github freefrank/LostOdysseyRecomp v0.7.35

6 hours ago

English

  • Added the first macOS package, LostOdysseyRecomp-macos-arm64-v0.7.35.dmg: a disk image with LostOdysseyRecomp.app and an Applications link, for Apple Silicon Macs, rendering with Metal. The app declares macOS 14.0 as its minimum, but it has only run on macOS 26.6.2, and its bundled shader compiler (DXC) is built for macOS 15. It is experimental, ad-hoc signed and not notarized, so macOS blocks the first launch: try to open the app, then choose Open Anyway in System Settings → Privacy & Security, or run xattr -dr com.apple.quarantine /Applications/LostOdysseyRecomp.app (steps). On macOS the update check only offers to open the release page, when a newer release has a disk image; it never replaces the app. On the maintainer's M1 Max (macOS 26.6.2) the opening new-game battle ran with Metal and used the downloaded Metal shader pack; Metal HDR output has not been seen (see the HDR entry). Long play, broader scenes and other Macs have not been tested.
  • Shaders compiled on your PC are now kept in one file per renderer instead of one file per shader. On the maintainer's PC that folder held 39,083 files, including about 10,500 left over from older versions. A translator update now recompiles only the shaders whose generated code changed. In a test that threw away the startup cache, all 28,687 shaders came back from the new file in 2 seconds without compiling, where the same situation used to mean about 3 minutes of compiling. The first start after updating moves the existing files into the new one once, about 20 seconds without compiling, then deletes them, together with files from older versions (details).
  • When no precompiled shaders for the selected renderer are installed, the game now offers to download them at startup, after the update check and before it prepares shaders. The window shows the size and the download progress, and the download can be cancelled. Skipping compiles the shaders on your PC as before and is remembered until the shaders change. A download is used only if its size and SHA-256 match the published list and it fits the game; otherwise the game compiles as before. Release packages no longer include a shader pack; the published packs cover Vulkan, DirectX 12 and Metal (details).
  • Added a guard to the game's touch-entry check: while a battle request is queued or loading, it takes the existing rejection branch before a container can close the menu or set its destroyed flag (#114 investigation). Tests using the original game functions and single-file compilation passed; gameplay validation of the reported softlock remains pending.
  • Screens taller than 16:9, such as 16:10 (Steam Deck and MacBooks), 3:2 and 4:3, now show the 3D scene across the whole screen with a taller field of view, instead of bars above and below it. Menus and movies keep their 16:9 layout with bars, the minimap moves toward the top, and menus on ultrawide screens get bars at the sides. A render-resolution setting now sets the size of the 16:9 area, so 720 renders 1280x800 on a 16:10 screen and 1280x960 on 4:3. Frame generation now also runs on these screens; that has not been tested. Checked on Vulkan in Uhra at 4:3, 3:2, 16:10 and 21:9 (scene, menu and Status); battles, movies, Direct3D 12 and Metal have not been checked (details).
  • Added experimental HDR output paths for Windows Direct3D 12/Vulkan, Linux Vulkan and macOS Metal. The Graphics menu now opens a frozen comparison frame: left is an SDR brightness preview clipped at reference white, right is normal HDR tone mapping with live peak adjustment. Mouse/controller X switches Scene and Test pattern; missing scenes use the standard pattern, and the menu copies its source once on open. Automatic peak follows a usable display report or a 1000-nit content fallback; a logarithmic slider and exact numeric entry cover paper-white through 10,000 nits. On Metal, Auto is an EDR headroom estimate rather than measured panel nits. Peak/paper-white changes apply after saving; enabling HDR still needs a restart. The initial path requires AA, upscaling and frame generation Off and a non-MetalFX spatial filter. Windows D3D12/Vulkan pattern, scene, peak-adjustment and PQ fixtures plus default SDR regressions passed; Windows Vulkan negotiated an HDR10/PQ surface and HDR→SDR→HDR resize, while a WSLg Wayland surface test safely fell back to SDR. The maintainer confirmed on-device HDR validation on 2026-10-02, but exact platform/backend/display coverage was not recorded, so this does not establish cross-platform coverage. On an M1 Max the Metal path compiled and the opening battle ran with HDR requested, but the external display had no EDR headroom and the output stayed in SDR, so Metal HDR output itself has not been seen (details).
