inFAMOUS First Light 0.3.3: extracted game folder, baseline settings and first shaders
ItsOOGWAY · PC guides & recorded tests
inFAMOUS First Light 0.3.3: extracted game folder, baseline settings and first shaders
inFAMOUS First Light on PC: a step-by-step Windows setup guide covering the launcher download, PKG extraction, game-folder selection, renderer settings and first-launch shader preparation, followed by recorded gameplay.
The key checkpoint: Use the supported CUSA00897 base game, version 01.00. Select the extracted game root, keep the shown baseline and allow first-launch compute and graphics preparation.
Before you start
- Use the recorded versions and the supported inputs listed in the original notes below.
- Compare the last successful checkpoint before choosing a fix.
- Keep original files, relevant logs and a known working setup when testing changes.
Resources from this video
Links, downloads & documentation
Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.
Watch the complete video
Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.
Walkthrough 01
Download the recorded Windows release
First, open the First Light project linked in the resources section. This is an unofficial, early-stage project. What you're watching is my recorded setup and opening gameplay, rather than a full playthrough or a guarantee that every mission works. The release used here is version zero point three point three. Start by opening the releases page and expanding the assets. Download the Windows ZIP for First Light. Don't select the Linux archive or the source-code download for this walkthrough.
Walkthrough 02
Prepare your own compatible game
The launcher and your game files are separate. You'll need your own compatible game dump. The copy recognised in this recording is the European version, CUSA zero zero eight nine seven, with game version one point zero zero. Check the supported version before starting, because a different region or update is not automatically the same setup. If your game is already extracted, you can move ahead to selecting its folder in the launcher. Mine is in a PKG file, so I'll extract that first.
Walkthrough 03
Finish the standalone extraction route
For that step, open the PKG Extractor release linked in the resources section and download its Windows package. I'm using version one point one. Extract the entire download into its own folder, keeping the executable and the files that came with it together. Now open the folder containing your game PKG beside the extractor folder. Find the file called pkg underscore extractor dot exe. Drag the game PKG directly onto that executable, as shown here.
A terminal window opens and the extraction starts. Let it finish. You don't need to type another command for the drag-and-drop method I'm showing. This is a waiting section, so I'm speeding it up in the video. On your own computer, leave it running until the extraction completes. The time will depend on your drive and the package you're extracting. Before moving on, check that you have the extracted game folder. The launcher needs that folder, rather than the original PKG file.
Keep enough free space for both while you're doing the setup, because extracting creates another set of files.
Walkthrough 04
Select the game root in the launcher
Next, extract the First Light Windows ZIP that we downloaded from GitHub. Open the extracted launcher folder and start the First Light application from there. Keep its supporting files together instead of moving just the executable somewhere else. When the game-folder selection opens, browse to the extracted First Light folder. In my recording, that folder is named CUSA zero zero eight nine seven. Your folder name might look different, so identify it by its contents: the game folder should contain eboot.bin and the sce underscore sys folder.
Select that game folder and confirm. Once the launcher recognises it, you should see First Light appear in the interface. That is the point to check before changing settings or pressing Play. If it doesn't recognise the game, go back and make sure you selected the extracted game folder itself, rather than its parent folder or the folder containing only the PKG.
Walkthrough 05
Keep the recorded display and renderer baseline
Now let's look at the settings I actually used. Open Display. The renderer selected in this recording is version two, labelled faster and recommended. Version three is also listed as experimental, but I leave version two selected for this run. You don't need to select an experimental option just because it appears later in the list. I change the window mode to fullscreen. The frame-rate limit is set to unlimited, and VSync is enabled. FSR upscaling and sharpening are switched off here, while background shader compilation is enabled.
Those are the settings shown in this recording. An unlimited limit doesn't mean the game will reach a particular frame rate, and selecting sixty in a limiter wouldn't prove sixty FPS either. I'll leave the gameplay at normal speed so you can judge how this session looks for yourself. I also open the Advanced tab, but I don't enable custom core variables. For this setup, there is no extra command to paste into that section.
Walkthrough 06
Wait for preparation and test Fetch’s controls
Once the game is recognised and those options are set, press Play. The launcher begins preparing the game. This is the part I want you to recognise before assuming something has gone wrong: the first run spends time preparing and compiling shaders before reaching the opening logos. In my recording there are separate compute-shader and shader-compilation screens. I'll show both, but shorten the waiting in the edit. The changing progress counters are the useful thing to watch here.
A cut in this video is not an instruction to close that screen on your computer. Let the preparation finish. After that, the opening logo appears, followed by the title and story introduction. We've now gone from the extracted files to the game booting successfully. I'll keep the long opening cutscenes brief here so we can get to the part you're probably most interested in: controlling Fetch in the city. Here is the recorded gameplay at normal speed.
We can use the neon dash, move through the streets, and climb the buildings. I'll let a section play with the game audio so you can see the movement without a cut every few seconds. This is still an early build. I'm showing the result I reached in this session, and there isn't an FPS counter visible in this recording, so I won't turn this footage into a measured performance claim. If you test it, compare the same area and settings when judging changes.
One control detail is worth knowing before you continue. Later in the recording, the game asks for the PlayStation touchpad button at the penthouse door. If your controller doesn't have a touchpad, the project maps that press to View on an Xbox-style controller, or Tab or Backspace on the keyboard. There is also a help panel for graffiti controls without a motion sensor. Read that panel when it appears rather than assuming the original PlayStation motion prompt means you can't continue.
My recording ends around this part of the opening mission, so I'm not presenting it as a completed mission or a complete-game test. The main setup is now covered: get the Windows release, extract your compatible game if needed, point the launcher at the right folder, choose the settings, and allow the first-run preparation to finish. If you're trying First Light or other projects like this, join my Discord using the link in the resources section.
We're building a community for setup help, build testing and sharing results across different PCs. When you post a problem, include your game version, the build you're using and what happened on screen. That makes it much easier for other people to help.
If your result differs
| Situation | Next useful check |
|---|---|
| The process stops at a different checkpoint | Record the exact message, current build and last successful stage. Compare that stage with the matching video section. |
| A setting is selected but the result differs | Repeat the same scene and change one option at a time. A menu target does not establish measured performance. |
| A newer release changes the interface | Check the linked release notes and instructions. This companion preserves the recorded route and its limitations. |
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