github YuutaTsubasa/Free-Riders-Recompiled v0.4.1
Free Riders Recompiled 0.4.1 (preview) - Rendering and performance

pre-release56 minutes ago

Rendering and performance

  • Fix native shader attachment failures when scene changes recycle shader objects, and reuse immutable stages across reloads. This addresses the identified shader-lifetime failure in Issue #20; confirmation on affected devices is still welcome.
  • Correct the controller-only Kinect pose overlays that can distort the rider, while retaining authored animations, stance changes and real body input.
  • Improve Windows main/worker CPU placement and already-completed GPU waits. Reduce detailed per-draw timing and frame-log overhead during normal play. Results vary by device; this is not a promise of a fixed FPS increase.
  • Add Display > Rendering resolution: 360p, 540p, native 720p (default), 1080p and 1440p, independently of output window size. Rendering targets, clipping, resolved textures and VRM compositing scale together. The setting applies to the full frame, including the HUD and both split-screen players.
  • Replace the Windows Vulkan toggle with Display > Graphics backend, offering Vulkan and D3D12. New settings default to Vulkan; existing saved choices are preserved. Restart the game after changing graphics settings.
  • Add guided 1P/2P/Camera/VRM performance capture tools. Keep the normal 60 FPS cap when comparing performance; the game's simulation still advances by 1/60 per frame.

Camera Input, real Kinect support, two-player controls and experimental VRM avatars remain available. Internal resolution guide · Performance investigation and limits.

Downloads and updating

Download Support
Windows x64 ZIP Windows 10/11; Vulkan or D3D12; webcam models and ONNX Runtime included; real Kinect requires its SDK
Linux x64 tar.gz Vulkan; camera motion inference is not enabled in this prebuilt package
Android arm64 APK Android 9+; Vulkan; camera motion inference is not enabled in this prebuilt package

Extract the complete desktop archive into a fresh folder. Use the included ABI 9 shaders.pack with this version's executables; do not replace it with an older pack. Keep D3D12/, shader-tools/, pose/ and the DLLs on Windows. Copy your existing settings.ini and save/ if needed. No personal model, settings, saves or disc assets are included.

Android is 0.4.1, version code 11, signed with the same certificate as v0.4.0 for in-place updates. SHA256SUMS.txt covers all four downloadable packages.

Validation and limitations

  • GitHub CI passed Windows, Linux, macOS build checks and Android launcher/camera probes for the release changes.
  • Local regressions: 116 Windows C++ tests, 110 Linux C++ tests, and 266 Python tests (11 skipped). Both graphics backends pass scaled readback tests and 2,100 shader reloads.
  • The Windows runtime reached gameplay at Vulkan 360p/720p and D3D12 1440p, with 11,500 presents per scripted run. The D3D12 run enabled XAudio2. These runs intentionally stopped at a frame limit without shader errors or crashes.
  • The exact extracted Windows archive passed 180-present startup checks on Vulkan and D3D12 at 1080p internal resolution. The extracted Linux archive passed a Vulkan check under WSL at 540p. All packages contain the same rebuilt shader pack: 476 DXIL and 476 SPIR-V shaders.
  • Android native compilation, APK metadata, alignment, archive contents and update certificate were checked; this is not an Android gameplay test.
  • This round did not replay live Camera, Kinect, two-player or VRM gameplay on physical hardware. Lower-end-device performance and the original reporter's symptoms still need confirmation. Lowering resolution helps GPU work, but cannot remove CPU bottlenecks. Below 60 FPS the game's existing simulation slowdown remains.

This is a preview. You need your own USA/Europe Sonic Free Riders disc image.

PR #23 · Changes since v0.4.0

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