Changes since the first public release
After updating: open the launcher and choose Update Game once. The game is rebuilt on your PC with the new engine. This takes a few minutes, and the only download is the new compiler, done once (see Compatibility).
New features
Save states
- Save anywhere with F5, and come back to that exact moment with F9.
- There are five slots, and Shift+F5 switches to the next one.
- F12 › Save states shows each slot with a thumbnail and the date, plus Save / Load buttons.
- Loading a state also puts the memory card back the way it was at that moment. The card as it was just before loading is kept as a
.bakfile next to it. - States work from the main menu onward, not during the boot screens.
PAL / Europe version
- Serious Sam: Next Encounter for Europe (G3BP9G: English, French, German) is supported alongside the USA release, with every feature listed here.
- Each region has its own memory card file.
Graphics
- Anti-aliasing (F12 › Graphics): FXAA, MSAA 2× / 4× / 8×, or supersampling.
- Anisotropic filtering 2×–16×: floors and walls stay sharp at steep angles.
- Graphics presets set resolution, anti-aliasing and texture filtering in one click:
- Low: original resolution, for integrated graphics.
- Medium and High sit in between.
- Ultra: supersampling.
Controllers
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Rumble works on Xbox, PlayStation, Switch Pro and most other gamepads. It has a strength slider and a Test button.
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The default gamepad layout is now Xbox-style:
Button Action A Jump X Use B Back RT Fire LB / RB Switch weapons Y The GameCube's Z Start Pause GameCube layout in F12 › Gamepad restores the original button positions.
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On-screen buttons now match your controller. The game's hints ("A Select", "Press A to skip", tutorial tips) show Xbox or PlayStation buttons, following your own bindings. To change this, go to F12 › Gamepad › On-screen buttons.
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The mouse wheel can be bound to any control. By default it switches weapons.
Convenience
- Skip intros (on by default): the game reaches the main menu in about 10 seconds instead of about 50.
- Pause in the background (on by default): Alt+Tab or minimizing pauses the game and silences it.
- Separate volumes for music & videos and for sound effects (F12 › Audio).
- Monitor choice for fullscreen. The window also remembers its size, position and maximized state.
- Screenshots: Print Screen (or Shift+F12) saves a PNG of the game image to the
Screenshotsfolder. - Info bar can show everything, the frame rate only, or nothing. Shift+F1 cycles through them.
- Exit game button in the F12 menu.
- Short on-screen messages for save states, screenshots and volume changes.
Fixes
- Jumping: Space never jumped.
- The game jumps with the GameCube's analog L trigger, but the old default put Space on A.
- Space now jumps, and still selects in menus and skips cutscenes.
- Settings you never changed are updated automatically.
- Stick flicker: holding either stick (or A+S on the keyboard) down-left made Sam stop or jitter.
- The game rescales stick values in place. At PC frame rates it could do this more than once per controller read, which flipped down-left into up-right.
- Each frame now sees the raw input, as on the GameCube.
- Exiting (Alt+F4 or the window's X): the window closes first. If shutting down stalls, the game is forced to end. This responds to reports of the desktop staying dimmed after quitting.
- Automatic resolution now also lowers the resolution when the game runs below 20 fps. Before, it never did.
- Clearer key labels in F12: A is select / use / skip, L is jump, X / Y switch weapons.
Performance (mainly for weaker PCs)
- Automatic internal resolution is the new default. It starts at the resolution that fits the window, then lowers or raises it based on the measured GPU time. Settings that used the old fixed 3× move to automatic.
- Much less GPU work per frame:
- Depth is only written where needed, so the early depth test works again.
- Fewer state changes and fewer uploads of shader values.
- Texture copies of the screen are converted in one pass instead of two.
- Shader cache (
shadercachefolder): after the first session, there's no more stutter the first time an effect appears. - Lower CPU use: faster vertex decoding, no busy-waiting main loop, and frame buffers are reused.
- Sync game to display (on by default): with vsync on a 60 Hz screen, the game ticks with the display. No frame is shown twice, which removes a periodic micro-stutter.
Compatibility
- Windows versions: 64-bit Windows 7 SP1 and 8.1 are now supported, as well as 10 and 11.
- Everything now uses the C runtime that every Windows version includes.
- The launcher downloads the matching compiler once (about 146 MB).
- Windows 7 download problems: the compiler download asks for TLS 1.2. If it still fails, install update KB3140245. Or download the file named in the error message with a browser and put it in
build-kit\downloads.