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Add the fixes line's changes to the draft release notes.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -15,6 +15,18 @@ Draft notes for the release after 0.7.1. The version number is not decided yet.
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present, and frames of 23 and 15 ms took turns. The submit call now waits for the signal, 10 ms at most
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(`gate_wait_ms`): 54.5 fps instead of 53 in the same place and the longest frame 33 ms instead of 46; with
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`vk_recorder = 1`, which AMD cards do not have on by default, 58.6 fps.
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- **Fewer hitches in the seconds after entering an area.** Memory the game has not written for a while is
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write-protected in 2 MiB pieces, so that it need not be checked for changes every frame. Protecting a piece takes
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microseconds as a rule, but 8 to 17 ms each in the seconds after an area has loaded, and up to 32 pieces were
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protected in one go: frames of 50 to 90 ms, in clusters for some 20 seconds after Kakariko, the Market or the
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Graveyard came up. The work now stops after a millisecond a pass and waits when a piece was slow. Walking from
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Kakariko into Hyrule Field on an RTX 5090, the time lost to such calls after the load went from 1,374 ms to 115 ms
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and a 78 ms frame is gone (`freeze_budget_us = 0` in `nx2navi.ini` brings the old behaviour back).
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- **A long stall at some area loads is gone.** When the game gave back a block of video memory, it waited until the
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card had finished everything queued, the new area's texture uploads included: 418 ms in one frame on entering
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Kokiri Forest. It now waits only for the game's own work (`pool_fini_idle = 1` brings the old wait back).
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- **More frames on NVIDIA cards than 0.7.1** in the places measured on an RTX 5090 at 1440p: Kakariko 145 to 149 fps
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instead of 119, the Market 177 instead of 147, Hyrule Field by day 109 instead of 91.
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## New
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@@ -59,6 +71,16 @@ Draft notes for the release after 0.7.1. The version number is not decided yet.
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game. Steam restarts once while it is added.
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- **Custom color scheme** in Customize Launcher: pick your own background, panel and button colors on a color
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square with a hue bar, or type a hex code.
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- **Co-op over the internet, to try** (off by default; the Co-op tab of the menu). Players in a room share progress by
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the room's rules. It needs a relay server you or a friend run: the game has no address built in.
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- **A fallback for video cards without mesh shaders.** The game draws part of the world with mesh shaders; on a card
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without them those draws are now run as compute passes and an ordinary draw (`mesh_fallback = auto`). It draws the
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same picture in our test of the path itself and runs slower than real mesh shaders. **Nobody has played with it on
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such a card yet**: please report how it looks.
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- **A new HDR tone mapping**, the default with HDR on (`hdr_tonemap` in `nx2navi.ini` chooses between it, the one
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before and the game's own).
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- **The menu opens when the controller in use disconnects** and no other is connected, where the game played on with
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nothing pressed.
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## Fixed
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@@ -70,6 +92,23 @@ Draft notes for the release after 0.7.1. The version number is not decided yet.
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the item button stayed pixel for pixel in place through a fast camera turn, with both frame generation libraries.
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- Your own background picture in the launcher is no longer partly hidden under the top bar: it now starts right
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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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- 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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from the texture's memory.
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- White flickering spots with DLSS or DLAA: the upscaler's history was thrown away whenever the game moved its render
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targets, 26 times in a run through Kakariko; it is now kept.
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- The game ending with a lost video device about two seconds after loading a save in Hyrule Field at night
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(8 times in 23 loads on an RTX 5090, none in 25 since).
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- A dark frame at the Market's gate: a new shadow map started with what the memory under it held before.
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- A lost video device now ends the game at once with exit code 72 and its report, where threads could go on using the
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device.
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- A pipeline cache file over its size limit was thrown away at every start and never replaced, so every start built
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its pipelines again.
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- The setup's check of free disk space counts shaders it has already prepared, and a failed build is reported as
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such.
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- Black and white blocks on AMD RX 5000 and RX 6000 cards: on Navi and on Link next to her, on bright floors near her,
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and on the bright outdoors seen through a door or window from inside a house. Every float colour a shader writes is
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