  • Direct3D 12 and Vulkan now run the game's GPU occlusion queries on the host GPU instead of answering every one as fully visible (#118). The game uses them, for example, to fade the sun's lens flare when terrain covers the sun. By default each query reports the count measured for the same query a frame or two earlier, and never zero, so effects that fade with the count follow the real visibility while nothing that was drawn before is culled. In an uncapped Uhra run on Direct3D 12 at 2560x1440 this cost about 1%. LO_ZPD_MODE=strict makes the game wait for exact counts and cull hidden objects with them; because the game reads its queries in the same frame, that cost about 15% there. LO_ZPD_MODE=grow restores the old counts, and Metal keeps them. In same-frame screenshots of the Uhra save on Direct3D 12, the default and strict modes differed from the old counts only in animated characters, swaying foliage, the animated sign and their shadows; no static object disappeared. In a save at the #118 spot on the Twilight Ocean world map, where the sun sits behind a cliff, the old counts drew the sun and its glare through the cliff and the default mode hides both (checked on Vulkan; strict mode was not run there). Only an NVIDIA RTX 5080 was used: AMD and Intel GPUs, including the reporter's RX 6600, have not been checked, and the reporter has not confirmed yet (details).
  • Vulkan DLSS frame generation now follows the Graphics menu and settings.ini like Direct3D 12: fixed 2× to 6×, each request limited to what the GPU and driver report (a larger one is refused and the game renders normally). A DLSS choice saved in settings.ini now also starts on Vulkan. Turning frame generation on or off and changing the multiplier apply without a restart, but turning it off while playing leaves immediate presentation (vsync off) and the SDK's presentation overhead in place until the game is restarted with it off. Enabling it after the game started with it off, or switching between DLSS and FSR, needs a restart. It also works when the game renders below the window size, but stays off while the window shape leaves bars around the image. Dynamic multi-frame generation remains Direct3D 12 only. On an RTX 5080 (2560x1440 window, Uhra save), 2×, 4× and 6× generated frames; 2× also did with a 1080p internal resolution scaled to 1440p, and generation resumed after window resize, minimize and restore. Live changes from the in-game menu, other GPUs, exclusive fullscreen and image quality have not been checked on hardware (details).
  • Added experimental Vulkan FSR 3.1 frame generation (fixed 2×) for Windows source builds configured with LO_ENABLE_VULKAN_FSR_FG and the official FidelityFX 1.1.4 SDK and Vulkan runtime; release packages do not include it. While it is active it requests immediate presentation (vsync off), as Vulkan DLSS frame generation does: the FidelityFX Vulkan presenter paces its own presents, and under vsync it held the game at 36 FPS on a 144 Hz display. On the RTX 5080 it generated on every prepared frame, also with scaled input and after window resize, minimize and restore. AMD and Intel GPUs, exclusive fullscreen and image quality have not been checked.
  • Added experimental MetalFX frame generation (fixed 2×) to macOS source builds made with the macOS 26 SDK. It needs macOS 26 and a supported GPU, and the Graphics menu marks it experimental. It has not been run on Mac hardware. The Metal swap chain also now waits for outstanding presents (up to 10 seconds) before a resize or teardown, and a present that completes with an error is logged and does not stop later resizes or quitting.
  • Added experimental OptiScaler loading on Windows: in a build with DLSS/NGX, set LO_OPTISCALER_PATH to the absolute path of your own OptiScaler.dll (original file name) and start with LO_FG_PROVIDER=off. Loading the DLL does not show that an OptiScaler output is active; check OptiScaler's own overlay and log. Setup and limits are in the technical note. Only the loader was tested, with a stand-in DLL; OptiScaler output itself is unverified.
  • On Windows the DLSS, Streamline and FidelityFX runtime DLLs are now looked up beside the executable first, so starting the game with --game from another folder still finds them. In the Graphics menu, frame-generation help lists only the providers in the build, a restart prompt appears only when a save changes the frame-generation choice, and the new frame-generation texts are translated into Japanese, Korean and Simplified Chinese.
  • Fixed a flicker in a cutscene with glowing circles on the floor in front of a large ring, reported with DLAA. A depth pass and the later floor pass in that scene drew with the camera but without the jitter that TAA, FSR and DLSS apply to the rest of the image, so on some jitter phases their depth and the floor's screen-space lighting were up to half a pixel off. Both shaders now get the same jitter, and a test checks them with the constants from an F1 capture of the cutscene (details). The capture was taken with the cutscene paused and does not show the flicker itself, and the cutscene has not been rechecked in the game yet.
