TriAevum v0.8.0-beta.1b
The Upscaler Has Left the Building (and Came Back Properly Dressed)
Warning
Still untested in the wild. Same story as beta.1: one developer, two
NVIDIA machines, and now a growing list of PCs that disagree with both. This
update exists because the first testers broke things within hours. Thank
you, and please keep doing exactly that.
Your feedback is the test plan. If something breaks (or 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. It now starts with
TRIAEVUM_VULKAN_DEVICEandTRIAEVUM_UPSCALERSlines that name your GPU
and what it can run; 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/), which now records the GPU
and any error that closes the game;- what you were doing right before it went wrong.
Check back often over the next hours and days. Fixes keep shipping as
reports arrive.
A hotfix for beta.1. Same game, same data, fewer ways to leave it.
- DLSS actually ships now. In beta.1, choosing NRI Upscaler on an NVIDIA
GPU picked DLSS, which had nothing to run with, and the game closed; since
the choice was saved, it closed at every launch after that. DLSS now comes
with NVIDIA's own runtime in a separate module, and it works. Your saved
DLSS setting from beta.1 simply starts working. - No upscaler can close the game any more. F1 offers only the upscalers
your machine can really run, and greys out the rest with the reason. If one
still fails mid-game, you get the picture unscaled and the option is
withdrawn, instead of a goodbye. - FSR works on Windows (its runtime was missing too). On Linux FSR is not
offered: AMD's runtime for it exists for Windows only. - Too-old graphics drivers get a straight answer. A GPU whose driver
stops before Vulkan 1.2 is no longer picked, and the message names the GPU,
its Vulkan version and the fix (update the driver from the GPU maker's
site), instead ofvkCreateRenderPass2. - Better crash reports. Errors that close the game now reach the log file,
and a crash on Windows lists each frame's module and offset instead of the
same wrong name. - The item description no longer stays on screen after closing the
Items menu with START at the wrong moment (#60). Closing it while the game
was still preparing the description now closes both; closing it a moment
earlier, while the item's icon was loading, could also crash the game, and
no longer does. That crash is also the one behind pressing START over and
over (#67). - The START menu opens without the wait. The first START of a session
froze the game for one to two seconds, and every later open or close
stuttered: the scene drawn behind the page made the grass rebuild itself
each time. Now nothing is rebuilt, and START opens the page directly, the
way TopScreen 2.1.1 does, about a tenth of a second sooner than before. - TopScreen catches up with 2.1.1. On an open Items or Gear page, SELECT
shows the item's description over the page, like the 3DS mod; START
reopens the page you left (Items, Gear or Map); L and R hints sit beside
the page tabs; the Navi prompt sits in its 2.1.1 place and also shows with
View unmapped or the D-pad icons hidden; the horse-stamina row and the
dungeon key counter follow 2.1.1. - Dungeon maps show their markers again with TopScreen. The boss skull
and the chests (with the compass) were missing from the dungeon map page,
because the minimap layout of the HUD also moved them; it now leaves them
alone while a pause page is open, as TopScreen 2.1.1 does. - The TopScreen FOV setting works. It never changed the view: it watched
the wrong camera value. Release builds also skipped the TopScreen steps that
sit in the middle of the game's code, such as the FOV, the scene guards
behind the pause pages and the touch-button rule. The title module now
starts a block at each of them, and the game refuses a title module that
does not. - The Items page uses the full width of the upper screen, as in
TopScreen 2.1.1: the grid and the ZR/X/Y/ZL column move outward and the
right stone edge gives way to the column. Dungeon maps widen the same way,
with the map, compass and key icons on the left and the floors on the
right. - The Save page shows the game behind it, as in TopScreen 2.1.1, instead
of the brown pause background and stone edges. - No more thin lines across empty Gear slots. The Gear page samples its
textures the way 2.1.1 does. - Link no longer flattens when he turns round at 60 or 90 FPS. Between
two game frames, a model turning to face the other way was squashed for a
frame; it is now shown turned part of the way. - No more freezes on scene changes with Extended draw distance (#69,
#74). With the option on, the game drew more characters and objects than
its per-frame lighting space holds. The overflow spilled into the queue
that loads scenes and writes saves, so a door, a scene change or a save
could hang or crash the game. Extended draw distance now adds only as many
extra actors as that space has room for. Savestates made after an overflow
may already be damaged: load an in-game save instead. - New default grass, for everyone. The default grass profile now has 25
maps that decide where grass grows, up from 6; Lon Lon Ranch gets its grass
back. A configuration from beta.1 takes the new maps once, at the first
start of this version, and keeps every other grass setting (density, draw
distance, performance and the rest). - One lighting standard for outdoor areas whose time is set on entry.
Lon Lon Ranch no longer ships a lighting profile of its own, so it follows
that group's standard, which has a new sun direction. Kokiri Forest keeps
its own daytime profile. - Smoother motion at 60 or 90 FPS. The frames drawn between game frames
move each character as one piece (Link's hand stays on his arm, the Iron
Knuckles stop trembling), and scrolling textures such as the clouds no
longer jump for a frame. Motion vectors follow each actor by its own
identity, so a repeated model no longer borrows another one's motion. - DLSS with frame interpolation no longer loses the GPU after a scene
change (the game closed withVK_ERROR_DEVICE_LOST). - A resolution or display mode that crashes no longer locks you out (#65).
If a launch ends within its first minute, the next one starts with the
default resolution, window mode, anti-aliasing and upscaler, says so in the
log, and keeps everything else. - The AppImage starts more than once (#66). It used to remember where it
was mounted the first time and could not find its own files afterwards
("OTR file not found"); an installation from beta.1 repairs itself on the
first start of this version. - The AppImage runs on older Linux systems (#72). It now carries the C++
runtime it was built with and uses it only when the system's own is older,
plus libdecor for SDL. On Intel GPUs with Mesa, graphics pipeline libraries
are off by default, both in the game and in Forge: they made the process
grow past 27 GB.TRIAEVUM_NRI_PIPELINE_LIBRARIES=0now turns them off
in Forge too, on any GPU. - Controllers in the Flatpak (#71). The Flatpak asked only for the input
devices permission that Flatpak 1.15.6 introduced; older Flatpak versions
ignore it, so the game saw no controller at all. It now asks for device
access the way emulators on Flathub do. - Cleaner licensing. NVIDIA's NGX SDK no longer sits inside the GPL
runtime: it lives only in the separately licensed DLSS module, next to
NVIDIA's signed runtime and NVIDIA's licence (LICENSES/). Upscaling by
NVIDIA DLSS. NVIDIA and DLSS are trademarks and/or registered trademarks of
NVIDIA Corporation; TriAevum is not sponsored or endorsed by NVIDIA. The
Linux packages list the licences of the system libraries they carry, with
a link to their sources, inLICENSES/linux.
OptiScaler users: DLSS 5 neural rendering still attaches to TriAevum's DLSS
(docs/TRIAEVUM_OPTISCALER_DLSS5.md); nothing of OptiScaler is shipped.
Updating: back up your saves first; it is still a beta.
- Windows: extract the ZIP to a new folder and run
TriAevumForge.exe, as for
beta.1 (about 3 minutes on the development PC). To keep your progress, copy
thedata\savedatafolder of your beta.1 folder into the new one before
starting the game. - Linux: replace the AppImage, or install the new Flatpak bundle with the same
flatpak install --usercommand; saves stay where they are.
Everything else is beta.1:
release notes.
Use your own decrypted EUR/USA .3ds or .cci dump (original or Rev 1);
Japanese, Korean and Taiwanese releases are not supported yet.