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NX2navi/docs/releases/v0.10.2.md

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Install or update

  • Already have 0.6.0 or newer: start the launcher; it offers 0.10.2, updates itself and keeps your saves and settings. This update translates the game's code once more (for the ocarina recorder's fix) and prepares every shader again with the fixed shader translator: a few minutes, once.
  • New install: download NX2navi-Setup-0.10.2.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: as for 0.10.0: 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).

Changed

  • The Game tab's Testing settings are on by default:

    • CPU helper threads: Automatic (replay_workers = auto): half the CPU's cores less one, none on four cores or fewer and none on AMD's driver for Radeon RX 6000 and older;
    • Helpers work ahead: 4 (replay_pipe = 4);
    • Helpers take small jobs: 16 (replay_small = 16);
    • Start next frame early: On (tail_early = 1).

    They are still experimental. A value you chose yourself, in the settings menu or in nx2navi.ini, stays as you set it: to keep 0.10.1's behaviour, set them back to 0 and Off.

Fixed

  • See-through ground (issues #569 and #824). 0.10.0 and 0.10.1 shipped an older shader translator, whose shaders could not reach the newest texture slots, so ground and walls could turn see-through after some play. 0.10.2 ships the translator built from its own sources, prepares the shaders again with it, and no longer uses translations kept from the old one. The release tools now refuse a translator that was not built from the release's sources.
  • AMD Radeon RX 5000 and 6000 cards losing the device (the game ending with code 72): on AMD's driver these cards now take the mesh shader fallback by default (mesh_fallback = auto), and a lost device is noticed and reported sooner. Not yet confirmed by players with these cards: please report how it goes.
  • Crashes and hangs found in a review of the whole runtime; none was seen in our own play, and each fix has a check of its own:
    • a crash when the game read memory the lazy write-back was just handing to the GPU (NVIDIA and Intel cards);
    • a game thread reading a frame's record another thread had just freed, when two threads submitted at once;
    • a race between a system event's signal and its destruction, and full event tables (vsync events after 16, host events), each of which ended the game;
    • a movie ending the game when memory for a picture ran short;
    • game sessions closed while another thread still used them;
    • after 15 to 66 hours in one session, textures the game writes stopping to update (the counters behind them are now 64-bit);
    • audio settings the game sends that our audio renderer did not accept ended the game; now the one effect is left out and one line goes into the log (audio_strict = 1 brings the old behaviour back for bug reports);
    • a stuck shader translation no longer holds the game for four minutes;
    • a save file could be closed while another thread was still reading it.
  • Crash reports and exits: a second crash no longer cuts the first one's report short; a stack overflow writes a report; an error or a lost device ends the game without running every library's shutdown, where DLSS's could crash; HD rumble stops at every end; the end of the log is written even past its 64 MiB cap. A hang watch writes a report to the log when no frame is shown with the window in front, or the GPU does not finish, for 20 seconds (hang_watch_s, 0 turns it off). The launcher explains code 72 (the graphics device was lost) and shows the game's error line after a restart and from the Steam shortcut.

Frame pacing and RivaTuner Statistics Server

  • RivaTuner's profile is put back when the game closes, before the slow save of its pipelines, and no frame drawn after that writes the game's limit into it again. After a crash or a Task Manager kill, the next start puts it back from rtss-profile.txt next to the game, unless you changed the profile since. If you never made a RivaTuner profile for the game yourself, delete Profiles\ocarina.exe.cfg in RivaTuner's folder once: earlier versions could leave a frozen copy of the global profile there.
  • The game hands the limit to RivaTuner only once RivaTuner is seen holding it, and takes it back while a movie plays, while the window is minimised or no picture goes out, and for the run when RivaTuner lets frames through faster than the limit or never shows its hold. A limit set in RivaTuner itself on top of the game's is named in the log and in the menu's frame rate row.
  • A limit change reaches RivaTuner's profile once it stays, not at every switch of low latency; display on a 59.94 Hz monitor is rounded down for RivaTuner versions without fractional limits.
  • With DLSS Frame Generation, Reflex now holds the frame limit (reflex_limit = 1), so the game waits once per frame instead of twice; the game's limiter takes over during movies and when Reflex does not hold it.
  • Fewer stutters: turning DLSS or FSR on or off, changing its mode, pausing and resizing no longer stop the graphics card until it is idle; fewer memory freezes right after an area load; pipelines are remembered as soon as they are first built; the shipped list of pipelines built before play grew to 10,230.

Fixed above 60 fps

  • The ocarina's song recorder keeps its timing at any frame rate (ocarina_timing, on by default). Above 60 fps its clock stood still: a song taught to the scarecrow lost its pauses and the recorder's time limits never came. Songs recorded above 60 fps in earlier versions keep their missing pauses.
  • The shake key swings at the game's own pace at any frame rate.
  • Dynamic resolution (dyn_res = 1) aims at the frame limit you set, not at 60 fps.

Settings

  • In nx2navi.ini, a comment after a value (pace_smooth = 0 ; off) and the words off, false and no now mean what they say for on/off settings; before, such a line could turn the setting on. Paths and names keep their whole text.
  • New: reflex_limit, ocarina_timing, audio_strict, hang_watch_s, and switches that bring back the earlier behaviour of this release's larger changes should one cause trouble: upscaler_idle_wait, present_order, wb_lazy_unlocked. See nx2navi.ini.example.