Star Fox Enhanced 0.0.6.7
Alpha/prerelease checkpoint since 0.0.6.5. Platform packages attach automatically
as GitHub Actions completes each build. Publication is not a claim that every
platform build or physical-device check has completed.
Rendering and performance
- Expanded native GPU model rendering, ordered tile/OBJ composition, clipping,
geometry processing and resident presentation, reducing CPU rasterization,
transfers and synchronization in supported paths. - Moved more background and foreground layers to GPU processing, including
title artwork, frontend margin filling, EX logo margin repair and the main
planet-briefing background. Preserved CPU recovery paths. - Added ScaleFX filtering and expanded portable GPU effects support.
- Added hardware ray-traced shadows on supported backends/devices, default off.
Improved caster coverage, light direction and shadow composition; Enhanced
Lighting remains a separate stylized effect, not ray tracing. - Added half/full side-by-side 3D output and improved stereo layer composition.
Gameplay, menus and presentation
- Added in-game options access with F1, with experience locked during play.
- Organized cheats under OPTIONS: god mode, level select, default laser/beam,
infinite lives, bombs and boost. - Added Ctrl+F1 save state, Ctrl+F2 load state and Ctrl+F3 slot selection.
- Improved regional title selection, including English (Europe), localized
menus, controller handling and Android immersive fullscreen behavior. - Updated widescreen background expansion, unique planet/artwork handling,
tunnel margins, title layers, comms presentation and high-FPS transitions. - Improved model/wireframe interpolation, audio state transitions and recovery.
VR development
- Added Quest/OpenXR runtime work, immersive backgrounds, controller input,
pre-game options, effects/preview support and asset-loading improvements. - VR remains experimental; scene-specific presentation and performance still
need further headset testing. Standard platform release jobs do not imply
that a new Quest APK has been packaged or installed.
Important limitations
- DLSS and DLSS5 are not released player-facing features in this version.
Diagnostic integration remains default-off in source; no NVIDIA/third-party
neural add-on binaries are bundled. Full-scene jitter, upscaling modes and
neural gameplay integration are unfinished. - GPU migration is not complete: isolated overlays, some late layers and sprite
bitplane decoding still have CPU dependencies. Unsupported devices use
available fallback paths; not all platforms support every enhancement. - No copyrighted cartridge dumps, user saves or MSU music are included. Supply
your own supported assets as described in the README.
Verification at this checkpoint
- Windows runtime rebuilt during development. D3D12/Vulkan background and
temporal-depth regression suites passed; generated shader checks passed. - Original/EX main briefing captures match CPU and forced-fallback rendering
at 16:9 and 32:9/4x with effects. Multiple earlier GPU migration checkpoints
also include Linux/Android builds and comparison captures. - See
docs/GPU-MIGRATION-STATUS.md,docs/GOAL-ACCEPTANCE.mdand
docs/PC-DLSS-STATUS.mdfor exact tested scope and remaining work. This release
does not close the full migration goal or automatically close GitHub issues.