Add the two flicker fixes to the draft release notes.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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2026-11-11 08:59:01 -05:00
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@@ -94,6 +94,16 @@ Draft notes for the release after 0.7.1. The version number is not decided yet.
below it, and keeps its shape.
- A black picture for one frame, now and then, mostly with FSR upscaling. The game looks textures up that it has
released; past 2,048 of those the oldest was dropped although the game still drew with it every frame.
- Buildings or other objects drawn black, or lit wrongly, for one frame, most often with FSR upscaling: the same list
filled up within a minute there, and what was dropped to make room could still be in use. What goes now is something
nothing has drawn with for a while. Seen gone in play over 30,000 frames with FSR while about 50,000 entries were
dropped.
- A flash about every half second in which trees, ground and walls lost their light for one frame, in places such as
Hyrule Field near the Market's gate, and much easier to see with frame generation. Each frame the game asks the video
card which objects are visible, and since 0.7.1 it went on as soon as the card had drawn, before all those answers
had been written back, so it could switch a light off on an old answer. It now goes on only once the answers are
in; the slower copies of other data still wait in the background (`wb_split` in `nx2navi.ini`: 0 waits for
everything, 3 is the old behaviour). Seen gone in play; its cost in frame rate is not measured yet.
- Pale or see-through patches of ground in Hyrule Field and at Lon Lon Ranch, and Link's hair missing after hours of
play: textures no shader had sampled for a while were given up under memory pressure and did not come back, and a
second description of the same texture memory started empty. The first no longer happens, and the second is filled