diff --git a/docs/releases/v0.9.0.md b/docs/releases/v0.9.0.md index 727e8954..fa955e49 100644 --- a/docs/releases/v0.9.0.md +++ b/docs/releases/v0.9.0.md @@ -86,6 +86,11 @@ for the launcher; a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host` (curre an earlier draw left behind. - **Shader translation**: compute programs get the local memory they ask for, the translator's compare-and-swap loops can no longer spin without end, and 64- and 128-bit loads and stores count every register they use. +- **Kakariko Village's haze dropping out for a frame, leaving darker, hard-edged clear patches**, a few times a minute. + The game moves about 30 of the village's textures to new addresses every four or five frames and lets go of the old + ones before the frames that still draw with them have been drawn; those draws got blank stand-ins. They now sample + the texture's own image as long as it still holds the texture, and textures the game lets go of and takes back are + kept as long as their longest absence (`tex_stale_kept = 0` and `tex_keep_taken = 0` turn each off). - **A texture a shader reads as a 3D one but the game made flat** gets a one-slice 3D copy instead of a blank stand-in. - **The post pass's picture** shows when it writes RGB9E5 texels, in the upscaler's stand-in too. @@ -138,8 +143,8 @@ for the launcher; a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host` (curre ## Known issues -- A rare one-frame flicker in sunlit areas, where the fog and light shafts or the lighting of the ground drop for a - single frame, is still being looked into. It happens at any frame rate. +- A rare one-frame flicker of shadows or lighting, on grass and objects, is still being looked into. It happens at any + frame rate. - FSR 4, its frame generation, the AMD-only fixes and the mesh shader fallback were not run by us on the cards they are for before this release. Please report how they behave. - The first visit to an area after an install can still pause while the graphics driver builds what it has not seen.