PearSilicon v0.8.0: PearRuntime, PearWine, PearDebug, controller and Miku Flick fixes
Highlights
- Controllers in Genshin Impact and GTA: Vice City – Definitive Edition.
The runtime re-posted a "controller connected" event 3 seconds after launch.
Unreal and Unity games had already registered the pad, so they assigned it to
a second player and ignored its input. Missed connects now go only to a game
that registered late and never saw the pad. Empty controller queries no longer
block the main thread for 1.2 s each time.
Installed iOS games keep their own runtime copy. Use Settings → Updates →
Refresh iOS Runtimes (or reinstall) to apply the fix. - Miku Flick: no more black screen after a song. The movie player
waited for a clock that stops with the music (the PV video runs about 8 s
longer than the song). The results screen now appears. (PearLegacyEngine
99c6c6d5, bundled.) - PearWine is the recommended Wine engine. When a Windows game is opened
without an engine, a chooser offers PearWine first (native arm64 Wine 11 with
FEX, no Rosetta). The fallbacks are MetalSharp Wine, Sikarugir Wine 11,
WhiskyWine and WineHQ. If a game stops right after starting, its detail pane
offers the next engine. Every download is checked against its SHA-256. - Updates. The Updates pane offered older builds (0.6.0 after 0.7.0). It
now follows the newest version and never offers a downgrade.
New companion projects
- PearRuntime 0.8.0: the modular
iOS compatibility layer (now theruntime/submodule). Its build is now
optimized for Apple silicon; it was previously unoptimized. - PearDebug: log sessions (the
previous run is kept), log analysis and engine probes.
pearsilicon analyze <app>runs it. - PearWine 1.0.0.
Install / update
Download PearSilicon.zip, unzip it and move the app to Applications. Existing
installs get this build from Settings → Updates → Check for Updates.
The v0.8.0-beta prerelease carries the same build. It lets older versions
(0.7.0 and earlier), whose updater only looks at prereleases, find this update.