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Start the draft release notes of 0.8.1 with the fixes for vanished ground, white flicker, texture churn on smaller cards, FSR 4 turning into FSR 3.1, and the debug menu's teleports and free camera.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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docs/releases/v0.8.1.md
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## Fixed
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- **Ground that vanished in open areas, leaving a view into the void below.** The game streams the terrain's height
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maps through a fixed set of memory and sets up the next piece of ground there before it lets go of the one before; the
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runtime took that letting go for the new piece too, and the piece was drawn at height zero, far below the ground. Seen
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after some minutes of running in Hyrule Field, and in Kokiri Forest, Kakariko Village and the Graveyard. It is no
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rare case: a Hyrule Field save does it 173 times while it loads, and running through the field 40 to 365 times a
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second. Found and fixed by MartinIsla (pull request #535).
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- **Ground flickering white on PCs with 16 GB of memory.** Past a bound on the game's own memory, textures gave way one
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after the other, although dropping them could never bring the game back under that bound: the bound leaves the video
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memory out, and a dropped texture lowers both sides alike. Textures now give way only when the system's memory is
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really running low (`tex_proc_commit_mb` only writes a line into the log now).
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- **Stutter and textures missing for a moment on cards with 8 to 12 GB.** The game lets go of textures and takes them
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back within frames, hundreds a frame in towns. Above 80 % of the card's memory those were dropped, only to be made and
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uploaded again a moment later, and the card never got under its budget: with an 8 GB card's budget, seven minutes of
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teleports between Hyrule Field, Kakariko Village, the Graveyard, Death Mountain Trail and Kokiri Forest dropped
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82,288 of them, and with a 12 GB card's budget a texture was drawn while it was gone 178 times (9 times with the
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card's full 20 GB). Only textures that stayed let go of for two seconds, and that nothing looked up since, are
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dropped now: on the same tour with the 8 GB budget, 34,699 drops, a fifth fewer textures made again, a third less
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time the game waited on textures, 4 draws of a missing texture instead of 11, and in Hyrule Field afterwards the
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slowest 1 % of frames at 32 fps instead of 22; with the 12 GB budget 60 % less waiting on textures, 10 draws of a
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missing texture instead of 178, and 43 fps instead of 39 in the field afterwards.
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- **AMD FSR 4 turning into FSR 3.1 by itself.** Each upscaling mode made an FSR 4 context of its own (about 220 MB of
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video memory each, up to six of them beside FSR 3.1's), and three creations that failed in a row, as they can while
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a save loads and the area's textures fill the card, turned FSR 4 off until the game was restarted; the menu then
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showed FSR 3.1 and no longer listed FSR 4. Now one context per output size serves every mode, contexts nothing used
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for 90 seconds go, a creation that fails frees the others and tries again two seconds later, and should FSR 4 still
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give up, choosing it in the menu again tries it anew.
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- **Debug menu: a teleport that left Link falling for good.** A teleport to a start position the area does not have put
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Link where nothing held him, and the game refuses every teleport while he falls. A teleport now always goes to one of
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the area's own start positions, and when Link falls through the ground after arriving it takes him to the area's next
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one.
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- **Debug menu: the free camera no longer goes under the map.** Flown while looking down it sank into the ground, and
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flown level it went through hills, and below the ground the picture showed the void under the map, which looks like
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missing ground. The left stick now moves it level, only ZR and ZL change its height, and with DLSS, DLAA or FSR 3.1
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or 4 on it rises where the ground ahead or below comes within a few metres (it reads the distances the upscaler's
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motion pass works out for the scene).
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