB, or Q/E)
New pages:
Feature Set: everything the recomp does and what's coming next, with the new features marked by gold sparks, and your installed version at the top. The launcher opens here
Sound and Jukebox
Languages
Controller navigation reworked: row by row, the D-pad reaches everything, and the right stick scrolls any list smoothly
New Refresh button
First start uses the recommended settings (1440p, D3D11)
Updates can no longer get stuck offering the same version (issue #12)

HALF THE DOWNLOAD: 67 MB > 35 MB
Nothing you'd notice was removed. The zip just stopped carrying things you don't need:
A video decoder built for this game alone: Shinobi's movies only need MPEG, so the 30 MB general-purpose decoder became a 1 MB one (every movie frame checked identical)
The build for old CPUs (no AVX2) is no longer in every zip: on those PCs the launcher fetches it once, automatically (19 MB). Everyone else saves the space
Leftover emulator files the recomp never uses, removed
The launcher's pictures, music and intro video re-compressed, at the same quality

FIXES
Game folders with non-English characters in the path (accents, Cyrillic, Japanese and so on) now work
The frame cap no longer stutters after a single slow frame
The picture centring holds steady between scenes
Skipping a movie no longer risks a freeze or one-sided sound

STILL KNOWN
4K on Vulkan: black intro and missing pause menu. Use D3D11 at 4K for now, and a log from that run would really help
21:9: some effects (smoke, blood, the TATE kanji) can show black blocks
Sound effects can drop out after pressing Retry (issue #10): if it happens to you, please send the log from that session
Having massive issues with getting the scoreboard end of level to display properly, no idea why. I see it. Will be fixed next week.
COMING NEXT
Save states
HD Texture Pack 2: more stages and bosses
Easy Setup in RecompLauncher


