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Bring the README up to 0.6.0: DLSS Frame Generation, button prompts and the PlayStation layout, Discord status, the
monitor, sound and microphone settings, DualShock 3, 1080p, the Linux build, and the current known issues. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
@@ -27,22 +27,30 @@ Report problems as issues, following [CONTRIBUTING.md](CONTRIBUTING.md).
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- Native code, not emulation
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- 60 fps by default, or a limit of 30 to 240 fps, the display's refresh rate or unlimited
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- Native widescreen and ultrawide (the window's shape, 21:9 or 32:9) with the HUD, menus and movies kept 16:9
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- Resolutions above the game's 1440p: 1800p, 4K, 5K or the window's own size, sharp on high-DPI displays
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- Game resolutions from 1080p to above the game's 1440p: 1800p, 4K, 5K or the window's own size, sharp on high-DPI
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displays
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- Upscaling and anti-aliasing: NVIDIA DLSS (DLAA, Quality, Balanced, Performance, Ultra Performance; RTX GPUs) or
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AMD FSR 3.1 (Native AA and the same modes; any GPU), which render the 3D scene at the mode's share and keep the HUD
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sharp; or AMD FSR 1 or bilinear scaling to the window, with a sharpness setting; black bars or stretch
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- Frame generation with AMD FSR 3.1 (any GPU): a generated frame between every two the game draws, with the HUD kept
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out of it, for about twice the frame rate on a fast display; in a window of another shape than the picture, frames
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are generated inside the picture only, so the black bars stay clean
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- Frame generation: NVIDIA DLSS Frame Generation (RTX GPUs, paced with Reflex) or AMD FSR 3.1 (any GPU), a generated
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frame between every two the game draws, with the HUD kept out of it, for about twice the frame rate on a fast
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display; in a window of another shape than the picture, frames are generated inside the picture only, so the black
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bars stay clean. The frame limit can also be handed to RivaTuner Statistics Server
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- HDR on HDR displays: the game's own native HDR, or its SDR picture tone mapped to the display's peak, with exposure, highlights, shadows, contrast, saturation and gamma in the menu
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- The game's known shaders prepared when the game is built, and the pipelines met in play built again in the
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background at each start, so play rarely stops to compile them; a shader or pipeline met for the first time can
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still hold a frame, and a draw that must wait for its pipeline has it built on worker threads, never on the game's
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drawing thread
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- In-game settings menu (F1, or Minus and Plus together on a gamepad) and performance overlay (F10)
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- Keyboard, mouse and gamepads with remapping, Nintendo or Xbox button layout, rumble and gyro; the game follows
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whichever connected gamepad you press
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- Stereo or 5.1 surround sound output
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- Keyboard, mouse and gamepads with remapping, Nintendo, Xbox or PlayStation button layout, rumble and gyro; the game
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follows whichever connected gamepad you press, and DualShock 3 controllers are read directly when enabled
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- Xbox, PlayStation and keyboard and mouse button prompts in the game's own text, drawn on your PC when the game is
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built; the keyboard prompts follow your key bindings
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- Stereo or 5.1 surround sound output, on the output device of your choice; the default microphone for the game's
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microphone input
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- The monitor the game opens on, straight in fullscreen when fullscreen is on
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- Your Discord status shows "Playing NX2navi" with the play time (on by default; the Game tab of the menu or the
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launcher's Settings turns it off)
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- Docked or handheld console mode
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- The game's textures stay compressed (BC3, about half the video memory at the same speed) unless the PC has 20 GiB of
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video memory and 48 GiB of RAM, as Windows counts video memory against the system's commit limit
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@@ -65,8 +73,9 @@ and `VK_EXT_mesh_shader`. The setup is not signed, so SmartScreen warns on its f
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- The first start after an install or update, and the first visit to an area, can pause briefly while the graphics
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driver builds what it has not seen; later starts are smooth.
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- Machines with 16 GB of RAM can run out of system memory in Hyrule Field.
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- Integrated AMD GPUs can fail at the title screen (their host memory heap is too small for the game's memory).
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- A rare crash in the game's particle code.
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- DLSS Frame Generation is not offered yet: AMD FSR 3.1 frame generation works on every GPU, NVIDIA's included.
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## License
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@@ -80,5 +89,7 @@ of Zelda*, *Ocarina of Time* and *Nintendo Switch* are trademarks of Nintendo.
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## Building from source
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[docs/building.md](docs/building.md) lists the toolchain and the steps. Everything the build writes stays under
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[docs/building.md](docs/building.md) lists the toolchain and the steps. `tools/make_game.py` also builds the game
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natively on Linux ([docs/README-BuildKit.md](docs/README-BuildKit.md), "Linux"); the launcher and the setup are
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Windows only. Everything the build writes stays under
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`build\` and `generated\`, which git ignores; run `tools/check_content.py` before a commit.
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