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.