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Lantern Engine 0.9.40

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@Awakenchan Awakenchan released this 09 Nov 16:00
· 2 commits to main since this release

Everything since 0.9.38 in one place: betas 1 to 32 and the work after them. If you played the betas, most of this is familiar, and what's new since beta 31 is marked New. If you're coming from 0.9.38, this is a big one: back up your saves first.

Highlights

  • Seamless co-op rooms. Play the whole game with up to 3 friends in the host's world, in your own private, encrypted room. Bosses, lamps, doors and story are shared, and loot, drops and NPC quests stay each hunter's own.
  • Smoother at high frame rates. Elevators no longer shake under you, feet no longer sink into step edges, and slopes and ladder tops no longer slow you to half speed at 60 FPS.
  • Every language online. A new patch unlocks all text languages and eight voice languages while you stay on the international server.
  • Lantern's own system layer. Memory, files, threads, clocks, input, sound, saves, movies and more now run on Lantern's own code instead of code inherited from other ports.
  • A new launcher. It's rebuilt in native code and the same on Windows and Linux. It opens in about 0.6 s, uses about 45% less memory, and supports the Steam Deck.
  • Looks and lighting. A new Looks tab with presets, including the PS4's original picture, plus optional reflections, contact and soft shadows, indirect light, volumetric sunlight and lamp fog, and experimental ray traced lighting.
  • FSR from AMD's own FSR SDK 2.4. RX 9000 gets FSR 4.1.2 (FP8), RX 6000 and 7000 get FSR 4.1.2 (INT8), and other cards get FSR 3.1.6.
  • 4K menus, a save editor, voice chat, a second online server, TOML patches and Lamp2Lamp.

Performance

  • New: less work per draw on the recording thread. The bookkeeping for motion vectors (what DLSS and FSR use for moving characters) now runs on its own thread on CPUs with 12 or more threads. On our Ryzen 5 5600 the recording thread got through about 6% more draws a second in heavy spots. Two system calls it made on every hand-over are gone too. LANTERN_MOTION_WORKER=0 puts the motion work back on the recording thread.
  • New: faster start. The shader cache files are read on up to 16 threads before the warm-up. On a hard disk, reading about 3,000 of them one at a time took 35 s. BB_CACHE_READ_AHEAD=0 goes back to one at a time.
  • New: the frame statistics cost less. Betas write frame statistics into the log, and timing every command packet was the busiest spot on the GPU command thread. It now times 1 packet in 16.
  • New, for testers: with BB_SECTIONS=1 (or LANTERN_RUN_CENSUS=1) the log also says how many draws a second recording thread could take over, and what stops it. In our heavy test scenes, 80% of draws came in stretches of 8 or more that touch nothing other draws share. This is the first step toward recording draws on more than one thread. Players without these switches don't pay for it.
  • No more slow FPS drop after walking around. The game's data stays in video memory while there's room, and only moves back to system memory when video memory gets tight. On a 16 GB card, walking through an area and back used to drop it from 120 to 67 FPS. Now it stays put. BB_VRAM_IDLE_ALWAYS=1 brings back the old behaviour.
  • No more hitches when players connect or leave online. Every invader, summon, sign or ghost used to freeze the game for a server round trip of about 270 ms, and up to 500 ms. Leaving a room after an invasion did the same. Both now happen beside the game. By @Ndmjohansen (#89)
  • Video memory leak fixed. Reduced-size copies of images were kept after the image was gone. This mostly helps cards with 8 GB or less.
  • Cards with 2 to 3 GB of VRAM: the texture cache sizes itself to your card instead of using fixed limits that were bigger than the card.
  • AMD cards with 8 GB of VRAM or less: clean-up follows the live memory budget, the upload ring is smaller, and textures stay in VRAM before anything else.
  • AMD Anti-Lag 2 where the driver offers it. It's on by default, with its own setting. A guard turns it off until the next start if the driver keeps waiting too long.
  • Faster optional lighting. Soft sun shadows (PCSS) are about 3x faster, point light shadows about 9x, lamp fog 1.8x, and volumetric sunlight about 20% faster with much less noise.
  • Faster file opening when many threads load at once, and faster lookups when the game has many locks.
  • A few cached shaders with an invalid pipeline layout are no longer built at the start. They compile in play instead, which removes a crash risk on stricter drivers.

