reSOT v0.4.3
Windows demo and retail executables and the shared Android APK use version
0.4.3; Android versionCode is 13. Both targets still require the user's supported
Xbox game files.
Languages
- Game language: English, French or Spanish (retail). The supported USA retail
disc contains all three. The game starts in the language saved as
[Game] Languageinresot-options.ini; English is the default on Windows and
Android. Contributed by GrandaCoder (Camilo Granda), pull request #19. - Language in reSOT Options (retail). A new Language page in reSOT Options
(main and pause menus) offers English, French and Spanish. The choice is saved
at once and applies the next time the game starts. - Launchers in English, French and Spanish. The Windows and Android launchers
follow the system language when it is one of the three (English otherwise), and
have a "Game language" button for the same setting. Also from pull request #19. - The demo always runs in English: its languages have not been checked.
Performance
- Guest memory reads without system calls (Windows, both games). reSOT's own
per-frame checks asked Windows about the memory before every word they read: 17%
of the game thread's time in a heavy retail scene. Guest RAM is now read directly,
as on Android. On the user's PC the game thread's work per frame fell from 6.0 to
4.6 ms in that scene. - Direct3D 11 and 12: one shader per render state, D3D12 vertex program
translation and less D3D12 stutter in effect-heavy scenes. The user reported
excellent performance on D3D11, Vulkan and the demo. - Fewer render passes: full clears become the next pass's load operation;
visibility queries stay inside one pass. - Android: big cores and an optional GPU turbo (
GpuTurbo=1, off by default).
Not tested on a device.
Experimental: direct renderer
RESOT_DIRECT_DRAW=1 (off by default, Windows) sends the game's graphics calls to
the renderer as typed operations instead of Xbox GPU commands, on both games. The
user played the demo and several retail scenes with no visible defect. With it on,
retail runs 8 submissions ahead: in a heavy retail scene (about 1,600 draws a frame)
the user saw 82-88 fps against 64 before. See docs/DIRECT-RENDERER.md.
Debug views (Windows)
- F8 cycles the normal view, No lighting, Vertex and Show triggers (volumes of
detection zones, logic objects and hidden meshes). Confirmed by the user.
Android
- New app icon background: a square of the launcher's night-blue ground with
its rosettes and stars, behind the reSOT logo.
Tools
- The sampling profiler (
RESOT_PROFILE_MS) now unwinds frames correctly in the
GPU driver, names the runtime's internal functions and reports time by module.
Known issues and what was not checked
- Retail Magic Fountain teleport: the fade to black does not appear and the camera
stays on the bridge until the view changes. Long-standing, left open. - The Language page and the translated launchers were built but not run; French and
Spanish game text has not been seen in game. - Android was not tested on a device for this release (icon, language selector,
big cores, GPU turbo). - The direct renderer is off by default and was not tried on Android.
- These final builds were not run.
Full Changelog: reSOTv0.4.2...reSOTv0.4.3