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Add the two flicker fixes to the draft release notes.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -94,6 +94,16 @@ Draft notes for the release after 0.7.1. The version number is not decided yet.
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below it, and keeps its shape.
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- A black picture for one frame, now and then, mostly with FSR upscaling. The game looks textures up that it has
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released; past 2,048 of those the oldest was dropped although the game still drew with it every frame.
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- Buildings or other objects drawn black, or lit wrongly, for one frame, most often with FSR upscaling: the same list
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filled up within a minute there, and what was dropped to make room could still be in use. What goes now is something
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nothing has drawn with for a while. Seen gone in play over 30,000 frames with FSR while about 50,000 entries were
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dropped.
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- A flash about every half second in which trees, ground and walls lost their light for one frame, in places such as
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Hyrule Field near the Market's gate, and much easier to see with frame generation. Each frame the game asks the video
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card which objects are visible, and since 0.7.1 it went on as soon as the card had drawn, before all those answers
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had been written back, so it could switch a light off on an old answer. It now goes on only once the answers are
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in; the slower copies of other data still wait in the background (`wb_split` in `nx2navi.ini`: 0 waits for
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everything, 3 is the old behaviour). Seen gone in play; its cost in frame rate is not measured yet.
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- Pale or see-through patches of ground in Hyrule Field and at Lon Lon Ranch, and Link's hair missing after hours of
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play: textures no shader had sampled for a while were given up under memory pressure and did not come back, and a
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second description of the same texture memory started empty. The first no longer happens, and the second is filled
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