Native renderer (off by default)

  • The betas built a native renderer that takes each draw from the game's own graphics objects instead of its command buffers. In our test runs about 7.8 million draws matched the old path exactly.
  • It's off by default in this release. Running beside the old path, it added 2 to 3 µs to every draw on both render threads, so it made the game slower. It comes back piece by piece as each piece replaces old work instead of adding to it.
  • What stays on: the game's four direct draw calls carry their base vertex and instance count inside the draw itself, so the command thread reads one record instead of three packets. LANTERN_DRAW_TOKENS=0 turns it off.
  • To try the native parts, turn them on under Engine switches (Native renderer: binds, draws, textures, buffers, pipelines). Safe mode after a crash turns them all off.
  • Older AMD cards on the legacy driver (Polaris, Vega, older APUs) use copies instead of the PC memory model, which caused wild lights and exploding vertices on an RX 580. BB_GUEST_IN_PLACE_LEGACY_AMD=1 keeps it on.

High frame rates

  • New: elevators no longer shake. The physics world now steps with the same frame time the characters get. Below your frame rate target it used to run slower than the hunter, so elevators shook under their riders. LANTERN_FRAMERATE_WORLD_STEP=0 brings back the old step.
  • New: feet no longer sink into step edges. On ground steeper than 35 degrees (a step's edge, the raised panel in the Cathedral Ward elevator) the game adds a fixed push every frame. At 120 FPS that was four times as strong as at 30 and dragged the hunter into the step. It now builds per second, on the game's own 1/30 s ticks. LANTERN_FRAMERATE_SLOPE_TICK=0 turns the tick part off.
  • New: no more half speed on slopes, steps and ladder tops at 60 FPS. The game's "blocked" check measured speed as if every frame were 1/30 s, so at 60 FPS any speed under 2 m/s counted as blocked and halved your move. It now follows the frame time at every rate above 30.

Lantern's own system layer

  • These now run on Lantern's own code instead of code inherited from other ports:
    • memory, files and start-up
    • threads, locks, semaphores, clocks, sleeps and process calls
    • the event queue, video output and movie playback
    • user and system services, trophies, dialogs and text entry
    • controller and keyboard input, sound output and the in-game audio decoder
    • save data
  • Each part was checked against the code it replaces. Nothing should look or sound different. If something does, send your log.
  • Movies keep their last frames instead of dropping them at the end.
  • Fixed a hang that could happen when releasing memory on Linux.

Seamless co-op (new)

Seamless co-op is still being worked on: expect bugs, and report them in #issues on our Discord.

Play co-op in your own private room instead of The Hunter's Dream. There's no account and no ports to open. Launcher › Online › Seamless co-op: the host picks Host and clicks Copy invite code, and friends click Paste invite code. Everyone in a room must run the same version.

Rooms and connection

  • Up to 4 players in one world (the host and 3 cooperators). Rooms hold 5, so a 5th player can wait and join when a place frees up. With 3 cooperators, bosses get the same extra health as with 2.
  • Rooms run on a dedicated server in Frankfurt, sponsored by 1337 Hosting. Thank you! They're end-to-end encrypted: your room name and password never leave your PC, and the server only passes along data it can't read.
  • Direct P2P rooms: the host's game runs the room and guests connect straight to it (same network, a VPN, or a forwarded port, TCP 38765 by default). See Online › Seamless co-op › Connection.
  • Works on Linux too, and Linux and Windows players can share a room.
  • Less waiting on packets: 8 ms through the server and 2 ms on Direct P2P, down from 25 ms. Parties use about a third of the download.
  • Short drops keep your place. Reconnecting keeps your party and keeps trying for up to 10 minutes, and play resumes straight after a dropout.
  • Rooms on Lantern's server can be closed for maintenance, with a warning to get somewhere safe and save first.
  • Your room and invite code stay the same through updates. Older versions are told to update before they can join, so a room never mixes builds (that's what made loot go missing for some guests).
  • The server caps how much one connection can send, so one misbehaving game can't slow a room down for everyone.
  • Turning Seamless co-op on in the launcher turns Play online on too.