  • Fixed the sky flickering at Old Sorceress' Mansion with TAA, FSR or DLSS (#121). The sky there combines the sky shaders of the Grand Staff (#67) and Legacy of the Eastern Tribe (#102) fixes, a pairing that had not been reviewed, so it was drawn without the jitter of the terrain behind it and failed the depth test on some jitter phases. That pairing now gets the same jitter. The reporter's two runtime logs named exactly this pair, and a test checks it with the constants recorded in both (details). The mansion has not been rechecked in the game (there is no save there), and the reporter has not confirmed yet.
  • Fixed the sky flickering at Ice Canyon - Snowy Plateau, reported with DLAA. The sky there uses the Grand Staff (#67) sky vertex shader with a pixel shader that had not been reviewed with it, so it was drawn without the jitter that TAA, FSR and DLSS apply to the terrain behind it and failed the depth test on some jitter phases. That pairing now gets the same jitter, and a test checks it with the constants from an F1 capture taken there (details). The plateau has not been rechecked in the game yet.
  • Fixed a flicker in Burning Cave, reported with DLAA. A surface there is drawn twice, first into depth with the jitter that TAA, FSR and DLSS apply and then with its material without it, so on some jitter phases the material pass failed the depth test. The material shader now gets the same jitter, and a test checks it with the constants from an F1 capture taken there (details). The cave has not been rechecked in the game yet.
  • Fixed missing motion vectors wherever two alpha-tested battle programs (7def and c511) draw. They wrote the scene depth without the TAA, FSR or DLSS jitter, which stopped the motion-vector replay for the whole frame. In an A/B run of the opening battle the replay was aborted in 62 of 63 motion summaries before this change and in none after; other battles were not measured. A surface at Ice Canyon - Ice Gorge and on the Frozen Trail (8d66) now gets the same jitter as the depth pass under it; that place has not been rechecked in the game. The shader review tool now reads alpha-test kills and conditional moves as ordinary reads instead of holding every shader that contains one (details).
  • Fixed more TAA, FSR and DLSS flicker sources found by a second, targeted map tour: surfaces on the Snow-Covered Trail, in Astral Square and at Numara Palace drawn over a jittered depth pass without its jitter, the sky at Gohtza - Southernmost Cape (a variant of the Legacy of the Eastern Tribe (#102) sky shader), and a depth pass in the Experimental Staff Marine Division. These shaders are variants the game builds at run time, so the tour recorded their microcode where they were drawn for the review; a test checks them with the constants the game logged (details). These places have not been rechecked in the game.
  • Fixed sky flickering with TAA, FSR or DLSS in more places, found before anyone reported them by an automated tour of the game's maps: Numara Palace, Ghost Town, the Armored Vehicle, the Ipsilon Mountains hut, Saman's main street and port, the Experimental Staff Marine Division, Ice Canyon - Glacier Fang, the White Boa, Uhra's Amphitheater of the Sky, the Grand Staff's central connector and the Aurora-Bound Train. These skies use the Grand Staff (#67) sky vertex shader with six pixel shaders that had not been reviewed with it. A depth pass in the Uhra Army Sewers and on the Eastern Gohtza Railroad Track, the same shader as an already corrected one with a different vertex layout, now also gets the jitter. A test checks them with the constants the game logged (details). These places have not been rechecked in the game.
  • Fixed the battle camera jumping between random angles for up to two seconds after some attacks at 90 and 120 FPS (#117). The battle camera smooths its rotation with a helper that resamples its last 100 frames at 12.5 ms steps, which only works while every frame takes at least that long, that is up to 80 FPS (the game ran at 30). At higher frame rates the helper now updates once per 12.5 ms with the accumulated time, as it does at 60 FPS; at 80 FPS and below nothing changes. LO_BATTLE_CAMERA_SMOOTHER_GATE=0 turns the fix off for comparison (details). A model of the game's algorithm confirms the fix, and so does an in-game A/B in the opening battle at about 100 FPS: 33 bursts of random angles with the fix off, none with it on.
