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