Summons

  • No bells needed: in the co-op menu (F2, or L3 + D-pad Up) the host picks Start summon and guests pick Send sign. The bells still work, in any area and on any floor, and the Beckoning Bell costs no Insight.
  • When a guest presses join, the host's bell rings by itself unless they silenced it or a boss is up. Signs go up 0.5 seconds after the bell.
  • Summoning shows its progress on screen: looking, found, calling, connecting, connected, or failed and still looking.
  • Guests who started their game before the host was in the room now get in.
  • Two players with the same name can connect. Each game has its own online ID behind the plate name, so the game's own screens may show something like Hunter-3f7a.
  • No multiplayer fog walls in the world or in Chalice Dungeons. Boss fogs stay.
  • Guests ask the host to bring them instead of moving themselves. Bring works within an area; across areas, use the host's lamp.
  • The sign can be switched off in the co-op menu, which also takes it off the host's board. Stopping a summon stops the host's automatic bells, and a kicked guest stays home until they press Send sign.
  • The game's own multiplayer messages are hidden. A short line says only what matters: someone joining, connecting, arriving, leaving, reconnecting or dying, or a summon that didn't go through.

Each hunter's own world

  • Bosses, lamps, doors, shortcuts, story events and the story clock are shared. A guest gets what a boss changes for the host, on every boss.
  • Guests get their own map loot and chests in the host's world, with their own pickups. If one hunter already took an item, it's still there for the other.
  • Guests get their full enemy drops, plus boss drops and trophies once per fight.
  • NPC progress is separate: each hunter's quest steps go into their own save. NPCs no longer turn grey or into ghosts for a guest, and NPCs who talk through windows talk to a guest from the start and hand over their key items.
  • Only what happens while you're in the host's world counts. A guest doesn't jump to the host's earlier progress.
  • Guests keep their own HP (the game used to cut it to 70%) and their own New Game+ level. Enemy scaling no longer sticks to a guest's save.
  • Chalice Dungeons together: guests are summoned into whatever dungeon the host is in, and the dungeon and any fixed chalice go into each hunter's own altar.
  • Map scripts starting up in the host's world can't write into a guest's NPC quests on arrival.
  • A guest's own pickups stay picked up after a load. A guest's boss drop waits until the game's prompts are back, so its pop-up shows.
  • Limits: an NPC is one character for the whole room, so killing or angering one does it for everyone. Hunter's Dream NPCs work as before for a guest, and about 186 of the game's 7,193 items still follow the host's world.
  • Saves that already picked up a host's progress or New Game+ level in an earlier beta stay as they are. Use a backup from before if you have one.

Travel and deaths

  • The host's lamp takes the whole party along, with no trip home. A guest's lamp takes only that guest home.
  • The party follows the host's story travel too: the Cainhurst carriage, the Hunter's Nightmare, Byrgenwerth and Hunter's Mark.
  • Guests wait for the host on the loading screen, so they don't arrive alone.
  • Deaths don't break the party. Anyone who dies gets up on their last safe ground and stays in the world. In a boss fight they wait until the boss dies or the whole party falls.
  • A snatcher no longer takes a guest out of the session.
  • Anyone left at 0 HP for 12 seconds without the game's death step gets up where they fell. Lamp travel is blocked for 30 seconds after a guest arrives, which stops a stray warp to the Hunter's Dream from taking them out of the session.
  • A guest's lamp request shows the lamp's real name in your language, and new lines say when the host is travelling or the party split on the way.
  • Fixed guests being sent home right after a summon, after a boss, or when the host dies or changes map.