  • Fixed DLSS being unavailable on NVIDIA GPUs in the Linux AppImage and Flatpak packages (#116). The game looked for NVIDIA's DLSS library in the working directory instead of its own folder, and packaging also rewrote that library, which invalidates the NVIDIA signature the driver checks before loading it. Packages now keep NVIDIA's file unmodified in bin/ngx, packaging fails if the copy in the final AppImage differs from NVIDIA's file, and, as on Windows, the game looks in its own folder before the working directory (LO_DLSS_RUNTIME_PATH still overrides this). It has not yet run on an NVIDIA GPU under Linux; reporter confirmation is pending.
  • The Vulkan shader pack bundled with v0.7.25 did not match that version's shader translator, so the game ignored it and compiled all of its about 28,500 shaders at the first launch (three minutes on a 16-thread CPU). The check that ties a pack to the game executable now uses the executable as loaded from disc, before the runtime fills in its imports, so it gives the same result outside the game. Packs made for earlier versions are no longer accepted, and a version release now stops unless the published packs cover its runtime for Vulkan, DirectX 12 and Metal. Packages no longer bundle a pack: the game downloads the one for its renderer at startup (see the startup download entry above). The DirectX 12 pack has now been regenerated for the new check; the local shader cache is unaffected (details).

简体中文

  • 新增首个 macOS 安装包 LostOdysseyRecomp-macos-arm64-v0.7.35.dmg:磁盘映像内含 LostOdysseyRecomp.app 和 Applications 链接,面向 Apple Silicon Mac,使用 Metal 渲染。应用声明的最低系统是 macOS 14.0,但只在 macOS 26.6.2 上运行过,内置的着色器编译器(DXC)按 macOS 15 构建。它是实验性的,仅做 ad-hoc 签名(没有开发者证书),未经公证,因此 macOS 会拦截首次启动:先尝试打开应用,再到“系统设置 → 隐私与安全性(Privacy & Security)”点“仍要打开(Open Anyway)”,或运行 xattr -dr com.apple.quarantine /Applications/LostOdysseyRecomp.app(步骤)。macOS 上的更新检查只在新版本带有磁盘映像时提示打开发布页,不会替换应用。在维护者的 M1 Max(macOS 26.6.2)上,开场新游戏战斗用 Metal 运行,并使用了下载的 Metal 着色器包;尚未见到 Metal 的 HDR 输出(见 HDR 条目)。长时间游玩、更广场景和其他 Mac 尚未测试。
