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Say in the 0.9.0 notes that Kakariko's haze no longer drops out for a frame, and narrow the known flicker to shadows and lighting.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -86,6 +86,11 @@ for the launcher; a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host` (curre
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an earlier draw left behind.
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- **Shader translation**: compute programs get the local memory they ask for, the translator's compare-and-swap loops
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can no longer spin without end, and 64- and 128-bit loads and stores count every register they use.
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- **Kakariko Village's haze dropping out for a frame, leaving darker, hard-edged clear patches**, a few times a minute.
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The game moves about 30 of the village's textures to new addresses every four or five frames and lets go of the old
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ones before the frames that still draw with them have been drawn; those draws got blank stand-ins. They now sample
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the texture's own image as long as it still holds the texture, and textures the game lets go of and takes back are
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kept as long as their longest absence (`tex_stale_kept = 0` and `tex_keep_taken = 0` turn each off).
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- **A texture a shader reads as a 3D one but the game made flat** gets a one-slice 3D copy instead of a blank
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stand-in.
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- **The post pass's picture** shows when it writes RGB9E5 texels, in the upscaler's stand-in too.
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@@ -138,8 +143,8 @@ for the launcher; a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host` (curre
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## Known issues
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- A rare one-frame flicker in sunlit areas, where the fog and light shafts or the lighting of the ground drop for a
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single frame, is still being looked into. It happens at any frame rate.
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- A rare one-frame flicker of shadows or lighting, on grass and objects, is still being looked into. It happens at any
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frame rate.
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- FSR 4, its frame generation, the AMD-only fixes and the mesh shader fallback were not run by us on the cards they
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are for before this release. Please report how they behave.
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- The first visit to an area after an install can still pause while the graphics driver builds what it has not seen.
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