Button Color recoloured the list panel, the description box and the title band, and left the orange choices in the rows as they were, so the buttons themselves seemed not to change. It now takes the rows' label cells, their value cells and the orange choices, which come out a lighter shade of the picked colour; the new Panel Color takes the panels, the dividers and the title band. Text on a light button or panel turns dark, and so does the text in choices that come out bright. The colour is kept as custom_panel in launcher.json. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Draft notes for the release after 0.7.1. The version number is not decided yet.
Faster
- AMD cards: about a fifth more frames in open areas, and more even frame times. The game asks the video card
which objects are visible, about a hundred questions a frame in Hyrule Field, and waits for a frame to be finished
on the card before it lets the next one start. The answers were fetched one call at a time, on the thread that also
reports "finished", and on AMD's Windows driver each of those calls goes into the kernel: every frame was reported
finished about 4 ms late, with every thread of the game waiting. They are now fetched a few hundred at a time.
Standing in Hyrule Field on an RX 7900 XT (driver 26.10.1, 3440x1440, FSR): 53 fps instead of 45, and the longest
frame of a minute 46 ms instead of 55 (
oq_batch = 0innx2navi.inibrings the old readback back). - No more frames drawn one present late. The game signals from the CPU when a frame's data is written, and its
render thread submits the frame's commands without waiting for that signal. When the signal came a millisecond or
two after the submit call, in about every other frame in Hyrule Field, the frame was set aside and drawn at its
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; withvk_recorder = 1, which AMD cards do not have on by default, 58.6 fps.
New
- Add to Steam in Customize Launcher (Windows): adds the game to your Steam library as The Legend of Zelda Ocarina of Time, with Navi as its icon and the title screen's artwork and logo. Starting it from Steam starts the 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.
Fixed
-
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.
-
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 checked for NaN, so that one bad pixel cannot spread through the blur and bloom passes; those checks, and the game's own NaN tests in nearly nine of ten shaders, are float comparisons that a shader compiler may decide can never be true. The Windows driver for these cards uses AMD's older shader compiler (the log reads "AMD proprietary shader compiler"); with it each NaN test is now made on the bits of the number instead, which no compiler can drop. It is on by default only with that driver (
vk_nan_bits); the first start after the update compiles the pipelines again. Untested on those cards before this release: please report whether the blocks are gone.