mirror of
https://github.com/tangerineturtle1/NX2navi.git
synced 2026-11-15 19:19:58 -04:00
Make the release 0.9.1, with its notes.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
This commit is contained in:
@@ -1,11 +1,87 @@
|
||||
## 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.
|
||||
|
||||
Reference in New Issue
Block a user