Party HUD, voice and menu

  • Party HUD in the game's own style: each hunter's card shows their portrait, health, stamina, distance and direction, ping and connection state.
  • Your face is saved as your portrait from the Hunter's Dream mirror (Appearance) and sent to the party.
  • Voice chat, encrypted like the rest of the room: push to talk on V by default, or open mic. Pick any key or mouse button, set voice volume from 0 to 500%, and mute yourself or any hunter. Portraits show sound bars while someone talks and a red mic when they're muted.
  • The F2 co-op menu shows Bring, Kick, End session, Return to your own world and the voice settings. The same buttons are in the Lantern menu's Co-op tab.
  • Voice has its own connection, so it never holds up the game's traffic: about 16 kbps, sent only while you talk, with a small buffer that fills in missing packets. Quieter microphones open the voice gate, a microphone that gives no sound says so, and open mic no longer cuts out between words.
  • Members who leave drop off the party HUD within a few seconds. Ping, connection state and the join and leave lines can be turned off in the Co-op tab.
  • Name plates: set your own host and guest titles in the launcher's Online page.
  • New, off by default: Open my room to visitors. The Lantern event team can then join your room. Everyone is told when a visitor joins, and Kick keeps a visitor out.

Lighting and picture

  • New Looks tab with presets: Original look, PS4 original, Performance, Better shadows and BB Remastered. Save your own looks, share them as a code or a file, and go back to your previous settings in one click. Thanks to fromsoftserve, whose work this comes from.
  • New: PS4 original look. The picture as on the PS4: native resolution with no upscaler, and the game's own anti-aliasing, depth of field, motion blur and chromatic aberration back on, with none of the extra effects. Lantern's defaults and Original look keep those four off. Picking another look, or Go back, brings your upscaler back. It's in the Looks tab and the game's PC Looks page.
  • New: the look you're using shows Selected instead of Use.
  • Switch looks while you play from the new PC Looks page in the game's System menu, or from the Insert menu.
  • Optional effects, all off by default:
    • improved reflections
    • contact shadows and soft sun shadows (PCSS)
    • indirect lighting (GI)
    • volumetric sunlight and fog around lamps
    • deeper parallax surfaces
    • higher shadow resolution
    • better motion blur
    • experimental GTAO and point light shadows
    • each with its own slider where it makes sense
  • The new System menu pages PC Lighting and PC Lighting Detail hold the same effects. They're heavy: with most of them on, an RTX 5060 at 1080p ran at about 48 to 56 FPS. An effect your GPU can't run turns itself off with a line in the log.
  • Ray traced lighting (experimental, off by default, needs a restart). It traces sun shadows, lamp shadows and one bounce of light against the game's real geometry. It's heavy: about 6 ms a frame on an RTX 5060 at 720p with DLSS. Early runs dropped to 31 to 38 FPS in the heaviest streets. Its memory is capped at 320 MB. Cards without Vulkan ray query keep the normal lighting, and the log says why.
  • Lamp fog no longer pops in and out while the camera moves in areas with lots of lamps. Engine › Graphics › "Steady lamp fog" turns this off. By @rhkim1292 (#90)
  • Volumetric sunlight no longer flickers to another colour. It now follows the area's own light. Places that used to look steadily white may now look blue, which is the fix working. Engine › Graphics › "Steady sunlight color" turns it off. By @rhkim1292 (#91)
  • New: High quality GTAO (experimental, off by default, needs a restart). Graphics › Ambient occlusion quality › High traces three directions at full internal resolution and filters the result, for sharper, steadier contact shadows. It costs more GPU time and needs Better ambient occlusion (GTAO) on. By fromsoftserve (#94)
  • Fixed GTAO and GI darkening open surfaces at glancing angles, and volumetric sunlight reading the wrong shadow cascade.
  • Occlusion culling (experimental) no longer hides partly visible objects such as distant buildings.

