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MH3U NativePC: Monster Hunter 3 Ultimate native PC port with online multiplayer, controller support and better performance. Unofficial, built on glinesbdev/mh3u-port.

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MH3U NativePC

An unofficial, enhanced build of the native PC port of Monster Hunter 3 Ultimate: faster graphics, working online rooms, controller support and a launcher that sets everything up and keeps itself updated.

Download the latest version · What changed in each version · Install

Join the Telegram channel

Questions, news, or a bug to report? Write to us on Telegram.

Credit where it is due. MH3U NativePC is built on the work of two people. The native port itself, the PC recompilation, the translator and the engine are by glinesbdev (glinesbdev/mh3u-port, AGPL-3.0). The online server and network logic are by Matt-Wood-23 (Matt-Wood-23/mh3u-revival, AGPL-3.0). This project adds improvements on top of them and is not affiliated with, or endorsed by, either of them.

Legal notice. This repository does not contain or distribute any game file (executables, models, textures, audio). You need your own legitimate copy of Monster Hunter 3 Ultimate (Wii U, USA version + update v32) dumped from your console. Fan project, not affiliated with Capcom or Nintendo.

The MH3U NativePC launcher

What is different

Compared with the original port, MH3U NativePC adds:

  • Faster graphics. The game's drawing work is split across threads, so the frame rate goes up by roughly a fifth to a quarter on the cards we measured (see below). On by default on NVIDIA and AMD cards; there is an Off switch in the launcher.
  • No more freezes on AMD cards. The picture used to freeze, or the game closed, after opening the item box or the equipment screens on some Radeon cards. Fixed.
  • Real AMD FidelityFX Super Resolution 1.0 (EASU + RCAS) or CAS sharpening, a 1x-4x internal resolution and Vulkan or DirectX 12.
  • Controllers. DualSense, DualShock 4 and generic gamepads are read straight from the device, with camera sensitivity and layout options and detection of HidHide.
  • In-game settings on F1 / F2: resolution, upscaler, sharpness, present mode, FPS counter, language and camera sensitivity, without leaving the game.
  • Mods and cheats, off until you turn them on. The Mods only read the game and draw over it: the life of the monsters (a big bar for the main ones, a thin bar for the small ones) and a damage meter with DPS, which you can drag with the mouse; they are safe and recommended online too. The Cheats change the game (One Hit Kill, infinite sharpness, more zenny, infinite items and ammo): they are not blocked, but they can affect your save and, in an online room, the other players' game, so they are not advised there.
  • Online rooms. A room server is built in, with automatic firewall rules (a single UAC prompt) and a guide to play with friends over Radmin VPN. It has been tried with friends and mixed with Cemu players.
  • Fixes to the picture. Character colours (a cold blue-green tint) and some textures that used the picture of an old frame.
  • A clear message instead of a frozen picture if the graphics card stops answering, and smaller buffers on cards with little memory.
  • A launcher that does the setup: finds your dump, downloads a portable Clang on demand, builds the game for your CPU, and updates itself (see How updates work).

The launcher and the in-game panels (F1 / F2) come in English and Spanish: the language follows Windows (English if it is neither) and can be changed with the gear button in the launcher's title bar.

Frames per second

Frames per second before and after parallel graphics

Measured by us on a single PC (Ryzen 9600X), at 1x resolution, in the village and inside the home, with the same route each time. On the RTX 4070 the left bars are an earlier test build of the idea, not a published version; on the Radeon built into the Ryzen the only difference between the bars is the Parallel graphics switch. Your numbers will depend on your PC; slow processors should gain more, but we have not measured one yet.

A look at the launcher

Graphics Controls Online
Graphics tab Controls tab Online tab

Requirements

  • 64-bit Windows 10/11 and a GPU with Vulkan or DirectX 12.
  • Your MH3U dump (see package/WUA_EXTRACTION_GUIDE.txt if you have a .wua).
  • Free disk space for the compiled dump and the portable Clang (~400 MB).

Installation

  1. Download MH3U_Port_Launcher_vX.Y.Z.zip from Releases (it contains everything needed: launcher, port engine and online server) and extract it to a writable folder (not Program Files).
  2. Open MH3U.exe, go to Instalación & Dump, select your game folder and press Traducir y Compilar (first time only).
  3. Press JUGAR.

