Vertex decompression as native code
A third step of Sony's Edge Geometry library now runs as native PC code: vertex decompression, which unpacks each mesh's compressed positions, normals and tangents before they are skinned and culled (skinning went native in v0.1.29, culling in v0.1.30).
The result is bit-for-bit the same as the PS3 code: in testing, close to two million calls were compared byte by byte against the original, with no difference. Anything unusual automatically uses the original code.
Measured in the first big fight (the gate), frame time:
| CPU threads | v0.1.30 | Now |
|---|---|---|
| 4 | 29.45 ms | 29.10 ms (+1.2%) |
| 6 | 21.85 ms | 21.50 ms (+1.6%) |
To compare, or if something looks wrong: PC Settings > Frame > CPU > Native geometry processing (Off = the original SPU code), then restart.
Press Update now in the launcher, then Build/Play (a quick rebuild). Or download inFamous2Recomp-v0.1.31-windows.zip / inFamous2Launcher.exe below.
If you see anything off with character or object shapes or lighting, please send a Save report from the launcher with a note of where it was.