Upscalers

  • New FSR upscaler from AMD's official, signed FSR SDK 2.4, now the default. It picks the best version for your GPU:
    • RX 9000: FSR 4.1.2 (FP8)
    • RX 6000 and RX 7000: FSR 4.1.2 (INT8). RX 6000 cards get FSR 4 for the first time.
    • Ryzen AI 300/400, Z2 A and Z2 Extreme: FSR 4.1.2 with AMD's lighter model
    • RX 5000 and older, NVIDIA and Intel: FSR 3.1.6
  • NVIDIA and Intel keep FSR 4.1.1 (fsr4vk, experimental) as a second choice.
  • Your saved FSR 3 or FSR 4 choice switches to FSR by itself. The old "FSR 4 from the AMD driver" switch is gone, because the SDK finds the driver's FSR on its own.
  • If the SDK's files are missing or it can't start on your GPU, the game uses FSR 3.1 and the in-game menu says why.
  • FSR 4.1 works with OptiScaler installed, and FSR 4 falls back if it stays under 20 FPS.
  • The Windows download is about 33 MB smaller.
  • DLSS follows NVIDIA's guide more closely and wobbles less while the camera turns. DLSS: less wobble while turning adds more. Upscale before post-processing (experimental, needs a restart) is for outputs other than 1080p.
  • Intel XeSS Super Resolution code, by @frankzzz (#86). Intel's library isn't in the package, so XeSS falls back to FSR 3.1 unless you add libxess.dll to engine/xess.

Menus, 4K and ultrawide

  • 4K menus: Graphics › Menus › Build makes the game's menus, icons, item pictures and HUD 4x sharper, from your own game files on your own PC. The first build downloads Real-ESRGAN (about 45 MB) and upscales on your GPU. The finished pack is about 3.5 GB. Turn it off at any time, or remove it.
  • 4K menus are filtered properly with mipmaps, so they no longer look blocky or shimmer, and the faint box around the HUD bars' glows is gone. Rebuild your 4K menus to get the 4K HUD. They use about a third more video memory now. BB_UI_SMOOTH=0 keeps the old sampling, and BB_UI_LOD_BIAS sets the sharpness from 0 (softest) to -2 (sharpest), default -0.5. By @Ndmjohansen (#88)
  • Ultrawide: full-width menu backgrounds, dims and loading screens. By @Ndmjohansen (#85). On Linux too, with the UI centred and the menu movies widened. (#92)
  • Brazilian Portuguese as a game language, without unlocking the region. By @Arturvitormb (#83)
  • New: every language, online. Mods & patches › "Unlock All Languages (Works Online)" makes every text language available, and voice in the eight languages that have their own recordings: Japanese, English, French, Italian, German, Spanish, Latin American Spanish and Brazilian Portuguese. Your region stays the international one, so the EU/US server still works. Leave "Unlock Game Region" off. By @noatdk (#97)
  • The debug menu's font comes with the engine, so there's nothing to download.

Mods and patches

  • Lamp2Lamp by Disschorde (built in, off by default): a lit lamp warps you to the other lamps in its Headstone region without going through the Hunter's Dream. Lamp2Lamp: warp to bosses also moves most boss lamps to the front of their arena (not Rom, Amy, Mico, the Celestial Emissary or the Orphan). The new lamp text is English only, a mod that changes the same files takes its place, and co-op partners need the same switches on. Thank you to Disschorde: Lamp2Lamp - Warp Between Lamps.
  • Third-party patches can be TOML files as well as XML. A patch is skipped if the game's code isn't what it expects.
  • A .toml file next to a mod's folder no longer hides the mod.

