A fix on top of v0.1.2 for AMD graphics cards on Direct3D 12: parts of the scene no longer flash white or grey while driving. As before, the launcher and setup wizard build Midnight Club: Los Angeles Complete Edition (Xbox 360, USA/Europe, title 545407F8) from your own disc image, and no game data is in any of the files below.
What changed
- No more white or grey flashes on AMD cards (Direct3D 12). On AMD GPUs, roads, walls and buildings sometimes turned into a whitish or grey veil of small blocks for two or three frames, most often in shadowed areas (reported in holdmysocks/mcla-recomp#24 on a Radeon RX 9060 XT). It came from one of this fork's performance changes, which submits Direct3D 12 work from a thread of its own; the upstream project's builds don't have that change, and the upstream build we compared on the same GPU didn't show it. The game now keeps that thread and the one that prepares the work in step at the moment the latter goes idle, which removed the flashes in our tests without losing the change's speed-up.
- How it was tested: on the integrated Radeon graphics of a Ryzen 7 9800X3D, on a scripted drive, the flashes went from 3 and 7 per run to none (two runs each); on an NVIDIA RTX 5080 the frame rate and the CPU time saved by the threaded submission are unchanged. We couldn't try it on a discrete Radeon like the RX 9060 XT from the report, and the exact cause isn't fully understood, so if you still see it, please report it in the issues. Adding
--d3d12_threaded_submission_idle_wait=falseunder the launcher's More mcla.exe options brings back the old behaviour, and--d3d12_threaded_submission=falseturns the threaded submission off entirely. - Vulkan has its own threaded submission, which this release doesn't change and which we haven't tested on AMD; it may still show the flashes there.
Installing or updating
Already have v0.1.0, v0.1.1 or v0.1.2? Open the launcher. It shows An update is available: release v0.1.3. Press Update and rebuild; it downloads the new SDK bundle, updates the source and rebuilds the game, which took about 22 seconds from v0.1.2 and about 27 from v0.1.0 or v0.1.1 on our test PC. The launcher itself is unchanged in this release.
New install: download MCLA-Setup.exe and run it. It is unsigned, so Windows SmartScreen may stop it the first time; click More info, then Run anyway. The launcher's setup wizard then builds the game from your .iso. It needs the internet and about 10 GB of disk.
Tested on
Windows, with an NVIDIA RTX 5080 and a Ryzen 7 9800X3D, and for the fix above also the Ryzen's integrated AMD Radeon graphics. Nothing has been tested on Intel graphics, on Linux or on the PS5. If you try it, please report how it went in the issues, whether it works or not.
Files
Release v0.1.3, built from commit 606e401a8ad1a96cb236b9b523d26a8a73a157d4 by https://github.com/RenanQueiroz/mcla-recomp/actions/runs/40477616432.
| Asset | Size | SHA-256 |
|---|---|---|
MCLA-Setup.exe
| 58.1 MB | 7c437262b822abe77c106bbe89858c544c9668fea01d4b10a0de953726b30951
|
MCLA-Launcher-v0.1.3-win-x64.zip
| 69.6 MB | b8892ffe89b8806186de9b740911a6a1f163fc159d4b58a11c67f9a2cefc22f0
|
rexglue-sdk-f5337cdc-ada67f7fc6c1-llvm-mingw-20250709.zip
| 26.5 MB | 6d00eaa66277ed7e71f041675cb499bd18a7449be56613df54dd6b04250abb43
|
rexglue-sdk-source-f5337cdc-ada67f7fc6c1.tar.xz
| 72.4 MB | 4a44fb498c25422c9e727956f7110486784421f9878f8e804e108c804b7d99d5
|
release.json
| 8.1 KB | 8ad32776349b0b10edcdd8ebbe61e538c9a9ddb8dcb9d4f7e14e480d396f382c
|
NOTICES.txt
| 29.0 KB | eeb9441dfba4de8bb3f2e05d32fd658289971490053397d68eb9a5334f61a769
|
SHA256SUMS
| the sums of the six above |
release.json is what the launcher's installer reads; NOTICES.txt has the licences and notices of everything in the assets. Every asset has a build-provenance attestation (gh attestation verify <file> -R RenanQueiroz/mcla-recomp).
- MCLA-Setup.exe: the one file a player downloads. Run it: it installs the launcher for the current user (no administrator rights asked for) in
%LOCALAPPDATA%\Programs\MCLA, makes a Start menu and a desktop shortcut and starts it; the launcher's setup wizard then builds the game from the player's own disc image. Unsigned, so Windows SmartScreen may warn (the README says how to go on). The launcher updates itself by downloading this asset (SHA-256 inrelease.json) and running it with--update. - Launcher zip: the same launcher folder as a zip, for anyone who wants it without the installer: unzip and run
MclaLauncher.exe; .NET and the Windows App SDK are inside. Unsigned. - SDK bundle: the ReXGlue SDK (f5337cdc) with the fork's 51 patches (digest
ada67f7fc6c1), built with llvm-mingw 20250709, and FSR's two runtimes (FidelityFXeee08db1, built with the C runtime linked in, so no Visual C++ Redistributable is needed).scripts/make_pc.ps1 -Toolchain mingw -SdkBundle <this zip> -SdkBundleSha256 <the hash>uses it. - Source archive: the corresponding source of the bundle's GPL and LGPL parts (the SDK tree at the pinned commits with the patches applied, and the fork at this commit).
gameinrelease.jsonholds the fingerprints of the supported game (names, sizes and SHA-256 of its files: no content) for the launcher's setup wizard.- No game data is in any asset. The game is built on the player's PC, from their own disc.
When publishing: leave the Target as it is (606e401a), so that the tag is made on the commit this was built from. The tag must point at 606e401a8ad1a96cb236b9b523d26a8a73a157d4, which release.json names; the launcher's installer checks that.