Make the release 0.9.1, with its notes.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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2026-11-12 07:21:41 -05:00
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0.9.0
0.9.1

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## Install or update
- **Already have 0.6.0 or newer:** start the launcher; it offers 0.9.1, updates itself and keeps the game it compiled
and the shaders it prepared. Only what changed is compiled again. The update then builds the graphics pipelines of
this release's list into your driver's cache once, about a minute on a fast card; the row *Prepare the Shaders*
shows it.
- **Already have 0.5.0:** the same, and the game's code 0.5.0 compiled is kept as it was compiled (for any x86-64
processor); *Rebuild the Game* in the launcher's home compiles it again for yours.
- **New install:** download **`NX2navi-Setup-0.9.1.exe`** below, put it next to your `.nup` dump of the game and start
it. Windows SmartScreen warns on the first start because the setup is not signed: choose *More info* and *Run
anyway*. The launcher checks your game files, builds the game (10 to 25 minutes, once), prepares every shader and
starts it.
**Requirements:** Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the game and 1.5 GB
for the launcher; a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host` (current NVIDIA and AMD cards). A GPU without
`VK_EXT_mesh_shader` gets the mesh shader fallback, untested on such a card.
## Faster
- **A new install no longer builds its pipelines while you play.** A release now carries a list of the graphics
pipelines the game is known to draw. The install builds all of them while it prepares the shaders, and every start
builds them before play, as it already did for the pipelines your own install had drawn. Before, a new install met
each pipeline in play first: in Hyrule Field one ten-second stretch of a first visit had 1,769 draws wait for their
pipelines, 461 ms in all, the longest frame 88 ms. `pipe_seed = 0` in nx2navi.ini leaves the list out.
pipelines the game is known to draw, 8,605 of them in this one. The install builds all of them while it prepares the
shaders, and every start builds them before play, as it already did for the pipelines your own install had drawn.
Before, a new install met each pipeline in play first: in Hyrule Field one ten-second stretch of a first visit had
1,769 draws wait for their pipelines, 461 ms in all, the longest frame 88 ms. In a first walk through Kakariko
Village on fresh caches no draw waited for a pipeline with the list, where 634 pipelines were missed without it, and
the first minute had 10 frames over 25 ms instead of 137. `pipe_seed = 0` in nx2navi.ini leaves the list out.
- **The draw replay runs on several CPU cores by default** (`replay_workers = 3`; contributed by epicmeme546): a
frame's large groups of draws are recorded on three threads beside the one that submits them. On an RX 7900 XT in
Hyrule Field it gave 51.7 instead of 43.6 fps standing. `replay_workers = 0` records on one thread as before; try
it if a picture looks wrong, and please report it.
- **No CPU core is set aside for the recording thread any more** (`recorder_core = 0` is the default now). On an
i9-14900KF the reserved core left the replay thread waiting about 200 ms roughly once a second in Kakariko: 27 frames
a minute took 150 ms or longer, none without it. `recorder_core = auto` reserves one as before. Found by
TheShinySylveon (pull request #625).
## Fixed
- **Part of the scene black for a frame.** The game's per-frame render targets share memory, and a texture slot whose
own image was let go of could follow a target of another size laid out at the same place: the pass that writes the
half-size lighting term and the pass that reads it both got the wrong image, the term read as zero, and a jump
attack's hit effect drew the right 44 % of the scene black. A slot now follows only a texture of its own size. By
bct8925 (pull request #647).
- **Bright white specks on distant surfaces at night.** The 1x1 stand-in a material samples while its texture is not
there yet was never cleared, so a roughness map read through it could be near zero: on Kakariko's distant cliffs the
highlight reached 3392 in single pixels, which bloom and the temporal upscaler spread into white spots. Stand-ins
are mid grey now, and those shaders write to start at zero. By Leyukaka (pull request #634).
- **Textures blinking black for a moment in Castle Town on cards with much video memory.** The textures the game lets
go of were swept from 2,048 on, whatever the card; the limit now follows the card's video memory budget, up to
8,192. On an RTX 5060 Ti 16 GB the sweep had dropped 412 in a session and a few textures blinked; with the higher
limit it dropped none. By schoperena (pull request #616).
- **With DLSS, the minimap showing the game's picture behind its room shapes** after a room change or the pause menu:
the game's 2000x2000 area map was taken for the picture DLSS writes to. Only a pass of the scene's shape is taken
now. By bct8925 (pull request #648).
- **DLSS and frame generation carried their history across a camera cut.** An area load or a spawn moves the camera
5 to 180 m in one frame; such a frame now starts a new history, and frame generation is told of every new start, so
it no longer makes frames between two unrelated pictures. `dlaa_cut = 0` turns the camera test off. By bct8925
(pull request #651).
- **The launcher run from the source with an older Python** stopped at *Gather Build Tools* with nothing but "No
module named 'zstandard'". It now says so on its first screen, with the command that installs what is missing.
## For testers
- **Water drawn as a rectangle over solid ground at the Hyrule Castle moat and the Castle Town canal, and a red beam
there** (issue #398): the source has an opt-in correction by ChurchOfIlias (pull request #666). It takes replacement
shaders made on your own PC from your own shader cache (`tools/projective_recipe.py`, `docs/water-projective.md`)
and is off unless `spv_override` names their folder. The release does not turn it on.
## Known issues
- A rare one-frame flicker of shadows or lighting, on grass and objects, may remain; the fix for the black part of the
scene above removes one cause of it. Please report where you still see it.
- FSR 4, its frame generation, the AMD-only fixes and the mesh shader fallback were not run by us on the cards they
are for before this release. Please report how they behave.
- The first visit to an area after an install can still pause for a moment while its textures are decoded.
- Integrated AMD GPUs can fail at the title screen (their host memory heap is too small for the game's memory).
- Nothing in this release was run on Linux by us.
## Thanks
Pull requests in this release came from bct8925, Leyukaka, schoperena, TheShinySylveon, ChurchOfIlias and
epicmeme546. Thanks to everyone who sent logs, captures 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
Save* with the bug report box ticked packs the log, your settings and your save into one zip.
NX2navi is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. *The Legend of
Zelda*, *Ocarina of Time* and *Nintendo Switch* are trademarks of Nintendo.