Controller

  • The stick dead zone no longer jumps from standing still to a set speed: speed starts from zero at the edge of the zone, and the stick no longer snaps to straight lines.
  • The camera follows as it did in 0.9.38. Beta 25's frame-time smoothing made it feel too far behind at high frame rates, so it's off. LANTERN_CAMERA_TIMING=1 turns it back on.

Saves and the save editor

  • New Save editor (under More): edit stats, Blood Echoes, Insight and item amounts, give items and gear, and change boss states and lamps, The Old Hunters included. It makes a backup before every save and has a Revert tab. Close the game first, and try it on a spare profile. Errors stay on screen, each item you give says so, and your edits still apply if the game saved in the meantime. Not included yet: blood gems, runes, removing items, Chalice Dungeon bosses, Gehrman, the Moon Presence, and rolling back the Blood Moon or NPC stories.
  • New Saves tab: each hunter has its own tile with level, bosses, time played and last save. Profiles, backups, import and the saves folder are here too. Every backup has its own Restore button, and empty backups can no longer be restored over your saves.
  • Fixed "stuck in the Hunter's Dream, can't interact with anything": a save holding a summoned guest's character type is repaired when it loads.
  • Fixed a crash right after creating a new character, when the opening movie starts.
  • A hunter who is still a summoned guest can no longer ring a bell, and the party portrait is only taken from the appearance screen during seamless co-op.

New launcher

  • Rebuilt and compiled to native code, the same on Windows and Linux. On our test PC:
    • It opens in about 0.6 s instead of 1.4 s (0.8 s instead of 4.5 s on the first start after an update).
    • It uses about 45% less memory while idle.
    • It's about a third smaller on Windows, and on Linux it's 3 files instead of 214.
  • Steam Deck: the launcher detects the Deck and Game Mode. Drive it with the controller: D-pad or stick to move, A, B, LB/RB for tabs, Start to play. Text boxes open Steam's keyboard, and the best settings use the Deck's 1280 x 720. On other PCs, turn on controller navigation in Settings › Launch.
  • Best settings for this PC look at your GPU model, not just its memory: GeForce by generation and class, Radeon by series, and Arc. Laptop parts count one step lower. A new Weak tier covers 2 to 3 GB cards, older cards and integrated graphics.
  • Beta tested settings: betas ask once whether to use the settings they were tested with. Your own are saved, and Settings › Beta tested settings brings them back.
  • The purple lantern is the new icon and background, and the orange one is a choice in Settings › Appearance. Your shortcuts, the game window and your Discord status follow it.
  • The sidebar is the default navigation. Tabs are still in Settings › Appearance.
  • Windows 11: hover the maximize button for snap layouts, and try the Windows Mica background (Settings › Appearance › Background).
  • The Play page has switches for the Hunter's Dream Mirror, Rebirth at the Altar and PC Camera Controls.
  • A second online server: SuperMedo under Online › Server, with a free account on its website. The Hunter's Dream stays the default.
  • Dialogs are modal, release notes show formatted, and only one error shows at a time.
  • Updating removes files older versions left behind.
  • New: the Game output page no longer eats CPU while you play. It laid out up to 5,500 lines ten times a second (93 s of launcher CPU in five minutes). Now it updates at most four times a second, every 2 s while the game is in front, and not at all while minimized. Copy and Export still take every line.
  • New: the page's scroll bar sits clear of the window's resize border, so you can grab it.
  • New: the first start after updating cleans up after the old launcher. Every version of it unpacked about 8 MB of Windows libraries into your temp folder and never removed them (133 MB on our PC after the betas). The new launcher deletes them, along with the old launcher file an update moved aside. It only touches folders that hold nothing but those libraries.
  • New: the Seamless co-op section says plainly that it's still being worked on.
  • Small differences from the old launcher: the Modern background is blurred a bit less, and a slider's allowed range shows in its tooltip. The new controller texts are English only for now.

