Describe the Linux changes, the event wakes and the log thread in the 0.7.0 notes, and thank their authors.

The Linux section says plainly that none of it was run here. The AppImage is described as built and attached by an
automated job after the release is published.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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2026-11-10 07:40:20 -05:00
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@@ -34,6 +34,11 @@ cards).
time. With the boost on it is copied once and after that only when the CPU touches it: standing in Hyrule Field on
our test PC (RTX 5090, 3416x1440, DLAA) that is 76 fps instead of 57. It is experimental because single frames of the
scene can flicker with it on, more when other programs keep the processor busy; tell us what you see if you try it.
- **Threads that wait.** A signalled event woke every waiting thread of the game, 200 times a second for the audio
renderer's alone, and each took a processor core to find nothing for it. Only the threads that wait for that event
wake now.
- **The log.** A thread of its own writes it, so a slow disk, a virus scanner or a console window no longer holds up
the thread that draws the frame (`log_async = 0` for the old way).
- **Less memory.** With a full shader cache the game holds about 1.6 GiB less video memory from the title screen on
(twenty very large shaders the game never runs were created at every start), video memory blocks are smaller, DLSS
models that are not in use are freed, textures no shader has sampled for two minutes give way when memory runs low,
@@ -59,6 +64,24 @@ cards).
- On processors whose two dies differ (AMD's two-die X3D models) the game runs on the die with the larger cache.
`cache_die = 0` in `nx2navi.ini` turns that off.
## Linux
None of the following could be run by us: it comes from contributors' pull requests, compiled here on Windows only.
Tell us what works and what does not.
- **An AppImage** with a window to install, update and play. An automated job builds it after this release is
published and attaches it here when it succeeds. It includes NVIDIA's DLSS library, or downloads it beside the game
on machines with NVIDIA's driver.
- **DLSS frame generation on Linux**, 2x to 6x or dynamic, switched while the game runs.
- **Steam Deck:** its own button prompts (`prompts = steamdeck`), and a profile with four virtual cores, BC3 for ASTC
textures and a shorter spin hand-off.
- Shadow storage (Linux and Proton): the black 3D world is fixed, each side copies only what it wrote, shaders can
follow the game's pointers into shadow copies, and lighting no longer adds up frame after frame.
- The recording thread gets a fast core and its sibling, the low-memory handling can read a memory limit, FSR 3.1 is
offered only where its library can load, and NVIDIA's shader disk cache is set only with NVIDIA's driver.
- A source checkout builds again (the runtime's shader headers are made before the game compiles), and the build reads
the processor's level from `/proc/cpuinfo` when the compiler's own detection finds none.
## Fixed
- Ground, walls and characters that appeared and disappeared, black or unlit frames, and stalls of up to two seconds
@@ -148,8 +171,9 @@ cards).
## Thanks
Pull requests in this release came from ajcohn716, DeepDaddyTTV, epicmeme546, itaskaev2, Leyukaka, mooki000,
ordinarybob, peigongdsd, schoperena, TophC7 and twisted89, and JEDGIT18 tracked down the audio voice fault. Thanks to
Pull requests in this release came from ajcohn716, DeepDaddyTTV, epicmeme546, intellq, itaskaev2, jacc, Leyukaka,
loteran, mooki000, ordinarybob, peigongdsd, PlayerJV55, repparw, schoperena, spidercraft, theurbanninja1993-sketch,
TophC7 and twisted89, and JEDGIT18 tracked down the audio voice fault. Thanks to
everyone who sent logs, memory reports and test reports.
Report problems as issues, with the game's log (`logs\nx2navi.log` in the game folder) and what you were doing; *Export