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v0.9.37 beta 3

Pre-release
Pre-release

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@Awakenchan Awakenchan released this 21 Oct 18:15
· 13 commits to main since this release

Pre-release: try it, and report anything that breaks.

Fixed

  • Models and objects popping in front of you. The shader catalog that ships with the engine was being ignored on every PC since 0.9.34 beta 9.9, so every shader was built during play. It is fixed and rebuilt: on an NVIDIA GPU about 510 pipelines are now built before the game starts, including on your very first start. The first start after this update takes a little longer while they are prepared.
  • Saves "disappearing" after beta 2. Nothing was deleted: beta 2 moved the launcher settings from %APPDATA%\bbport-launcher to %APPDATA%\Lantern Engine, and an older launcher (0.9.36 stable, or an old copy) then started with no saves folder and no player profiles. Settings are now copied, and the old folder is kept (restored once if beta 2 moved it). bbport.ini is copied to lantern.ini the same way.
  • Settings reset by an update: if an update left the default settings in lantern.ini, your bbport.ini settings are put back.
  • Multi-second hangs on PCs with 16 GB of RAM: the game's memory heaps are only enlarged when your settings need it (above 1080p, highest model detail or screen space reflections).
  • Mod patches showed the wrong names, and the custom resolution patch was not found, when the launcher was in a language other than English.
  • The upscaler's reactive mask now works with DLSS, and "Show mask" works at every output resolution.

Added

  • Save safety net:
    • Every time you press Play and every time the game closes, each profile's saves are copied to %LOCALAPPDATA%\Lantern Engine\save-vault (the newest 5 per profile). This happens even with Save backups off.
    • If the profile you are about to play has no saves, but saves exist in a folder you used before or in the safety copies, Play stops and asks first: use that folder, restore the copy, or play here anyway.
  • HDR (native mode):
    • Bloom and glare around lamps, fire and the moon now get brighter with the light itself, instead of staying at SDR brightness.
    • Highlights keep the game's vignette and local darkening: exposure is measured for each part of the screen.
    • Smoother highlight roll-off near your display's peak, so very bright sources no longer all clip to the same white.
    • Peak brightness comes from your display by default (the Windows HDR Calibration value if you ran it). Turn off "Peak brightness from the display" to set it yourself.
    • "Compare: SDR | HDR" in the in-game menu shows SDR next to HDR while you tune it.
  • In-game menu: tabs (Upscaling, Display, Picture, Gameplay, Interface) and a search box (Ctrl+F). L2/R2 or Ctrl+PgUp/PgDn switch tabs. DLSS preset, DLSS mip bias and the OptiScaler options can now be changed there.
  • Launcher in 12 more languages: German, Spanish, French, Italian, Polish, Brazilian Portuguese, Turkish, Russian, Ukrainian, Japanese, Korean and Traditional Chinese.
  • Smoother frame pacing, most visible on G-Sync/FreeSync displays: a late frame no longer gets a quick catch-up frame right after it.
  • Less VRAM held: textures the GPU drew are written back to the game's memory and freed when VRAM runs short.