github coccofresco/TriAevum v0.8.0-beta.1.2
TriAevum v0.8.0-beta.1.2 - The Grass Learned to Stay Put (and So Did the Credits)

pre-release8 hours ago

TriAevum v0.8.0-beta.1.2

The Grass Learned to Stay Put (and So Did the Credits)

Warning

Still a beta. One developer, two NVIDIA machines, one AMD machine
drafted into service since the last version, and your reports, which remain
the only test lab with real coverage. If something breaks (or works), please
open an issue with your
GPU, driver version, operating system, the console output and
logs/oot3d_native_game.log (Windows: next to TriAevum.exe; Linux: inside
TriAevum's data folder, for the Flatpak under
~/.var/app/io.github.coccofresco.TriAevum/), plus what you were doing right
before it went wrong. "It crashed" is a feeling; the log is evidence.

Beta.1.2 is what happens when you publish a beta and people actually play it.
Every item in the first section below is somebody's bug report, and the rest is
the grass, 4K and input-lag work that had been waiting for a release to ride
on. Windows and Linux, as usual.

You reported it, we fixed it, you get to check

  • The pause map forgot how stairs work (#89): in dungeons, the D-pad and
    the circle pad change floor again. Jabu-Jabu's belly is navigable once more,
    which is more than Jabu-Jabu can say.
  • Holding A turned the lights off (#91, #95, #99): with Roll Dash on,
    holding A to run flickered the lighting, the shadows and Navi's hat into the
    "no scene" state, as if Link had sprinted out of the game world. The dash
    hook had been clobbering the game's own idea of which scene it was in. It
    keeps it now; Navi enters the hat only while Link actually dashes, and the
    scene identity survives the whole run.
  • "Won't launch from a long folder" (#92) and "crashes on
    installation"
    (#103): same culprit, Windows' 259-character path limit,
    which the game's title files were cheerfully exceeding under any deep folder
    (OneDrive, Documents\Games\... and friends). The game and Forge keep their
    files within the limit now. If your folder path is very long, it works; if
    it is absurdly long, Forge tells you exactly how many characters to give
    back instead of letting Windows find out for you.
  • Crash on the very last scene (#104): the end credits asked the DSP to
    flush and invalidate its data cache, two commands the host had never
    implemented, because who finishes the game? The reporter did. Both commands
    are served now and the credits roll to the end.
  • Video memory growing until it crashed (#98): textures that no draw has
    sampled for a while are released, the grass refuses buffers past its VRAM
    budget and frees them after the frame, and the texture-pack cache no longer
    keeps the previous pack as a souvenir. The budget is read through the Vulkan
    loader at run time, so the executable still starts on a loader older than
    Vulkan 1.1 (the 0xC0000139 reports of the first beta, #12 and #35, stay
    fixed; the release audit caught the import before you could).
  • Barinade, round two (#76): the precompiled Enhanced shader library is
    recorded again on this exact runtime, on both machines, and a release
    refuses a library that does not match its own source, or a recording made on
    a runtime that decides shaders differently. From an empty cache, the fight
    still compiles zero shaders. Round three is not planned.
  • AMD (#78, #84, #93): this is the first release qualified on an AMD GPU
    (Radeon, Mesa RADV, Linux), because there is finally one in the room. Forge
    installed from the ROM, the game booted to the file select with zero shader
    compiles, twice, from both the AppImage and the Flatpak. Windows AMD drivers
    remain untested by us; please keep the reports coming.

Ocarina Reframed's file selection

The file select is now Ocarina Reframed's: Link stands beside the three files
on the upper screen, with the copy and erase confirmations, all drawn by typed
code at the game's own block boundaries. The title logo is drawn as a layer
over the resolved scene, and the file select has its own scene lighting
identity, so starting a new game and loading a save look the same, instead of
one of them looking like a different game.

SingleScreen 3.1 and the HD interface

  • Sheikah Stone Visions list on the upper screen (3.1): play, complete and
    cancel without losing the game (#83 asked for the 3.1 update; here it is).
  • HD interface by language: Forge offers the HD UI texture pack for the
    language your ROM boots in, downloaded with your consent and never bundled,
    and ships the SingleScreen HD font (with its author's permission). The
    SingleScreen 3.1 archive is preselected when you drop it beside Forge.
  • Vanilla+ Link (optional): a local RomFS overlay in mods/ remodels Link
    without touching the ROM. Your ROM stays yours; Link gets a tailor.

Grass, 4K and input lag

  • Grass that stays: its placement and residency now live within a VRAM
    budget; when the budget is tight the visible grass is thinned evenly instead
    of vanishing by cluster order in one camera direction. Hyrule Field no longer
    mows itself when you turn left. Whole blades draw with early depth, as
    camera-facing ribbons by default, and two more surface rules find grass
    where the first ones missed it.
  • 4K without an upscaler: water reflections and ambient occlusion run at
    half resolution with a depth-aware upsample, which is where the 4K frame
    went. On an RTX 3060 at 3840×2160, Kokiri Forest goes from about 19 to 18 ms
    and Hyrule Field with the river from 26 to 18 ms per frame, with the same
    image and a lot less heroism from the GPU.
  • Input lag: input is sampled after the previous frame ended and the
    presentation cadence was fixed; at 60 Hz with interpolation the time from
    button to screen goes from about 33 ms to 9 ms on the development PC. Link
    now jumps when you press the button, not shortly after.

In-game menu

Esc (or R3) opens a settings menu in the game's own UI renderer, with a photo
mode tab and an aspect ratio picture. F1 stays for everything else, because
some habits deserve respect.

Windows package layout

The ZIP's root holds TriAevumForge.exe, README.md and LICENSE; Forge
puts TriAevum.exe at the root when it installs, with its DLLs in runtime/.
Launch the game from the root as before. Fewer files to stare at, same game.

Updating

Back up your saves first; it is still a beta.

  • Windows: extract the ZIP to a new folder and run TriAevumForge.exe.
    To keep your progress, copy the data\savedata folder of your previous
    folder into the new one before starting the game. The first installation on
    a machine prepares the larger shader library and takes a few minutes; later
    ones take under a minute.
  • Linux: replace the AppImage, or install the new Flatpak bundle with the
    same flatpak install --user command; saves stay where they are.

Use your own decrypted EUR/USA .3ds or .cci dump (original or Rev 1);
Japanese, Korean and Taiwanese releases are not supported yet. The previous
notes: beta.1.1, beta.1c,
beta.1b, beta.1.

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