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Releases: JulioCacko/The-Order-1886_pc

The Order: 1886 — v0.2.7

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@JulioCacko JulioCacko released this 01 Nov 12:14

The Order: 1886 — v0.2.7

Builds on v0.2.6 and adds the button prompts from #135. If you are on v0.2.5 or earlier, this release also carries every v0.2.6 fix.

Xbox and keyboard button prompts (#135)

Controls → Button prompts chooses the buttons the game draws in prompts, menus, quick-time events, stealth takedowns and Lycan evades:

  • PlayStation (original): the game's own artwork.
  • Xbox: A, B, X, Y, LB, RB, LT, RT, LS, RS, Menu and View. Each original texture is kept; only its PlayStation marking is replaced by the matching letter, in the original's own ink and softness.
  • Keyboard and mouse: keycaps, mouse buttons and a WASD cluster. Choosing it also applies the matching key layout (Space vault, C cover, R reload, E interact, Q Blacksight, Shift sprint, mouse aim and fire), so the prompts show keys that act. It replaces any custom keyboard buttons.

Every button marking the UI draws is covered: 131 bitmaps change for Xbox and 185 for keyboard, including the weapon HUD's R1/R2 labels, button-mash and takedown prompts, and the sticks printed L3/R3. Still PlayStation: pictures of the DualShock 4 itself (the Controls diagrams, the pause-menu touchpad icon and one tutorial drawing), which need new controller illustrations. Coverage record.

The first launch with Xbox or Keyboard and mouse builds the prompts from your own game files: a few seconds for Xbox, about a minute for keyboard. The result is cached under your player data and mounted like a mod, after any enabled mods. Your game files are not changed, and the release ships only this project's own artwork. Guide: Button prompts.

From v0.2.6

  • Launcher (#131): Open installation, logs and player data open their folders; Check for updates says Up to date on the latest release; downloads show progress and can't be started twice.
  • Runtime executable (#127): a wrong pick is refused when you choose it, with the reason; Use installation runtime clears it. A closed game window is named as the reason a session ended.
  • GPU-library stops, exit 23 (#133): invalid shader pointers read zero as on the PS4, and seven crash fixes come from SpartanPort, including the command-buffer reuse that stopped a 4K run here with "Unimplemented PM4 type 0". Not confirmed against the reporter's crash.
  • CPU use (#134): audio threads above normal, GPU waits that back off, and a per-thread CPU report in the boot log. No measured drop in total CPU use yet.
  • Linux: the package builds again after a warning in the #134 code stopped it.
  • Windows packaging: the worker no longer runs with Control Flow Guard, which crashed it while building Xbox or keyboard prompts (exit 127). v0.2.6 has no prompts and was not affected.

Details: v0.2.6 release notes.

Unchanged

60 FPS and above are still experimental, and the published 60 FPS patch warns of QTE softlocks in Chapters 6 and 9. Render sizes other than Original, and turning post effects off, remain experimental. The launcher window on SteamOS still needs WebKitGTK 4.1.

Downloads

File Size SHA-256
order1886-go-windows.zip 145,973,499 bytes ea5629eecab403f00ce0b9348ed49d66b6f971413114373a9feb3a9b1cf4f2ef
order1886-linux-x86_64.tar.gz 187,282,101 bytes 50d8c0d55886c78ebde7439e38cfa84fc51f4663c0834c81afdd4b919d1eba08

Both packages are built from 8b628d9 (Linux: workflow run 41304227003).

Check each download against its .sha256 file. release-verification.json records how each package was built and checked. To install this release from inside the launcher, use System → Updates. On Linux, extract the new archive and copy your user folder into it.

The Order: 1886 — v0.2.6

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@JulioCacko JulioCacko released this 01 Nov 03:05

The Order: 1886 — v0.2.6

Builds on v0.2.5. A fix release for #131, #127, #133 and #134.

Folder buttons and updates work (#131)

  • Open installation, Open logs and Open player data open the folder in Explorer (or your file manager on Linux). They did nothing before, without an error.
  • Check for updates now says Up to date when you already have the latest release, and the update banner goes away. Before, v0.2.5 reported itself as an update forever.
  • The "Checking for updates…" footer clears when the check finishes, the download shows its progress from the first second, and both buttons stay disabled while either runs. A second click can no longer break a running download.
  • A download no longer fails after 10 minutes on a slow connection; it fails only when no data arrives for a minute, with a message saying so. Downloads are refused while the game runs.