  • 本机编译的着色器现在每个渲染器只存一个文件,不再一个着色器一个文件。维护者电脑上这个目录原有 39,083 个文件,其中约 1 万个是旧版本留下的。翻译器更新后,只重新编译生成代码确实变了的着色器。在一次丢弃启动缓存的测试中,28,687 个着色器 2 秒内全部从新文件取回、无需编译;以前同样情况要编译约 3 分钟。更新后首次启动会把现有文件一次性迁入新文件(约 20 秒,不编译),随后删除它们以及旧版本留下的文件(详情)。
  • 如果没有装好所选渲染器的预编译着色器,游戏现在会在启动时询问是否下载,时机在更新检查之后、准备着色器之前。窗口会显示大小和下载进度,下载可以取消。选择跳过会像以前一样在本机编译,并且在着色器更新之前不再询问。下载的文件只有在大小和 SHA-256 与发布清单一致、并且与游戏匹配时才会使用,否则游戏照常编译。发布包不再附带着色器包;已发布的着色器包覆盖 Vulkan、DirectX 12 和 Metal(详情)。
  • 给游戏的触碰准入检查加了防护:遇敌请求已排队或正在加载时,沿用原有拒绝分支,避免此时砸箱关闭菜单或写入已破坏标志(#114 调查记录)。原始游戏函数回归检查和单文件编译已通过;针对报告中软锁的游戏内验证仍待完成。
  • 比 16:9 更高的屏幕,例如 16:10(Steam Deck 和 MacBook)、3:2 和 4:3,现在让 3D 画面铺满整个屏幕并扩大垂直视野,不再上下加黑边。菜单和电影保持 16:9 布局并加黑边,小地图移到靠上的位置,超宽屏上的菜单两侧加黑边。渲染分辨率设置现在决定 16:9 区域的大小:720 在 16:10 屏幕上渲染 1280x800,在 4:3 上渲染 1280x960。插帧现在也会在这类屏幕上运行,这一点尚未测试。已在 Vulkan 下用 Uhra 检查 4:3、3:2、16:10 和 21:9 的场景、菜单和 Status;战斗、电影、Direct3D 12 和 Metal 尚未检查(详情)。
  • 新增 Windows Direct3D 12/Vulkan、Linux Vulkan 和 macOS Metal 的实验性 HDR 输出路径。图形菜单现有冻结的对比帧:左侧是截断到参考白位的 SDR 亮度预览,右侧是正常 HDR tone mapping 并实时调整峰值。鼠标/手柄 X 键切换 Scene 和 Test pattern;场景缺失时使用标准图案,菜单打开时只复制一次源画面。自动峰值使用可用的显示器回报值,否则使用 1000 nit 内容参考值;另有对数滑块和从纸白到 10000 nit 的精确输入。Metal 的自动值是 EDR 亮度余量估计,并非面板实测尼特值。纸白和峰值在保存后生效,开启 HDR 仍需重启。初始路径要求关闭抗锯齿、超分和插帧,并使用非 MetalFX 空间滤镜。Windows D3D12/Vulkan 图案、场景、峰值调整和 PQ 测试以及默认 SDR 回归通过;Windows Vulkan 协商出 HDR10/PQ surface 并通过 HDR→SDR→HDR 窗口变化测试,WSLg Wayland surface 测试安全回退到 SDR。维护者已于 2026-10-02 确认存在 HDR 实机验证,但未记录具体平台、后端和显示器范围,因此不代表跨平台覆盖。在 M1 Max 上,Metal 路径已编译,请求 HDR 时开场战斗也能运行,但外接显示器没有 EDR 余量,输出保持 SDR,因此尚未见到 Metal 的 HDR 输出本身(详情)。
  • Direct3D 12 和 Vulkan 现在会在主机 GPU 上执行游戏的遮挡查询,不再一律回答“完全可见”(#118)。游戏用它来做一些效果,例如太阳被地形遮住时让镜头光晕淡出。默认情况下,每个查询报告同一查询早一两帧测得的样本数,且不会为零:随样本数变化的效果会跟随真实可见度,而原本绘制的物体不会因此被剔除。在 Direct3D 12、2560x1440、不限帧的 Uhra 测试中,开销约 1%。LO_ZPD_MODE=strict 让游戏等待精确结果并据此剔除被遮挡的物体;由于游戏在同一帧内读取查询结果,该场景中开销约 15%。LO_ZPD_MODE=grow 恢复原有计数,Metal 也维持原有计数。在 Direct3D 12 下对 Uhra 存档的同一帧截图中,默认模式和 strict 模式与原有计数相比,只有动画角色、摇摆的植被、动画招牌及其阴影不同,没有静态物体消失。在 #118 所在的 Twilight Ocean 世界地图存档中,太阳位于悬崖之后:原有计数会让太阳和光晕透过悬崖画出,默认模式下两者都被正确遮住(在 Vulkan 下检查;该处未运行 strict 模式)。目前只用过一块 NVIDIA RTX 5080:AMD 和 Intel 显卡(包括报告者的 RX 6600)尚未验证,报告者也尚未确认(详情)。
