diff --git a/docs/releases/v0.7.2.md b/docs/releases/v0.7.2.md index 69a58031..13984674 100644 --- a/docs/releases/v0.7.2.md +++ b/docs/releases/v0.7.2.md @@ -15,6 +15,18 @@ Draft notes for the release after 0.7.1. The version number is not decided yet. present, and frames of 23 and 15 ms took turns. The submit call now waits for the signal, 10 ms at most (`gate_wait_ms`): 54.5 fps instead of 53 in the same place and the longest frame 33 ms instead of 46; with `vk_recorder = 1`, which AMD cards do not have on by default, 58.6 fps. +- **Fewer hitches in the seconds after entering an area.** Memory the game has not written for a while is + write-protected in 2 MiB pieces, so that it need not be checked for changes every frame. Protecting a piece takes + microseconds as a rule, but 8 to 17 ms each in the seconds after an area has loaded, and up to 32 pieces were + protected in one go: frames of 50 to 90 ms, in clusters for some 20 seconds after Kakariko, the Market or the + Graveyard came up. The work now stops after a millisecond a pass and waits when a piece was slow. Walking from + 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 + and a 78 ms frame is gone (`freeze_budget_us = 0` in `nx2navi.ini` brings the old behaviour back). +- **A long stall at some area loads is gone.** When the game gave back a block of video memory, it waited until the + card had finished everything queued, the new area's texture uploads included: 418 ms in one frame on entering + Kokiri Forest. It now waits only for the game's own work (`pool_fini_idle = 1` brings the old wait back). +- **More frames on NVIDIA cards than 0.7.1** in the places measured on an RTX 5090 at 1440p: Kakariko 145 to 149 fps + instead of 119, the Market 177 instead of 147, Hyrule Field by day 109 instead of 91. ## New @@ -59,6 +71,16 @@ Draft notes for the release after 0.7.1. The version number is not decided yet. game. Steam restarts once while it is added. - **Custom color scheme** in Customize Launcher: pick your own background, panel and button colors on a color square with a hue bar, or type a hex code. +- **Co-op over the internet, to try** (off by default; the Co-op tab of the menu). Players in a room share progress by + the room's rules. It needs a relay server you or a friend run: the game has no address built in. +- **A fallback for video cards without mesh shaders.** The game draws part of the world with mesh shaders; on a card + without them those draws are now run as compute passes and an ordinary draw (`mesh_fallback = auto`). It draws the + same picture in our test of the path itself and runs slower than real mesh shaders. **Nobody has played with it on + such a card yet**: please report how it looks. +- **A new HDR tone mapping**, the default with HDR on (`hdr_tonemap` in `nx2navi.ini` chooses between it, the one + before and the game's own). +- **The menu opens when the controller in use disconnects** and no other is connected, where the game played on with + nothing pressed. ## Fixed @@ -70,6 +92,23 @@ Draft notes for the release after 0.7.1. The version number is not decided yet. the item button stayed pixel for pixel in place through a fast camera turn, with both frame generation libraries. - Your own background picture in the launcher is no longer partly hidden under the top bar: it now starts right 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. +- 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 + from the texture's memory. +- White flickering spots with DLSS or DLAA: the upscaler's history was thrown away whenever the game moved its render + targets, 26 times in a run through Kakariko; it is now kept. +- The game ending with a lost video device about two seconds after loading a save in Hyrule Field at night + (8 times in 23 loads on an RTX 5090, none in 25 since). +- A dark frame at the Market's gate: a new shadow map started with what the memory under it held before. +- A lost video device now ends the game at once with exit code 72 and its report, where threads could go on using the + device. +- A pipeline cache file over its size limit was thrown away at every start and never replaced, so every start built + its pipelines again. +- The setup's check of free disk space counts shaders it has already prepared, and a failed build is reported as + such. - 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, and on the bright outdoors seen through a door or window from inside a house. Every float colour a shader writes is