Phaethon

News

What landed, what was measured, and what was decided, written as it happened.

The record

Everything before that, one landing at a time.

a filled node is a post, linked to its page · a hollow one is a landing no post covers, dated the day it landed

October 2026

Launcher 0.2.1 is here, and the beta opens

The launcher's first proper release is out, full of small things that make it nicer to live with. It also opens a beta, where a few invited players try each night's newest build and get online play first.

launcherreleaseonlineread the post

Bringing Jak X online, the direct way

Jak X's online menu has been a dead end on Phaethon since the first build. Its racing code starts as the disc has it, the layer under it is new, and on October 22nd two machines raced over LAN for the first time.

gamesonlineread the post

What the next release carries

The runtime the launcher installs today was cut on September 26th. Since then 243 trains have landed, and the next release carries every one of them.

runtimereleaseread the post

Jak X, start to finish

Jak X: Combat Racing now plays from its first race to its credits. It began as a game that would not boot, and the work to get it there grew into Phaethon.

gamesmilestoneread the post

One subtitle system for all four games

The retail preset now shows Jak II's and Jak 3's cutscene subtitles exactly as the discs do, and under the remastered preset all four games share one subtitle system, one overlay and a size slider.

Sixty ticks, at your display's rate

Every preset now runs the games at the console's 60 ticks a second. On a fast display the remastered preset draws the frames between ticks instead of speeding the game up.

Retail by default

Start a game with no options and you get the PlayStation 2 game. Remastered is a preset you choose, a speedrun preset locks every setting to the console's, and one registry names every setting once.

runtimelauncherread the post

How a change lands

No fix-later notes without a ticket, no change merged alone, and every change judged on the same tracks as the ones beside it. The rules behind roughly a hundred commits a day.

projectverificationread the post

Water that moves the way the disc says

Animated textures like water, lava and the HUD's arrows are now drawn by running the disc's own little drawing programs, instead of hand-written imitations. It began with Jak X's flat teal stadium water.

renderergamesread the post

Far away, the way the console drew it

The PlayStation 2 drew distant things simpler and blended their detail in as you came closer. OpenGOAL chose to draw everything at full detail. All four games now draw distance the console's way.

renderermilestoneread the post

Why Phaethon moved to Vulkan

In under a month the whole renderer moved from OpenGL to Vulkan, checked frame by frame against the old one, and the old one was deleted. What drove it was the graphics card itself.

renderermilestoneread the post

When the console settles the argument

Two versions of Jak and Daxter's ocean code disagreed in a third of their cases. A capture of the console decided it, and by October 13th no hand-translated vector code was left in the game.

rendererverificationread the post

The phantom second controller

Upstream told every game a controller was always plugged in, so choosing two players with one pad left the game stuck waiting for a player who did not exist.

runtimegamesread the post

Four games, three sound drivers

Jak X booted silent, the trilogy's mix was off in ways nobody had pinned down, and the console's echo was never built. Five weeks of work traced it all to one surprise in the discs.

audiomilestoneread the post
September 2026

The compiler console opens with the Seal of Mar

goalc, the console where the games' code is compiled and sent into the running game, still opened with upstream's orange logo. Now it opens with the Seal of Mar, and its messages read like the runtime's.

toolsreleaseread the post

playphaethon.com

The project has its own domain. Within two hours of registering it, the website, the docs, the download store and the sign-in page were all running on it.