  • Vulkan 下的 DLSS 插帧现在与 Direct3D 12 一样由图形菜单和 settings.ini 控制:固定 2× 到 6×,每次请求都受显卡和驱动报告的上限限制(超出时会被拒绝,游戏按正常方式渲染)。保存在 settings.ini 中的 DLSS 插帧选择现在在 Vulkan 下也会随游戏启动生效。开关插帧和修改倍率无需重启,但在游戏中关闭插帧后,立即呈现(关闭垂直同步)和 SDK 的呈现开销会保留到以关闭状态重启游戏为止;游戏启动时插帧为关而之后再开启,或在 DLSS 与 FSR 之间切换,则需要重启。游戏渲染分辨率低于窗口时也可使用,但窗口形状使画面四周出现黑边时插帧保持关闭。动态多帧生成仍仅限 Direct3D 12。在 RTX 5080(2560x1440 窗口、Uhra 存档)上,2×、4×、6× 均生成了插帧;2× 在 1080p 内部分辨率放大到 1440p 时也能生成,窗口缩放、最小化和还原后生成会恢复。从游戏内菜单实时修改、其他显卡、独占全屏和画质尚未在硬件上验证(详情)。
  • 新增实验性的 Vulkan FSR 3.1 插帧(固定 2×),仅限用 LO_ENABLE_VULKAN_FSR_FG 以及官方 FidelityFX 1.1.4 SDK 和 Vulkan 运行库配置的 Windows 源码构建,发布包不包含。启用期间它会请求立即呈现(关闭垂直同步),与 Vulkan DLSS 插帧相同:FidelityFX 的 Vulkan 呈现器自行控制呈现节奏,在 144 Hz 显示器的垂直同步下曾把游戏限制在 36 FPS。在 RTX 5080 上,每个已准备的帧都生成了插帧,缩放输入以及窗口缩放、最小化和还原之后同样如此。AMD 和 Intel 显卡、独占全屏和画质尚未验证。
  • macOS 源码构建(使用 macOS 26 SDK)新增实验性的 MetalFX 插帧(固定 2×)。它需要 macOS 26 和受支持的 GPU,图形菜单将其标为实验性。尚未在 Mac 硬件上运行。Metal 交换链现在还会在调整大小或销毁前等待尚未完成的呈现(最多 10 秒),呈现以错误结束时会记入日志,不会妨碍之后的窗口缩放或退出。
  • 新增实验性的 Windows OptiScaler 加载:在包含 DLSS/NGX 的构建中,把 LO_OPTISCALER_PATH 设为自备 OptiScaler.dll(保持原文件名)的绝对路径,并以 LO_FG_PROVIDER=off 启动。加载 DLL 不代表 OptiScaler 的输出已生效,请查看 OptiScaler 自己的覆盖层和日志。配置方法与限制见技术笔记。目前只用替身 DLL 测试了加载器,OptiScaler 的实际输出未验证。
  • Windows 上现在优先在可执行文件旁查找 DLSS、Streamline 和 FidelityFX 运行库 DLL,因此从其他目录用 --game 启动游戏也能找到它们。图形菜单中,插帧帮助只列出当前构建包含的提供者;只有保存时改变了插帧选择才会弹出重启提示;新增的插帧文字已翻译为日语、韩语和简体中文。
  • 修复一段过场动画中的闪烁(大型圆环前方、地面布满发光法阵的场景),报告时使用的是 DLAA。该场景中的一个深度 pass 和随后的地面 pass 使用了相机,却没有加上 TAA、FSR 和 DLSS 对画面其他部分施加的抖动,因此在部分抖动相位下它们的深度和地面的屏幕空间光照会错开最多半个像素。现在这两个着色器获得相同的抖动,并有测试用该过场 F1 捕获中的常量检查它们(详情)。该捕获是在过场暂停时截取的,本身看不到闪烁;尚未在游戏中重新检查该过场。
  • 修复 Old Sorceress' Mansion 的天空在 TAA、FSR 和 DLSS 下闪烁的问题(#121)。那里的天空组合了 Grand Staff(#67)和 Legacy of the Eastern Tribe(#102)两次修复中的天空着色器,这一组合此前未经审查,因此绘制时没有加上身后地形的抖动,在部分抖动相位下深度测试失败。现在该组合获得相同的抖动。报告者的两份运行日志都准确指向这一组合,测试用两份日志记录的常量对它进行检查(详情)。尚未在游戏中重新检查该宅邸(目前没有该处的存档),报告者也尚未确认。
  • 修复 Ice Canyon - Snowy Plateau 的天空闪烁,报告时使用的是 DLAA。那里的天空使用 Grand Staff(#67)修复中的天空顶点着色器,但搭配了一个此前未与它一起审查的像素着色器,因此绘制时没有加上 TAA、FSR 和 DLSS 对身后地形施加的抖动,在部分抖动相位下深度测试失败。现在该组合获得相同的抖动,并有测试用在该处截取的 F1 捕获中的常量检查它(详情)。尚未在游戏中重新检查该地点。
  • 修复 Burning Cave 中的闪烁,报告时使用的是 DLAA。那里的一处表面绘制两次:先带 TAA、FSR 和 DLSS 的抖动写入深度,再不带抖动绘制材质,因此在部分抖动相位下材质 pass 的深度测试失败。现在该材质着色器获得相同的抖动,并有测试用在该处截取的 F1 捕获中的常量检查它(详情)。尚未在游戏中重新检查该洞窟。