A wrong runtime pick is refused when you choose it (#127)

System → Runtime executable used to accept any .exe and fail only at Play with "not a verified dedicated Order runtime". Choosing the launcher's helper (order1886-worker.exe), a runtime without its runtime-build.json, or files from different builds is now refused when you save it, with the reason. Use installation runtime clears the setting. Leaving it empty is still the right choice for almost everyone.

When the game window is closed (close button, Alt+F4 or a system quit), the log now says so and the launcher shows it as the reason the session ended. Before, the session ended with exit 0 and no explanation.

Fewer GPU-library stops (exit 23) (#133)

  • A shader that reads through a pointer outside GPU memory, or into memory nothing maps, now reads zeros, as the PS4's GPU does. Before, it stopped the game with "STOP: GPU library assertion failed". The only exit 23 recorded at 3840×2160 was this stop.
  • Fixes ported from SpartanPort PR FelipePrado0#1124 close other exit-23 paths: recording data larger than one 128 KiB chunk, a draw-queue race on CPUs with 8 or more threads, texture views past the end of their image, cached images missing layers, padding-only overlaps, out-of-range image slots, and packet sizes read after the packet ran.
  • The crash reported in #133 did not reproduce on our hardware, so these fixes are not confirmed against it. If you still see exit 23, attach the boot log from user/order1886/logs; to add a crash dump, set ORDER1886_FATAL_DUMP to a new file path (for example C:\order1886-crash.dmp) before starting the launcher.

CPU use on 6-thread processors (#134)

  • The game's audio threads run at above-normal priority, the GPU thread backs off instead of spinning while it waits, and the game's job threads sleep after long runs of yielding.
  • The boot log now ends with CPU time per thread and yield counts. On a 6-core CPU with high CPU use, attach that log: it shows which threads take the time.
  • On our test CPU limited to 6 and 4 threads, total CPU use did not measurably drop. Treat this as a first step, not a fix. Details: thread priority verification.

Unchanged

60 FPS and above are still experimental, and the published 60 FPS patch warns of QTE softlocks in Chapters 6 and 9. Render sizes other than Original, and turning post effects off, remain experimental. The launcher window on SteamOS still needs WebKitGTK 4.1.

Downloads

File Size SHA-256
order1886-go-windows.zip 113,103,745 bytes 6483695d52a537637649bad5afc87620994e7978973b78d5dd54998144e3f9fa
order1886-linux-x86_64.tar.gz 125,993,124 bytes 48b00d06efbe4195097cd089a257d5df316e1bde5d691f4855366dccecfa2547

Both packages are built from f45149e (Linux: workflow run 41266810207).

Check each download against its .sha256 file. release-verification.json records how each package was built and checked. To install this release from inside the launcher, use System → Updates. On Linux, extract the new archive and copy your user folder into it.

The Order: 1886 — v0.2.5

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@JulioCacko JulioCacko released this 30 Oct 00:49

The Order: 1886 — v0.2.5

Builds on v0.2.4. From #128, #125, #124 and #123.

Native 4K, with no upscaler (#3)

Graphics → Render resolution makes the game itself draw a larger frame. Choose Original (1920 wide), 2560, 3840 or a custom width: a multiple of 16 from 1280 to 4880, or up to 4192 with 16:9 framing. At 3840 the game renders 3840×1600 (letterboxed into 3840×2160), or the full 3840×2160 with 16:9 framing. Every screen-sized pass runs at that size, and the frame reaches the screen 1:1.

  • At any size other than Original, upscaling is set aside and the image is presented as drawn.
  • The game's executable is patched only in the prepared copy, and every site is byte-checked first. Your game files are not changed.
  • The render-target memory and the guest memory grow with the size automatically.
  • Measured on an RTX 3070 at 3840×1600 in 30 FPS mode: 30 FPS in the street and on the Chapter I rooftop, with drops to 27 FPS in the Chapter II Council cutscene. This release's package held 30 FPS on a night rooftop loaded from a save. 60 FPS at 4K is not reached. Shadow maps and MSAA still use their original sizes. Update 1.02 only for now; base 1.00 follows. Evidence: native resolution verification.

Borderless stays borderless (#121)

On Windows, Borderless and Windowed could be taken into exclusive full-screen by the driver, so Borderless behaved like Fullscreen. Both now ask the driver not to. Switching display mode from the in-game menu recreates the swapchain. With G-Sync set to "full screen only", G-Sync does not engage in Borderless; set it to "full screen and windowed mode".

