github kandowontu/starfox-enhanced v0.0.6.5
Star Fox Enhanced 0.0.6.5

pre-release5 hours ago

Star Fox Enhanced 0.0.6.5

GPU effects, performance improvements, and audio fixes since 0.0.6.
This is a prerelease. Packages attach automatically as platform builds finish;
publication does not mean every build or device validation has completed.

GPU rendering and effects

  • Renamed RTX Lighting to Enhanced Lighting, including translations. This
    shading effect is not ray-traced global illumination.
  • Windows desktop GPU mode now executes model/world styles and intensity,
    smoothing, 2D filters (including polygon textures), lighting, HDR, chromatic
    aberration, bloom, anti-aliasing and shadow-mask blending in compute shaders.
  • Batched late effects to reduce repeated uploads and synchronization.
  • Added direct GPU presentation, separate GPU bloom/glow layers with smooth
    filtering, and GPU preparation of the legacy 1440p model layer. Screenshots
    and frame history read back on demand.
  • Added shared SDL GPU Vulkan/Metal effects for Linux/Android and macOS/iOS.
    Portable shaders are generated offline; source fingerprints prevent stale
    shader assets. Separate xBRZ-enabled/minimal variants are included.
  • Supported Windows x64 hardware now uses real DXR 1.1 for enhanced shadows.
    Unsupported hardware retains software shadow rendering.
  • Fixed GPU resource release order on shutdown and renderer changes, preventing
    a crash when resources outlived SDL's loaded graphics driver.

Performance and audio

  • Optimized CPU shadow traversal: prepare geometry/light directions once per
    frame, avoid redundant stack clearing, visit near receivers first, and bound
    searches by the ground plane. Full resolution, eight samples and softness remain.
  • Parallelized large-buffer bloom extraction while retaining accumulation order;
    smaller buffers keep the cheaper serial path.
  • Reused chromatic sampling calculations and worker partitions; small indexed
    frame conversions avoid unnecessary worker wake-ups.
  • Native and MSU encounter music stop on player death, including cockpit/HP-zero
    paths. Sound-effect ports remain intact and checkpoint music can resume.
  • EX forwards native music-cut commands to MSU playback.
  • Removed wireframe thickness; old saved overrides are ignored.
  • Added repeatable GPU/CPU benchmarks and optional timing/backend diagnostics.

Verification and limits

  • Windows: 44/44 regression tests passed during development. Linux: 38/38 passed
    after portable-backend integration. The Windows full run preceded the final
    shutdown fix and portable additions; subsequent targeted GPU comparisons and
    real Windows/Linux Vulkan smoke runs passed, including capture and clean exit.
  • Tested GPU styles/shadow blending matched reference pixels exactly. Tested
    floating-point effects differed by at most one channel value. Synthetic parity
    and isolated speedups do not guarantee every scene or higher in-game FPS.
  • Metal/Android device validation remains outstanding. Switch/Vita GPU effects
    and portable GPU shadow tracing are not implemented.
    These retain CPU paths;
    Xbox UWP also retains its existing fallback paths.
  • Scene geometry still rasterizes on CPU. Setup/touch overlays can still require
    CPU composition/readback. This is not a complete all-platform GPU renderer;
    broader gameplay and overlay-filter validation remains necessary.
  • Saves/settings remain compatible. Android keeps its permanent signing key
    (version code 11); Xbox identity is 0.0.6.5; Vita package version is 00.07.
    No retail ROMs, saves or private signing keys are included.

See portable GPU details, migration status
and CPU measurements.

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