Changes
-
Less GPU work per race frame on phones (#176). Each race frame used to start by clearing the whole picture as a step of its own. A phone graphics chip (such as Mali) does that by writing the whole cleared picture out to memory and then reading it straight back to draw the race on top. The clear now happens as part of the next drawing, so that round trip is gone, and a full-picture clear at the start of a drawing step no longer reads the old picture first. On a Mali tablet (Samsung Galaxy Tab S12 Ultra) this cuts the graphics chip's time per race frame by about 12% at 2.0x render size and about 8% at 1.0x, so fewer frames are skipped. The picture is the same as before. PCs, Macs and other phones do the same work in the new order.
If a race looks wrong after updating (for example, leftover images from the previous frame or a black screen), both changes can be turned off in the launcher: Test options › Graphics › Clear the frame when it is drawn › Off and Test options › Graphics › Clear passes at their start › Off. Please tell us in #176 if you need them.
-
The launcher's Test options › Logs for a bug report › GPU timing option now also offers Frames and passes, which writes the time of each drawing step into
game.log, for performance reports.
Everything else is the same as v0.10.53.
Validation
- Windows x64 package, Vulkan, with the validation layer: a whole Dolphin Resort race with no validation errors (speed 1.000, all 455 pipelines prepared), with both new clear settings on. The title movie, Sharp scaling and an Avatar award in the middle of a race were also checked.
- Windows x64 package, Direct3D 11 (experimental): on an NVIDIA RTX 4090, a whole Dolphin Resort race at feature level 11.1 (speed 0.999) and the start of a race at feature level 11.0 with the fallback for older drivers (speed 0.995). No shader had to be compiled while playing, and the pictures look right.
- macOS (M1) package: a whole Dolphin Resort race at full speed (1.000), no MoltenVK errors, both new clear settings on.
- AYN Thor, this release's APK (Android 10+): a whole race at full speed (0.998), with touch controls and tilt leaning (0.999), with camera motion turned on (the Thor has no camera, so the game says so and keeps racing; 0.999), and with all game threads squeezed onto one CPU core (0.993). No crashes or memory errors; the picture looks right on lap 2.
- Samsung Galaxy Tab S12 Ultra (Mali): the GPU time savings above were measured on the change itself before this release (same code, see #377); this release's package was not run on the tablet.
- Linux archive: built on Ubuntu 22.04 (needs glibc 2.35), with the camera runtime next to the game.
- Android APKs: same signing key as before, so they install over 0.10.53.
- Unit tests:
- 182 passed on Linux, 190 on Windows.
- On macOS, 179 of 181 passed; the 2 that failed are the same tests that earlier releases failed, and the macOS GitHub Actions run leaves them out.
- GitHub Actions builds and tests passed on Windows, Linux, macOS and Android.
- Not tested:
- This release's package on a Mali phone or tablet.
- The iOS app was built and packaged only.
Downloads
- Windows x64: download and extract the Windows ZIP; run
FreeRidersRecompiled.exe. - Linux x64: download and extract the Linux archive; run
FreeRidersRecompiled. - Android 10 or later: prefer
android10-arm64.apk. - Android 9: use
android-arm64.apk. - Android version code: 102. The companion licence archive applies to both APKs.
- macOS 14 or later (Apple Silicon): download and extract the macOS ZIP; open
FreeRidersRecompiled.app(right-click › Open the first time). - iOS:
ios-arm64.ipa, to install with your own sideloading tool. - Online server:
docker pull ghcr.io/yuutatsubasa/free-riders-server:0.10.31(unchanged). - Checksums:
SHA256SUMS.txt.
Use your own game disc image. No game data, private saves or test overrides are included.
Known limitations
The same as v0.10.6.