Linux: mixed-case game folders (#124)

On ext4 and btrfs, a dump whose folders differ in case from the names the game asks for (for example ps4/GPU/) crashed at boot. The runtime now matches each missing path component without case, as the PS4 and Windows do.

Credits (#112)

TOport (IgorAugustoHH/The-Order-1886-PC-Port) is credited in the READMEs, the bundled attribution notice and the verification records for the renderer fixes ported from it.

Unchanged

60 FPS and above are still experimental, and the published 60 FPS patch warns of QTE softlocks in Chapters 6 and 9. The launcher window on SteamOS still needs WebKitGTK 4.1.

Downloads

File Size SHA-256
order1886-go-windows.zip 112,462,599 bytes c19e2e303279e2eaa4a83d346d4f737a488e76c1186ad64155a09c78cfc7dd2c
order1886-linux-x86_64.tar.gz 125,916,758 bytes 9cd1d254c8ca6602fe0e3c4b7deeafaa83c99126d2f37c8374ce1f482152a4ec

Both packages are built from 69b9f58 (Linux: workflow run 40978220705).

Check each download against its .sha256 file. release-verification.json records how each package was built and checked. To install this release from inside the launcher, use System → Updates. On Linux, extract the new archive and copy your user folder into it.

The Order: 1886 — v0.2.4

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@JulioCacko JulioCacko released this 28 Oct 10:54

The Order: 1886 — v0.2.4

Builds on v0.2.3. From #117, which fixes #114.

Linux without WebKitGTK 4.1 (SteamOS, Steam Deck)

Before this release, the Linux package did not start at all on a system without WebKitGTK 4.1, such as SteamOS. Both The Order 1886 and Play The Order 1886 were the launcher window's own binary, so the dynamic linker refused both:

libwebkit2gtk-4.1.so.0 => not found

Both entry points are now a separate build that links no WebKitGTK and no GTK. The launcher window moved to bin/order1886-launcher.

  • The Order 1886 opens the launcher window when the system has WebKitGTK 4.1. When it does not, it names the missing library and then plays with the saved settings. The message also goes to a desktop dialog or notification when one is available, and to user/order1886/logs/launcher-entry.log.
  • Play The Order 1886 starts the game directly, as on Windows.
  • --game-dir /path/to/game sets the game folder without the launcher window, for example in the Steam launch options. The folder is checked and saved; a folder that is not a game is refused and the saved one is kept.
  • A game folder of any name next to the package folder is found without setup.

The new QUICKSTART.txt in the Linux package covers SteamOS and Steam step by step.

Linux: the game would not start from the package

Testing this release showed a second fault in every earlier Linux package: the game stopped with "Order runtime not found in this installation", because the backend looked for the runtime one folder too deep. This is fixed. Windows was not affected.

Unchanged

The launcher window on SteamOS still needs WebKitGTK 4.1; issue #114 describes a Homebrew workaround. 60 FPS and above are still experimental, and the published 60 FPS patch warns of QTE softlocks in Chapters 6 and 9.

Downloads

File Size SHA-256
order1886-go-windows.zip 112,453,317 bytes 8c22ef7f644a4b3f52c0d5bf7270799945447b9f8a64ef7d1543a75da12701e1
order1886-linux-x86_64.tar.gz 125,892,840 bytes ed2bf93594217a807d486e5089267ecc4250774777bc9638e1900f3c1348b911

Both packages are built from a3c035c (Linux: workflow run 40672600009).

Check each download against its .sha256 file. release-verification.json records how each package was built and checked. To install this release from inside the launcher, use System → Updates. On Linux, extract the new archive and copy your user folder into it.

The Order: 1886 — v0.2.3

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@JulioCacko JulioCacko released this 28 Oct 04:15

The Order: 1886 — v0.2.3

Builds on v0.2.2. From #115, which fixes #113.

60 FPS and 16:9 with update 1.02

Before this release, a game with update 1.02 applied could only start at 30 FPS with the original framing. 60 FPS, 90 FPS, Unlocked, 16:9 and turning a post effect off were all refused:

Experimental 60 FPS metadata mismatch for APP_VER: expected 01.00, found 01.02.

The executable was never the problem. Update 1.02 ships the same eboot.bin that these options were built and tested on. Only the version numbers in param.sfo differ.

Each of these options now checks the game's own code at every place it changes, not a file hash or a version number. A game with or without update 1.02 works. A build whose code differs is refused, and the message names the address.

Measured on the base game with update 1.02 laid over it, at 60 FPS and 16:9 (RTX 3070): 59.3 FPS from the intro to the title screen, and the picture fills the whole 16:9 frame.