Linux

  • Linux now has what Windows has: the setup guide, 4K menus, TOML patches, Lamp2Lamp and the debug menu font, the Play page switches, plate titles, render scale, texture mip bias, the DLSS options, AMD Anti-Lag 2, the SuperMedo account page, Upscale before post-processing, and seamless co-op through the server or Direct P2P with Windows players in the same room.
  • Still Windows only: FSR 4 through AMD's Windows DLL and DLSS Frame Generation, because their runtimes are Windows only. Editions of the game other than CUSA03173 1.09 start on Windows only.
  • Ultrawide: the UI is centred and the menu movies are widened, as on Windows. By @Ndmjohansen (#92)

Older PCs

  • CPUs without MOVBE, BMI1 or LZCNT can run the game. On those CPUs the start rewrites only the affected spots in the game, and CPUs that have all three run it unchanged. This makes Sandy Bridge and Ivy Bridge era CPUs candidates. By @fidoboy (#84)

Fixes

  • New: "Apply and restart" in the game no longer ends on a black screen. The new start asked Windows for its memory while the old game still held its own, Windows refused, and the game stopped. The new start now waits for the old one to end (up to 60 s).
  • "Play online" off means fully offline, so cheats work again in offline games.
  • In seamless co-op, only the host can summon.
  • Choosing "Role and name" for name plates no longer turns off Lantern's in-game menus.

From contributors

Thank you @fidoboy, @rhkim1292, @Ndmjohansen, @Arturvitormb, @frankzzz, @noatdk and fromsoftserve. Thanks to Disschorde for Lamp2Lamp, to yogesh1239 for the camera research, and to 1337 Hosting for the co-op server.

Not tested

  • Played on an RTX 5060 on Windows only. AMD, Intel and older NVIDIA cards haven't been tried, and the Linux build hasn't been played on a real GPU.
  • What was checked instead: every cached pipeline of this release was built under Vulkan's validation layers on a software GPU, with the engine's settings for AMD RDNA, AMD Polaris, NVIDIA RTX, GTX 10 cards and a generic GPU. None showed new errors. That catches broken shaders, not driver bugs, so it doesn't replace playing on those cards.
  • Seamless co-op has run in automated host and guest tests, with only a few real sessions. Loot, drops and NPC progress for guests come from player reports, not from our own two-player run.
  • The old-CPU support passed CI's instruction tests but hasn't run on a real Sandy Bridge or Ivy Bridge PC.
  • The small-VRAM texture cache and the memory leak fix haven't been played on a 2 to 3 GB card.
  • The new launcher's self-update, Mica background, controller navigation, Linux build and Steam Deck support haven't been clicked through on a real PC or Deck yet. The Linux launcher needs glibc 2.38, the same as the engine.
  • Ray tracing has only run on an RTX 5060.
  • The changes made after beta 31 were played only on our RTX 5060 with a Ryzen 5 5600 (12 threads). CPUs with fewer than 12 threads keep the motion work on the recording thread, as before.
  • High quality GTAO passed its own scene tests but we haven't played with it. The language patch was played through most of the game by its author, in Japanese.
  • The PS4 original look was played on our RTX 5060 only.

Known issues

  • GTAO is experimental and still looks wrong. It's off by default and isn't in any preset.
  • Some of the new lighting effects can leave ghosting. If you see it, turn effects off one at a time.
  • Some NVIDIA cards can still crash with "The graphics driver stopped responding" (exit 0x17, write at GPU address 0 in the log). Please send your log and your mod list.
  • Ray traced lighting: lamp shadows have hard edges, and cut-out shapes like leaves and grates don't block lamp or bounce rays.
  • Rooms where players use different gameplay mods can lose items for a guest. Everyone needs the same gameplay mods.
  • Contact shadows on their own are about 10% slower than before in close-up scenes. Paired with soft sun shadows they're much faster.