Accounts, sessions and the saves to come

The launcher can sign in to a Phaethon account and report what you play, summed across every PC you play on. The account service can keep saves too; the launcher's side of that is next.

launcherserviceread the post

The launcher is signed

From release candidate three, the installer and the updater carry Phaethon's signature, so Windows names who made them instead of calling the publisher unknown.

launcherreleaseread the post

The kernel learns to wait

Where the PlayStation 2 waited quietly, the PC kernel spun whole processor cores asking whether it was done yet. Nineteen changes in three days taught it to wait the console's way.

kernelmeasurementread the post

The repository, restructured

The source tree takes the shape it keeps: the compiler, the runtime, the shared code and the tests each in a folder of their own, with every tool reading the new places.

repository

Traced shadows, sharper edges, bigger movies

Within a week of the first Vulkan frame, the remastered preset gained sun shadows traced against the real scene, DLSS, DLAA and FSR, and a neural upscaler for Jak X's movies.

rendererremasteredread the post

A name of its own

The debug window needed a product name for its header line. Eight candidates went through three trademark registers, six were crossed out, and the fork became Phaethon.

DLSS, DLAA and FSR arrive

The remastered preset gains modern anti-aliasing and upscaling: TAA, NVIDIA's DLAA and DLSS, and AMD's FSR 3.1, which runs on any vendor's card.

renderer

Where a race frame's time goes

A cost map of a Jak X race frame: how many milliseconds each part of the picture takes, on both renderers, read on the eighth frame so the first frame's warm-up does not count.

renderermeasurement

Whole frames match

Whole frames drawn with Vulkan match OpenGL's, and the Vulkan window shows the game. A frame that drops a single draw is refused.

renderer

Lighting and ray tracing foundations

The game's lights become data the renderer can reason about, and the first pieces of ray tracing land: asking the graphics card what it supports, and building the structures rays are traced through.

rendererlighting

The first Vulkan device

The renderer's Vulkan side draws its first picture on real hardware, built to refuse any graphics card older than Vulkan 1.3 rather than work around it.

renderer

Death Race, drones and all

Death Race spawns its drones and draws its own HUD, and cars can drop oil slicks and set their wheels on fire.

jakxmodes

Three numbers out of four

Every time one of the games' processes paused, the kernel kept one number of each four it was holding and lost the rest. Upstream patched the symptoms where they showed. Phaethon fixed the pause.

kernelgamesread the post

A race gets a session master

A race now has a session master, the part that runs it from the start to the results. The results screen clears the HUD, wrecked cars throw their wheels, and walls do damage.

jakxracing

Tutorials, death race and training

The first tutorial, Death Race's network code and the first part of training mode come in, with the particle effects the weapons fire.

jakxmodes

Weapons on the road

Weapon pickups appear on the track, and every car feels for the road beneath it as it spawns.

jakxcombat

The fork goes its own way

It started as a staging copy for fixes meant to go back to OpenGOAL. By September 3rd nothing went back, Jak X was the mission, and the fork stood on its own.

projectmilestoneread the post
August 2026

The race start chain

The first half of what starts a race, everything but the cars, is in place, and the game can boot straight onto a track.

jakxracing

Bring-up joins develop

The first weeks of Jak X work join the main line of the code. From here each piece of work arrives on its own branch, one theme at a time.

project
July 2026

The track streams

A race track loads piece by piece as the race moves along it, the way the console streamed it from the disc, and the game can start from a checkpoint with its camera in place.

jakxlevels

The first real level

The boot reaches brdroom, the first level with real world geometry in it, and a debug camera flies onto it.

jakxlevels

The first windowed boot

Jak X runs for thirty seconds in a window, the renderer drawing, without falling over.

jakxboot

A live kernel dispatcher

Jak X's level code is decompiled, and for the first time a Jak X boot reaches the kernel's dispatcher, the loop that hands work to everything running in the game.

jakxkernel
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Built with AI in the loop. Phaethon uses AI assistance for speed and accuracy, and holds it to the same bar as every other contribution: every change is read, tested and checked against the console before it lands.

develop 539d7618 CI green v0.2.1 Nov 12, 2026

Phaethon is an unofficial fan project. It is not affiliated with, endorsed by or associated with Sony Interactive Entertainment, Naughty Dog or the OpenGOAL project. Jak and Daxter is a trademark of Sony Interactive Entertainment. You need your own copy of each game. Icons from Lucide, ISC; JetBrains Mono under the SIL Open Font License.

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