If issuing instability/errors, firstly install latest Artifact from https://github.com/shipa-2/Xerenge/actions
The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, a Vulkan 1.1 GPU - Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves.
Your own online server: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860 and 31861 the players can reach, and start each game with --lobby-server=<that machine>. Without it, the copies on one LAN find each other's games with no server at all.
What is new in 0.4.0:
- Faster on phones' GPUs: a render pass loads and keeps only the attachments something reads, the frame goes to the screen at its own size (the phone scales it), reflections can be redrawn two faces a frame ("Reflections in turns"), pixel shaders run in half precision where it is safe, anisotropic filtering is a choice (off, 4x, 8x; 4x on Android by default).
- Less work on the CPU: constants, textures and memory checks no longer redone for every draw when nothing changed.
- Bloom off keeps the sky blue and the picture as bright as with bloom, without the glare; motion blur off now really turns the blur at speed off.
- Frame generation (frames drawn between the game's, for 90-120 Hz screens), a 30 fps lock, 16:10 screens, render resolutions below 720p, and back twice to quit on Android.