github NotRexed/Hookshot ultrawide
Ultrawide, AMD black-screen fix, fewer shader stalls, less flicker

51 minutes ago

Download HookshotBuilder.exe and run it (an installed builder updates itself: the game offers the update at start, a ~4 MB download and only the changed files compiled).

Ultrawide, for real

With Ultrawide on in the Insert menu (or a window wider than 16:9), the game now draws a wider picture instead of stretching a 16:9 one: you see more of the world at the sides, with the HUD, menus and movies kept in the middle 16:9. Tested at 21:9 (3440x1440) and 32:9, including the pause menu. Based on the ultrawide patch sites NX2navi uses, credited to Ivan0xFF (MIT).

Black screen after the opening (AMD) and long shader waits

  • Compute shaders compile in the background. On AMD cards a single compute shader took the driver 15–23 seconds, and the game froze with a black screen while it did. Now the game keeps going and that effect appears once it's ready.
  • Twice as many shaders are prepared before the first start (PR #474: the game's compute and effect shaders were missing from the list), so far fewer compile while you play. The first start's preparation takes longer (about 2½ minutes on a 12-thread PC).
  • Closing the game during the first start's preparation no longer makes the next start skip it ("stuck at 99%, then compiles everything in game").
  • AMD: the foliage culling shaders are built without the driver's optimizer, which hung the GPU a few minutes into Kokiri on RX 6600-class cards (from PR #430).

Flicker and lighting

  • One-frame lighting flicker reduced: the brightness meter the game reads back from the GPU sometimes read double or zero, so the light dimmed or flared for a frame (from PR #430). Plus PR #449 (catch-ups) and the release ordering from #430, which help most on AMD and Linux.
  • Foliage shadow lines on AMD (PR #475).

Other fixes

  • Audio recovers after a failed buffer instead of going silent (PR #472).
  • Out of memory: when Windows runs out of memory (RAM + page file), the game now says what to do instead of just crashing.
  • The Minimum (4GB) quality preset now really lowers the renderer's memory use (its mirror budget was ignored).
  • Game dumps with explicitly compressed files read correctly (PR #456); clearer builder errors (PR #469); memory given back on Linux (PR #446).
  • Builds that ran out of memory while compiling are retried, with as many compilers as before (faster-builds).
  • A crash in Kakariko's day/night change on a memory pool the game passed as none (PR #510, issues #287, #424, #509).

What's Changed

  • perf(vk): give back retired pools' imports once the GPU is past them by @azlekayn in #446
  • fix(vk): let a catch-up go on only past met waits, not every stopped queue by @azlekayn in #449
  • Honor explicit NUP compression for .zs members by @klimovich008 in #456
  • audio: recover after failed buffer submissions by @monsterlag in #472
  • Shader census: the game's compute programs (Effect/*.vsetb and the agl .sharcb archives) by @ZurielAtr in #474
  • vk: a mesh program's stage buffer starts at zero (foliage shadow lines on AMD) by @ZurielAtr in #475
  • test: cover chunk prefetch in the import-window fixture by @monsterlag in #488
  • builder: retain child exit status in stopped-step errors by @monsterlag in #499
  • nvn: answer memory-pool calls made with no pool by @nicholasgower in #510

New Contributors

Full Changelog: faster-builds...ultrawide

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