  • 修复两个做 alpha 测试的战斗着色器程序(7def 和 c511)出现时运动矢量缺失的问题。它们写入场景深度时没有加 TAA、FSR 或 DLSS 抖动,导致整帧的运动矢量重放中止。在开场战斗的 A/B 运行中,修改前 63 条运动矢量统计里有 62 条中止,修改后为 0;其他战斗未测量。Ice Canyon - Ice Gorge 和 Frozen Trail 上的一个表面(8d66)现在与其下的深度 pass 使用相同抖动,该处尚未在游戏中复查。着色器审查工具现在把 alpha 测试的 kill 和条件选择当作普通读取,不再一律搁置含有它们的着色器(详情)。
  • 通过第二轮定向地图巡游修复更多 TAA、FSR 和 DLSS 闪烁来源:Snow-Covered Trail、Astral Square 和 Numara Palace 有表面画在带抖动的深度 pass 上却没有加抖动;Gohtza - Southernmost Cape 的天空使用 Legacy of the Eastern Tribe(#102)天空着色器的一个变体;Experimental Staff Marine Division 有一个深度 pass。这些着色器是游戏运行时生成的变体,巡游在绘制处记录了它们的微码以供审查;测试使用游戏日志记录的常量检查它们(详情)。尚未在游戏中重新检查这些地点。
  • 修复更多地点在 TAA、FSR 和 DLSS 下的天空闪烁。这些地点是在玩家报告之前,通过自动巡游游戏地图找到的:Numara Palace、Ghost Town、装甲车、Ipsilon Mountains 山中小屋、Saman 主街和港口、Experimental Staff Marine Division、Ice Canyon - Glacier Fang、White Boa、Uhra 的 Amphitheater of the Sky、Grand Staff 中央连接通道以及 Aurora-Bound Train。这些天空使用 Grand Staff(#67)修复中的天空顶点着色器,搭配了六个此前未与它一起审查的像素着色器。Uhra 军用下水道和 Eastern Gohtza 铁路沿线的一个深度 pass 与已修正的着色器相同、只是顶点布局不同,现在也获得抖动。测试使用游戏日志记录的常量检查它们(详情)。尚未在游戏中重新检查这些地点。
  • 修复 90 和 120 FPS 下部分攻击之后,战斗镜头在随机角度之间跳动、最长持续约两秒的问题(#117)。战斗相机用一个平滑器处理镜头旋转,它以 12.5 ms 为步长对最近 100 帧重新采样,只有每帧都不短于 12.5 ms(即不超过 80 FPS)时才正常;游戏原本以 30 FPS 运行。现在帧率更高时,平滑器每累计满 12.5 ms 才用累计时间更新一次,行为与 60 FPS 相同;80 FPS 及以下完全不变。LO_BATTLE_CAMERA_SMOOTHER_GATE=0 可关闭此修复以作对比(详情)。按游戏算法建立的模型确认了修复效果;在开场战斗约 100 FPS 下做的游戏内 A/B 也确认了:关闭修复时出现 33 次随机角度跳动,开启后为 0。
  • 修复 Linux AppImage 和 Flatpak 包在 NVIDIA 显卡上 DLSS 不可用的问题(#116)。游戏在工作目录而不是自身目录中查找 NVIDIA 的 DLSS 库,打包过程还改写了这个库,使驱动加载前校验的 NVIDIA 签名失效。现在安装包把 NVIDIA 的原文件原样放在 bin/ngx 中,最终 AppImage 里的副本与 NVIDIA 原文件不一致时打包会失败,游戏也和 Windows 一样,先在自身目录而不是工作目录中查找(仍可用 LO_DLSS_RUNTIME_PATH 覆盖)。尚未在 Linux 的 NVIDIA 显卡上实际运行,待报告者确认。
  • v0.7.25 附带的 Vulkan 着色器包与该版本的着色器翻译器不匹配,游戏因此没有使用它,首次启动时编译了全部约 28,500 个着色器(16 线程 CPU 上约 3 分钟)。着色器包与游戏可执行文件的绑定校验现在使用从光盘加载、尚未由运行时填入导入地址的可执行文件,因此在游戏外也能得到相同结果。为旧版本生成的着色器包不再被接受;发布版本构建现在要求已发布的着色器包覆盖其运行时的 Vulkan、DirectX 12 和 Metal,否则会直接失败。安装包不再附带着色器包:游戏在启动时下载所选渲染器的包(见上文的启动下载条目)。DX12 包也已针对新校验重新生成;本地着色器缓存不受影响(详情)。

Don't miss a new LostOdysseyRecomp release

NewReleases is sending notifications on new releases.