You still need your own original copy of Shinobi (USA), plus Shinobi (Europe) if you want the European languages. Fan project, not affiliated with SEGA or Sony.
Game: https://github.com/TheRealAfsan/Shinobi-PS2-Recomp/releases/tag/v0.6.0
Texture pack: https://github.com/TheRealAfsan/Shinobi-PS2-HD-Texture-Pack-1/releases/tag/v1
See you soon.
Afsan
r/recomps • u/Prodgorigamia • 9h ago
After racking my brain trying to figure out how to do a Playstation 1 recompilation, I finally finished the first one! Vib-Ribbon is a 1999 rhythm game developed by NanaOn-Sha and released by Sony Computer Entertainment for the PlayStation. It supports custom MP3s, modernizing the CD option with custom music that was in the original version. I haven't yet set it to 16:9 because the game is technically 4:3, but I want more people to test it so I know how it looks on different hardware.
https://recomplauncher.com/game/vib-ribbon-recomp?lang=pt-BR https://github.com/Adoregabriel2005/vib-ribbon-recomp
r/recomps • u/Throwaway84845689 • 2h ago
Hi all, I am pretty new to this recomp stuff and I don't know where to even begin. I guess I first heard of this stuff when Kingdom Hearts 358/2 days became a playable game on the PC. Then, I saw all the crazy mods people were able to pull off on games like Elden Ring.
My question is are the PS2 Atlus games namely Digital Devil Saga 1 and 2 and the second Raidou game playable yet? Also, What about Soul Hackers and SMT 4 and Apcaloypse on the DS? Seeing how Atlus seemingly forgot about any IP they hold not named Persona I wanted to really experience these games with DLSS 5 and 4k textures.
r/recomps • u/kakarogod • 2h ago
I remember playing this so much during the time when I had like 3-4 PS2 CDs in the initial days (the others were Syphon Filter: Dark Mirror, Ben 10 Protector of Earth... I don't remember the other ones).
And after a lot of years I bought back a PS2 and it was so hard to get a hold of this game from where I am at a reasonable price. And what's worse was that it was terrible and somehow really intense to emulate.
I was surprised to come across this randomly as I was going through all those recomps recently.
https://github.com/FIZL0/opentennis
Okay so what I like in here basically is.. really great performance (I mostly run this on my tablet and it runs at 144fps the whole time), it's got mods support within the app and supports most modern controllers that I've tried out. I reached out to the dev and they also seemed super into it and also shared pics of them playing the game as a child. Which was really sweet.
I'm just super excited and I hope people who played this game find this post. I didnt think this would be the game of all games that someone would've ported so early into this whole thing.
r/recomps • u/Few-System-8397 • 6h ago
r/recomps • u/Prodgorigamia • 9h ago
I'm developing a decompilation of the game Grandia Xtreme, but I'm having problems with the scenery disappearing in a way I've never seen on the PS2. Does anyone who knows more about PlayStation 2 know how to solve this? I haven't released the decompilation yet because I want it to be complete before publishing it definitively, not just any old way.
Does anyone understand this part?
I used the way GRANDIA 3 DECOMP works (https://github.com/GranasSabre/Grandia3-OpenSkies) as a technical basis, since it uses the same "improved" engine by Game Arts. And GUNHO doesn't want to release this game for PC on STEAM, so we're making it happen!
r/recomps • u/SuperCatElvis • 12h ago
Until Dawn PC now has 4K Native support now available with almost 60FPS stability (Some heavy scenes drop a bit so still WIP, lower resolutions have achieved 60FPS stability)
r/recomps • u/One-Arugula1163 • 13h ago
Hello,
I'd like to announce Project Vagrant. We're a fully completed Vagrant Story build that is quite a bit different than most.
https://github.com/RakuenSoftware/vagrant
Our approach has been to build an underlying engine to support modern console games, which then interprets the scripts and uses the assets from existing games. Fundamentally, it's a very different approach to most decomps. This leads to interesting capabilities, such as HDR for Vagrant Story. We support Windows, Mac, and Linux. Soon, iOS and Android ports will also be released.
At this point, all that is left is to do further testing. It should be fully playable, and has been successfully played through from end to end, with new game + functionality tested.
Ping us on discord at https://discord.gg/T876QZGsCr or file a github issue if you encounter any problems.
Give it a shot!
r/recomps • u/IC1LLA • 15h ago
Above is a gameplay clip unfortunately a little laggy from how screen capture capped framerate to 30fps
I've been working on a native PC recompilation and remaster of Apex: Racing Evoluzione, originally released for the Xbox in 2003.
I'm leading the project myself, with Claude AI doing much of the coding and debugging, along with help from ChatGPT. I've been directing the development, choosing features, testing builds, reporting bugs, and deciding how the remaster should look and feel.
What started as getting an old Xbox game running natively on Windows has turned into something much bigger.
Here's what we've accomplished so far:
Performance & Stability
- Unlocked the original hardcoded 30 FPS limit to 60 FPS racing.
- Reworked game timing and physics to function correctly at 60 FPS.
- Races average approximately 59.8 FPS, with menus remaining at 30 FPS.
- Fixed major crashes, black screens, race-start freezes, memory issues, and graphical flickering.
- Optimized the renderer, significantly reducing CPU overhead.
Graphics Overhaul
- Over 8,000 HD textures covering cars, roads, buildings, vegetation, mountains, and environments.
- GPU-native BC7 texture compression for better performance and reduced memory usage.
- Native 1440p widescreen, HDR, bloom, 16× anisotropic filtering, and up to 4× rendering scale.
- Reworked trees, forests, grass, mountain textures, and road surfaces.
- Added fallen leaves and improved environmental detail.
- Improved vehicle reflections, gloss, glass, lighting, and distant scenery.
- Fixed numerous original rendering problems and missing geometry.
Audio & Vehicle Physics
- Added an optional native XAudio2 sound engine with 3D positional audio, Doppler effects, and headphone spatial audio.
- Adjustable engine, tire, opponent, and announcer audio levels.
- Corrected vehicle handling mappings.
- Added realistic mass and torque proportions for 32 vehicles.
Spotify Integration
- Spotify playback controls integrated directly into the launcher and game.
- Animated in-game song notifications with album artwork, dynamic colors, and an equalizer.
- Customizable keyboard and controller shortcuts for skipping tracks and controlling playback.
- Playlist management and optional Spotify pause or shutdown when exiting the game.
Custom Launcher & In-Game Tools
- Modern launcher with extensive graphics, audio, controller, and performance settings.
- In-game settings overlay accessible through F1 or the controller Guide button.
- Built a custom Apex Texture Studio integrated into the launcher.
- Browse, export, import, and replace textures throughout the game.
- Point-and-click texture identification directly during gameplay.
- Automatic BC7 conversion and HD texture installation.
- Modding tools, controller customization, and gameplay recording features.
What's Next?
I'm still working on dynamic car shadows, improved environments, additional roadside objects, animated foliage, racing wheel support, and other enhancements.
Eventually, I plan to release the project publicly. No copyrighted game files will be included. Players will need to provide their own legally obtained original Xbox game files.
A Note About AI
I want to be completely transparent: I'm not claiming to have personally written all this code. Claude AI has handled much of the programming, with ChatGPT also assisting with development and troubleshooting.
My role has been directing the project, coming up with features, making design decisions, testing everything in-game, identifying problems, and working with the AI tools to get things functioning correctly.
This has been a passion project, and it's honestly amazing seeing how far a 2003 Xbox game can be pushed with modern hardware and AI-assisted development.
I'd love to hear what everyone thinks of the progress so far!
r/recomps • u/Alexbeav • 1m ago
Batch 5 is up, and every game from Batches 1-4 has a new release built on the new engine pin (pin I).
Catalog and downloads: https://alexbeavs-ps1-ports.github.io/psxrecomp-ports/
Game list and the full story in the comments. Enjoy the games!
r/recomps • u/Digital_Deebo • 2h ago
Huge Step Forward for PS5 games on PC. This is with Shaders Cached (I ran through the level once before and then recorded). Has some issues but overall a good starting point. Good stuff to the Dev of this project.
PC SPECS: AMD Ryzen 9800X3D, Nvidia RTX 5080, 32GB DDR5 6000 Mt/s
Link to Project: https://github.com/imnotsharingmyname/pcportastrobot
r/recomps • u/cheater00 • 4h ago
"confused deputy" attack on opus 5.5 safeguards
r/recomps • u/SireEvalish • 10h ago