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Burnout 2: Point of Impact

Game: Burnout 2: Point of Impact (Xbox, 2002)

An unofficial static recompilation of the Xbox version for Windows. The project’s own recompiler, written in C++, translates the game’s code ahead of time into native functions, and a hand-written layer replaces the Xbox services: graphics go to Direct3D 11, and windowing, controllers, and sound go through SDL3. It’s a second attempt: the author pulled the first version, which was slower and more complex, and started over with a smaller one focused on speed. Startup, menus, many tracks and modes, music, sound effects, and saves work; testing every mode, every track, and full progression is still pending. It adds refresh rates from 60 Hz to unlimited at normal game speed, 1x–4x internal resolution, native 16:9 and 21:9 with the HUD in its proportions, MSAA or FXAA, up to 16x anisotropic filtering, optional ambient occlusion, 2x or 4x draw distance, your own music in the game’s music selection menu, rebindable keyboard controls, and experimental DLSS, FSR, and XeSS. The download is a source package: an installer checks your image, downloads the dependencies, and builds the game on your machine. Version 1.7 (October 19) added 21:9, a motion blur toggle, and song looping. Its author states that it was made with help from Codex.

You needAn XISO image of your own US copy of Burnout 2: Point of Impact for Xbox (.iso or .xiso); full-disc dumps must be converted to XISO first. Plus 64-bit Windows, a DirectX 11 graphics card, and, to build it, Visual Studio 2026 with Desktop development with C++ and the C++ CMake tools, CMake 4.2 or later, Git, LLVM 22.1 or later, and Ninja. The first build needs an internet connection.

How it gets to PC
Static recompilation
Console
Xbox
Architecture
x86
Author
timftw21
Original studio
Criterion Games
Year
2003
Stars
39
Last activity
2026-10-31 · 1 day ago
Latest version
v1.12 · 2026-10-31
License
MIT
Language
C++
View repository ↗
x86racingwidescreen60fps+ai-assisted