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reSOT v0.2.0

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@FulGerNet FulGerNet released this 21 Oct 10:39
· 15 commits to reSOT since this release

reSOT v0.2.0
Prince of Persia: The Sands of Time (Xbox), statically recompiled for Windows and Android
Graphics

  • Added the new Vulkan shader path for demo and retail on Windows and Android.
  • Supported vertex programs are now translated into dedicated shaders.
  • Pixel shaders are specialized and optimized before pipeline creation.
  • Added disk caching and background compilation, with temporary reference shaders while dedicated pipelines compile.
  • D3D11 and D3D12 retain their previous shader paths.
    Android touch controls
  • Redesigned the controls with engraved gold borders, blue centres and brighter pressed highlights inspired by Sands of Time.
  • Added a blue movement stick with a decorated gold ring.
  • Arranged the main action buttons in an arc inspired by Warrior Within mobile.
  • Placed Pause and Back beside the central show/hide overlay button.
  • Moved Rewind to the upper right, clearing the upper-left area for the game HUD and FPS panel.
  • Preserved all Xbox mappings and layout customization.
    Fixes
  • Corrected retail’s forming sand-tank ring alignment on ultrawide Android displays.
  • Updated touch-layout persistence so relocated controls receive their new defaults while other customized positions are retained.
    Builds and validation
  • Updated Windows demo/retail executables and the Android APK to 0.2.0.
  • Passed all nine GPU/support tests, plus additional relative-constant and swizzle comparisons.
  • Passed all ten shader compilation checks.
  • Tested both games on PC and Android without shader-translator errors in the logs.
  • The user confirmed the new touch-control appearance and corrected sand-tank alignment.
  • Completed final builds; the latest button-placement adjustment still awaits device confirmation.
  • Shader implementation and measured results are documented in docs/VULKAN-PERFORMANCE.md.
    Known limitations
  • Stable 60 FPS is not yet established: denser demo scenes still include drops to around 49–50 FPS.
  • First-use shader compilation may cause stalls; a controlled overall performance improvement has not been established.
  • Full-game visual accuracy and sustained performance remain under validation.
  • Water, motion blur and time-power effects are not yet fully mapped to the quality setting.
  • The previously reported demo HUD artifacts with post-processing Off remain unresolved.

Full Changelog: v0.1.2...v0.2.0