github AjncSystem/ShadowOfTheColossus-PC v0.74
v0.74 — Lighter draw thread (Lukto02's fast paths) · DLSS-G multiplier · 4-thread CPU priorities

47 minutes ago

Install the game on an SSD or NVMe drive for area changes without stutters.

🚀 Lighter Draw Thread

• Lukto02's draw-thread fast paths (#308), ported to this version: for depth-only draws (shadows, depth pre-pass) and G-buffer draws, when no render register, image or state changed since the last draw, the render target setup, the render pass start and the dynamic state are reused instead of rebuilt. They hit on about 99% of the draws in the open world.
• Exact: Lukto02's verify mode (the old path runs alongside and compares) found 0 differences in more than 45 million checks.
• Measured: attract demo with Maximum textures and PS4 Pro mode, 83.0 → 85.4 FPS average, minimum 62.6 → 66.2; in the user's open-world rides at 60 FPS the game now stays at 60 FPS 40–50% of the time (23–32% before), 55.8–56.3 FPS average (54.4 before).

🎮 Frame Generation

• DLSS-G multiplier (Lucas-blip-png, #314): 3x, 4x, 6x or Dynamic frame generation on RTX 50 cards, in the launcher's full settings next to the frame generation option. The default stays 2x; RTX 40 cards stay at 2x.

🧵 Weak CPUs

• Thread priorities on CPUs with 4 threads or fewer (Lucas-blip-png, #312): the game's job workers below normal, sound highest, file loading above normal. Bigger CPUs are unchanged.

ℹ️ Notes

• Updating clears the shader cache once (expect some stutter on the first start).
• With the game's debug menu on, rare crashes can happen. Keep it off for normal play.
• Dust from footsteps can flash white on AMD Vega/GCN integrated GPUs (still under investigation).

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