github freefrank/LostOdysseyRecomp v0.9.57

4 hours ago

English

  • Android: the sound comes back after you switch to another app or turn the screen off and return to the game (#491).
  • Android: when the screen briefly turns upright as you return to the game, the game no longer rebuilds its graphics, which could leave black blocks over characters and scenery (#492).
  • Android: the game stays in landscape; holding the device upright no longer turns it to portrait.
  • Depth of field at 0% and Bloom off now skip the game's blur passes for those effects instead of only hiding them, so they take less GPU time: in Uhra about 13% less per frame. The picture stays the same.
  • New Settings → Graphics → Graphics preset: both choices run the original 720p at 30 FPS. Low-end also turns off dynamic shadows, motion blur, depth of field and bloom and uses the standard scaling filter, for weak hardware; Original brings the game's effects back.
  • Music and cutscene audio no longer go missing, and battle music no longer plays on after a battle, when the game's sound requests pile up (#497, #499).
  • The game handles its sound requests about ten times faster, so they no longer pile up in busy scenes (#497).
  • Fast-forward now speeds up sound and music too.
  • Windows: the game no longer crashes at startup on Vulkan when ReShade's dxgi.dll is in the game folder; that copy of ReShade only works with Direct3D 12 (#506).
  • New Settings → Graphics → Performance overlay: the frame rate in a corner, or a bar across the top with the upscaler and its resolution, frame generation, and CPU and GPU load.
  • Mods that replace models or text no longer rebuild their game files after every game update, only after an update that changes how mods are applied.
  • A game folder moved or copied after importing the discs finds them again instead of asking to import them a second time.
  • Windows: when Mod Organizer 2 starts the game from a folder without imported discs, the importer says so, so you can point MO2 at your game folder instead of importing a second copy.
  • Importing the discs stores the archives that are the same on several discs once, about 5.8 GB less for all four discs. For a game folder imported before, start the game once with --compact-game-data.
  • Settings → Graphics: the DLSS, FSR, XeSS and MetalFX status line shows the quality and resolution of the last game frame instead of "No eligible scene this frame".
  • Settings → Graphics: a new frame generation multiplier applies as soon as you save, with HDR on too, instead of asking for a restart.
  • The DLSS 5 neural rendering page says when nvngx_dlssnr.dll is missing or the GPU cannot run it, instead of asking you to play a scene. It also says the game does not include that file.
  • Performance overlay: the bar across the top shows the frame generation frame rate with DLSS frame generation on Vulkan too.
  • TAA and the upscalers keep tracking moving characters and objects after you travel to another area; before, they could lose track of them until you went back, and the image was less stable.
  • Settings help text is readable again: lines that had shrunk to small print, such as DLSS 5 neural rendering, VSync and HDR, are shorter in every menu language; the neural rendering page's missing-DLL message wraps instead of shrinking.
  • Model mods are no longer limited to 4 GB per disc.
  • Settings → Graphics: new rows open the DLSS 5 neural rendering tuning page with its preview and the HDR calibration page, so you no longer need to know that Confirm on the setting opens them. Brightness, Controls, Mods and Achievements show the same open button.
  • When a sound frame cannot be decoded, the log now says why (#524).
  • Windows, Direct3D 12: with Settings → System → Debug log on, the log records what the graphics card was doing when it stops responding. It takes effect at the next launch and costs a few percent of GPU time (#524).
  • TAA and the upscalers (DLSS, FSR, XeSS) take less CPU and GPU time; in Uhra the frame rate is about 8% higher.
  • Model mods: while you play, the game prepares the other discs' mod files in the background, so a later disc switch takes seconds instead of a minute or two.
  • Model mods: turning a mod off and on again, or going back to your previous set of mods, starts without rebuilding the mod files; the game keeps the files of the current and the previous set.
  • Settings → System → Mods applies a saved mod list without a restart: texture mods change at once, model mods from the next area you enter. Party members' models still change after a restart.
  • Windows, Vulkan: when the graphics card stops working, the closing message on AMD cards says to turn off FSR Upscaling / Radeon Super Resolution in AMD Software or to switch to DirectX 12; on any card, if it happens right after startup, the message offers to start with DirectX 12 next time (#337, #533).
  • Pressing START on the title screen opens the menu right away, without the "Updating gamer profile" message and its one-second wait.
  • Turning TAA or an upscaler off now frees the graphics memory it used once you close Settings, about 350 MB at 4K, instead of keeping it until you restart the game.
  • The achievement notification no longer draws a piece of itself over the "Y: Settings" hint on the title screen, nor over the loading bar or the performance overlay.
  • The MO2 export tool's Scan game data now lists models and animation sets; before, it found none.
  • The MO2 export tool names models with the game's own names in the chosen text language, such as "Kaim" or "Uhra - Main Street", sorts them into groups such as Party, Monsters and Maps, shows a picture of the selected model, and opens Explorer at an exported model, ready for Blender. New wiki page: Open models in Blender.
  • Windows, Direct3D 12: FSR frame generation gives a higher frame rate, most of all in battles, and the performance overlay shows its real frame rate instead of an estimate marked with ~.
  • Language packs can add the letters the game's fonts lack, such as Polish, Russian or Arabic ones: lo_mod.py font-glyphs draws them from a TrueType or OpenType font in the style of each game font, and --export-assets --export-kinds fonts exports what it needs. See Creating mods.