After that, the launcher tells you about new versions by itself.

How updates work

Every Release publishes a manifest.json with the version, the notes and the list of files with their SHA-256. The launcher:

  1. Reads releases/latest/download/manifest.json.
  2. Compares versions and works out which files changed.
  3. Downloads only those files to _update/ and verifies each hash.
  4. Closes itself; a temporary script backs up the old files to _update_backup/, copies the new ones, rolls back on error and reopens the launcher.

It never touches launcher_config.json, game.dll, toolchain/ or the logs. If a Release changes the translator output, the launcher asks to rebuild game.dll automatically.

Versions and releases

Version numbers. Versions look like v0.9.10. They use the MAJOR.MINOR.PATCH shape of Semantic Versioning, but while the project is below 1.0 every release raises the last number, whether it brings fixes or new things; the notes of each release say which. Below 1.0 anything may change from one version to the next.

One release, two files. Each Release shows only MH3U_Port_Launcher_<version>.zip (everything needed to run) and manifest.json (what the launcher reads to update itself). Older releases keep only their zip. The one marked Latest is the current version.

Published versions are never replaced. If something is wrong, a new version comes out. People who already have the old one would not receive a silent change.

Where the update files live. The updates branch holds the individual files of every version, with a tag files-<version>, so the launcher can download only what changed, pinned to an exact commit. It is not meant to be edited by hand; main has everything else.

Before a release. The Python tests, a run of the game, and a check that the previous version updates to the new one with the real manifest. The steps for maintainers are in docs/RELEASING.md; the history is in CHANGELOG.md.

Building from source

pip install PySide6-Essentials pillow pyinstaller
cd launcher
python mh3u_launcher_qt.py         # run without packaging
pyinstaller MH3U.spec              # build MH3U.exe
python -m unittest discover -s ../tests

The binaries mh3u-tools.exe (the port engine) and server.exe (NEX server) are not versioned here: they ship in the Releases. Their corresponding source is in source-patches/ (patches on top of glinesbdev/mh3u-port) and in the mh3u-revival v0.2.0-beta repository. To publish a new version, see docs/RELEASING.md. Version history: CHANGELOG.md.

Layout

launcher/        Launcher code: core.py (logic), mh3u_launcher_qt.py (window), qt*.py (glass UI), updater.py, PyInstaller spec, assets
package/         Files shipped next to MH3U.exe in the Releases (guides, firewall script, LICENSE, SOURCE, hooks)
source-patches/  Corresponding source of mh3u-tools.exe (AGPL-3.0)
tools/           make_release.py / publish_release.py: build the zip + manifest.json and publish a Release
tests/           Tests (updater, HidHide, toolchain installer, glass UI)
docs/            Release guide

Contact and bug reports

For more information or to report a bug, join the Telegram channel. You can also open an issue. When you report a problem, attach the launcher's log file (mh3u_latest.log) if you can.

Credits

  • Launcher, online integration and the improvements listed above: g30wolff99 (@G30vamv).
  • Native port and PC recompilation: glinesbdev/mh3u-port (AGPL-3.0).
  • Server and online network logic: Matt-Wood-23/mh3u-revival (AGPL-3.0).
  • Upscaling: AMD FidelityFX Super Resolution 1.0 (MIT).
  • Portable Clang: llvm-mingw.
  • Artwork: the logo and emblem were drawn by g30wolff99 for this project. They are inspired by the look of the logo of Yakumo, TeamGDB's native port of Monster Hunter Portable 3rd, which he liked so much that he wanted to give MH3U NativePC a crest of its own. Thank you, TeamGDB, for the spark.

License

The whole project is published under the GNU AGPL-3.0-only (see LICENSE), the same license as mh3u-port and mh3u-revival, as it is a game preservation project. Releases include LICENSE.txt and SOURCE.txt with links to the source of each component. The license does not cover the game (© Capcom) nor the Capcom and Nintendo trademarks. Other components: THIRD_PARTY.md.

About

MH3U NativePC: Monster Hunter 3 Ultimate native PC port with online multiplayer, controller support and better performance. Unofficial, built on glinesbdev/mh3u-port.

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