From c490bfec682e8f88602bc15af4f5bd86b5cea0d8 Mon Sep 17 00:00:00 2001 From: epicmeme546 <178368684+epicmeme546@users.noreply.github.com> Date: Wed, 11 Nov 2026 13:19:24 -0500 Subject: [PATCH] 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 --- docs/releases/v0.8.1.md | 37 +++++++++++++++++++++++++++++++++++++ 1 file changed, 37 insertions(+) create mode 100644 docs/releases/v0.8.1.md diff --git a/docs/releases/v0.8.1.md b/docs/releases/v0.8.1.md new file mode 100644 index 00000000..0abcb742 --- /dev/null +++ b/docs/releases/v0.8.1.md @@ -0,0 +1,37 @@ +## 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).