TriAevum v0.8.0-beta.1
Hyrule Gets Its Lights Back On
Warning
Untested in the wild. This beta has been qualified on every PC its single
developer owns: one Windows machine and one Linux box, both NVIDIA. Yours is,
statistically, neither. AMD and Intel GPUs, laptops with two GPUs, older
drivers, remote desktops and other creative setups have not been tried, and
the first early reports already include an AMD driver crash and a GPU too old
for Vulkan 1.2 (native PICA requires Vulkan vkCreateRenderPass2).
Your feedback is not optional: it is the test plan. If something breaks
(or, shockingly, works), please
open an issue and attach:
- your GPU, driver version and operating system;
- the console output: run
TriAevum.exefrom a Command Prompt on Windows, or
the AppImage/flatpak run io.github.coccofresco.TriAevumfrom a terminal
on Linux, and copy everything it prints; logs/oot3d_native_game.log(Windows: next toTriAevum.exe; Linux:
inside TriAevum's data folder, for the Flatpak under
~/.var/app/io.github.coccofresco.TriAevum/);- what you were doing right before it went wrong.
Check back often over the next hours and days. Fixes will ship as fast as
reports arrive, so the build you download at breakfast may be the old one by
dinner. One developer, one desk, an unknown number of PCs out there: you are
the QA department now. Congratulations on the promotion.
The first beta. Hyrule now has weather in its lighting, fire that actually
lights things, and water that knows it is water. The grass is still there. We
checked.
- Two lighting models. Native keeps the 3DS look. Modern lights every
pixel: a key light that follows the scene's own sun, a rim light, ambient
occlusion, and shadows. Fresh installs start on the tuned Enhanced preset. - Scenes come with their own light. Day and night environment profiles,
per scene or per group of scenes, blend on the game's own clock. This release
ships the profiles authored so far (Temple of Time included) as read-only
defaults. Edit any of them in F1 and save your own; Use group standard
brings back the default. - Fire lights things. Torches while lit, the Poe sisters' torches, fire
Keese, flame traps, fire walls and other flames light the Modern scene.
Interior lamps and doorway daylight become real lights, prepared by Forge
from your own RomFS. Place your own sun, spot, point, surface and omni lights
from F1; surface lights have a spread to aim them. - Shadows everywhere they should be. Point lights cast cube-map shadows,
contact shadows add the small ones, smooth surfaces stop shadowing their own
facets, and the sun reaches into interiors through their openings. - Water. Reflections from the game's own water bodies, flow from the
texture scrolling, ripples, white water where rivers step down. - MXAO. iMMERSE MXAO by Pascal Gilcher joins GTAO and CACAO, with face
normals and temporal accumulation. It is a separately licensed module
(triaevum_immerse), used with the author's permission; TriAevum runs
without it if it is removed. - DLSS reconstructs the frame upright, with the transformer model on
Enhanced. OptiScaler users can try DLSS 5 neural rendering on their own;
seedocs/TRIAEVUM_OPTISCALER_DLSS5.md. Nothing from OptiScaler is shipped. - F1 reorganized into seven tabs, with your own graphics presets and a
save-state tab. Save states hold the game moment, not your graphics
settings, and are compressed. - Faster where it counts. The precompiled title is profile-guided, shader
programs are prepared ahead from recorded game sessions, and the title intro
runs above 60 fps at 2160p on the development PC. Results vary by hardware;
this is not a promise of zero stutter.
First setup: after reading your ROM, Forge prepares this GPU's pipelines
once; the rooms' interior sunlight and light sources come precomputed with the
release and are matched to your own ROM's rooms. On the development PC (12
threads) this part takes about 3 minutes; slower PCs take longer. Later
launches reuse the work. The first frames show a short preparation screen.
Before updating: back up saves and settings. Prefer normal in-game saves.
Global illumination is still experimental and not offered by this build. The
game's simulation remains 30 Hz; 60/90 FPS modes interpolate visuals. Android
and macOS are not included in this release.
Windows: extract the portable ZIP and run TriAevumForge.exe. Linux: make the
AppImage executable and open it; use --forge to return to setup. Or install
the Flatpak with flatpak install --user TriAevum-v0.8.0-beta.1-Linux-x86_64.flatpak
(the Freedesktop 25.08 runtime comes from Flathub) and start it from the
menu or with flatpak run io.github.coccofresco.TriAevum; it updates an
alpha.2 Flatpak in place, keeping its saves. Use your own
decrypted EUR/USA .3ds or .cci dump (original or Rev 1). Japanese,
Korean and Taiwanese releases are not supported yet: Forge declines them.
Special thanks to Pascal Gilcher (Marty's Mods)
for MXAO and the permission to use it, to rlgcarrot, whose
TopScreen mod is reimplemented here
(please consider supporting their work), and to
Sion (999sian) for the Linux foundation; see
the contribution record.
And thank you to Ship of Harkinian, Azahar, NRI, Godot, FidelityFX, and the
other donor projects. The lights did not place themselves; well, some of them did.