简体中文

  • Android:切到其他应用或关屏后再回到游戏,声音会恢复(#491)。
  • Android:回到游戏时如果屏幕短暂变成竖屏,游戏不再重建画面;之前这可能在角色和场景上留下黑块(#492)。
  • Android:游戏固定横屏,竖着拿设备时不再转成竖屏。
  • 景深设为 0% 或关闭泛光后,游戏会跳过这两种效果的模糊渲染,而不只是把结果隐藏,GPU 耗时更少:在乌拉每帧约少 13%。画面不变。
  • 新增“设置 → 图像 → 画质预设”:两个选项都以原版的 720p、30 FPS 运行。低配还会关闭动态阴影、动态模糊、景深和泛光,并使用标准缩放过滤,适合较弱的硬件;原版恢复游戏原有的效果。
  • 游戏的声音请求积压时,音乐和过场声音不再缺失,战斗结束后战斗音乐也不再继续播放(#497、#499)。
  • 游戏处理声音请求的速度提高到约十倍,繁忙场景里请求不再积压(#497)。
  • 快进时声音和音乐也一起加速。
  • Windows:游戏文件夹里有 ReShade 的 dxgi.dll 时,Vulkan 下启动不再崩溃;这种安装方式的 ReShade 只在 Direct3D 12 下生效(#506)。
  • 新增“设置 → 图像 → 性能信息”:在角落显示帧率,或在画面顶部显示一栏信息,包括超分方式与分辨率、插帧,以及 CPU 和 GPU 负载。
  • 替换模型或文本的 Mod 不再在每次游戏更新后重建游戏文件,只在更新改变了 Mod 的处理方式时才重建。
  • 导入光盘后移动或复制过的游戏文件夹能找到已导入的光盘,不再要求重新导入。
  • Windows:Mod Organizer 2 从没有导入光盘的文件夹启动游戏时,导入器会提示这一点;把 MO2 指向你的游戏文件夹即可,不必再导入一份。
  • 导入光盘时,多张光盘里相同的资源包只存一份,四张光盘约省 5.8 GB。之前导入的游戏目录,用 --compact-game-data 启动一次即可。
  • 设置 → 图像:DLSS、FSR、XeSS 和 MetalFX 的状态行显示最后一帧游戏画面的质量和分辨率,不再显示“这一帧没有合格场景”。
  • 设置 → 图像:修改帧生成倍数后保存即生效,开着 HDR 也一样,不再要求重启。
  • DLSS 5 神经渲染调整页在缺少 nvngx_dlssnr.dll 或显卡无法运行时会直接说明,不再提示进入游戏场景,并说明游戏不附带该文件。
  • 性能信息:Vulkan 下开启 DLSS 帧生成时,顶部信息栏也会显示帧生成后的帧率。
  • 前往其他区域后,TAA 和超分会继续跟踪移动的角色和物体;之前它们可能一直跟丢,直到回到原来的区域,画面也因此不够稳定。
  • 设置的说明文字恢复正常大小:DLSS 5 神经渲染、垂直同步、HDR 等缩成小字的说明在所有菜单语言中都已缩短,神经渲染调整页缺少 DLL 的提示改为换行显示,不再缩小。
  • 模型 Mod 不再受每张光盘 4 GB 的限制。
  • 设置 → 图像:新增“神经渲染调整与预览”和“HDR 校准”两行,直接打开对应页面,不必再知道在设置项上按确认才能进入。亮度、按键设置、Mod 和成就也显示同样的打开按钮。
  • 声音帧无法解码时,日志会写明原因(#524)。
  • Windows Direct3D 12:打开“设置 → 系统 → 调试日志”后,显卡停止响应时日志会记下它当时在做什么。下次启动时生效,会多占几个百分点的 GPU 时间(#524)。
  • TAA 和超分(DLSS、FSR、XeSS)占用的 CPU 和 GPU 时间更少;在乌拉,帧率约提高 8%。
  • 模型 Mod:游戏运行时会在后台准备其他光盘的 Mod 文件,之后切换光盘只要几秒,不再等一两分钟。
  • 模型 Mod:关掉再打开某个 Mod,或换回上一套 Mod 组合时,启动不再重建 Mod 文件;游戏会保留当前和上一套组合的文件。
  • 设置 → 系统 → Mod 保存后不用重启即可生效:贴图 Mod 立即生效,模型 Mod 从进入下一个区域起生效。队伍成员的模型仍需重启后更换。
  • Windows Vulkan:显卡停止工作时,AMD 显卡上的关闭提示会建议在 AMD Software 里关闭 FSR Upscaling / Radeon Super Resolution,或改用 DirectX 12;不论哪种显卡,如果刚启动就出现,提示都会询问下次是否改用 DirectX 12 启动(#337、#533)。
  • 在标题画面按 START 后直接打开菜单,不再显示“正在更新玩家档案”提示,也不再等约一秒。
  • 关闭 TAA 或超分后,退出设置时会释放它占用的显存(4K 下约 350 MB),不再一直占到重启游戏。
  • 成就通知不再在标题画面的“Y:设置”提示上,也不再在加载进度条和性能叠加层上,画出自己的一块。
  • MO2 导出工具的“Scan game data”现在会列出模型和动画;之前一个也找不到。
  • MO2 导出工具用游戏里的名字标注模型,例如“凯姆”“乌拉・中央大街”(随“Text language”切换语言),按队伍、怪物、地图等分组,显示选中模型的预览图,并能导出模型后在资源管理器中选中它,方便拖进 Blender。新增 Wiki 页面《在 Blender 中打开模型》。
  • Windows Direct3D 12:FSR 帧生成的帧率更高,战斗中最明显;性能信息显示它的实际帧率,不再是带 ~ 的估算值。
  • 语言包可以补充游戏字体缺少的字母,例如波兰语、俄语或阿拉伯语字母:lo_mod.py font-glyphs 用 TrueType 或 OpenType 字体按每个游戏字体的样式绘制这些字母,--export-assets --export-kinds fonts 导出它需要的信息。见制作 Mod。

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