Every edition of the game

The launcher now accepts all six editions of The Order: 1886, in any folder:

Edition Status
CUSA00076 tested
CUSA00035, CUSA00070, CUSA00100, CUSA00670, CUSA00785 experimental: no real dump of these was available, so please report how they run

All six share the same saves. Trophies are kept per edition. Brazilian Portuguese voices and text exist only in CUSA00785. On CUSA00035, CUSA00070 and CUSA00076 the game uses Portugal Portuguese, where it previously fell back to English.

Save import

  • A decrypted save export with no title ID in its param.sfo is now refused, like another game's save.
  • A folder holding both runtime saves and decrypted exports now imports both. Before, the exports were skipped.

Unchanged

60 FPS and above are still experimental. The published 60 FPS patch warns of QTE softlocks in Chapters 6 and 9. Short black flashes still appear during gameplay, and their cause has not been found yet.

Downloads

File Size SHA-256
order1886-go-windows.zip 112,447,547 bytes b8cb9608c6390ec374168fe32b66500f924b0054aa723694695aa339985cc818
order1886-linux-x86_64.tar.gz 127,049,833 bytes c2ad063c741d7c179fd2aa03e7bc651687e830df44b401cd8643245c9f4b8ef3

Both packages are built from e019b0f (Linux: workflow run 40629623066).

Check each download against its .sha256 file. release-verification.json records how each package was built and checked. To install this release from inside the launcher, use System → Updates.

The Order: 1886 — v0.2.2 (launcher hotfix)

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@JulioCacko JulioCacko released this 24 Oct 21:10

The Order: 1886 — v0.2.2 (launcher hotfix)

A launcher-only hotfix on top of v0.2.1. The runtime is unchanged.

Import decrypted PS4 saves

Import saves… (Game & Content → Saves) now accepts the folder layout that decrypted PS4 saves come in, such as the output of Apollo Save Tool: <id>_CUSA00035_Playthrough00 folders holding the save's files and sce_sys\param.sfo. In v0.2.1 this layout was refused.

Choose the folder that holds those save folders (for example CUSA00035) or one save folder. The launcher converts each save into the layout the runtime reads: the save's files, plus its title, subtitle and icon taken from param.sfo. Your current saves are backed up first and only saves with the same name are replaced. Then start the game and choose Continue or Load.

Still refused, with a message that says why: encrypted saves copied straight off a PS4 (a save image next to a .bin key file), and saves of another game.

The bundled QUICKSTART.txt now explains save import.

Unchanged

The runtime and its known issue: short black flashes still appear during gameplay, and their cause has not been found yet.

Downloads

File Size SHA-256
order1886-go-windows.zip 143,436,712 bytes 52867c7122e903b0bdc6a3b61aa30edfc051efc400135986199df8d5ec3c52a7
order1886-linux-x86_64.tar.gz 127,042,184 bytes c44394f0dbfb9ea33e4de085ac73c2f8ab9d3b9d6e6996aaea890d03ed2f8b8b

Both packages are built from 27d5147 (Linux: workflow run 40131985756).

Verify each download against its .sha256 file. release-verification.json records how they were built and checked. System → Updates installs this release from inside the launcher.

The Order: 1886 — v0.2.1 (launcher hotfix)

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@JulioCacko JulioCacko released this 24 Oct 20:43

The Order: 1886 — v0.2.1 (launcher hotfix)

A launcher-only hotfix on top of v0.2.0. The runtime is unchanged.

Saves you can find and bring in

Game & Content → Saves now shows where your saves are kept and has two new buttons:

  • Open saves folder opens user\order1886\savedata (it is created if the game has not saved yet).
  • Import saves… lets you choose a folder and copies its saves in. It accepts another installation's savedata folder, its CUSA00035 folder, a save backup, or a single save folder (Playthrough00 beside Playthrough00.sce_sys). Your current saves are backed up first, and only saves with the same name are replaced. Then start the game and choose Continue or Load.

Saves copied straight off a PS4 are encrypted (a save image next to a .bin key file). The launcher now says so instead of failing silently: decrypt them first, for example with Apollo Save Tool on a PS4.

Only options that work are shown

Settings that are not available yet are hidden instead of shown greyed out: FSR 4 and XeSS, upscaler quality presets, frame generation, vibration, input remapping, separate text and voice language, and the cheat toggles. They will appear when they work.

Unchanged from v0.2.0

The runtime and its known issue: short black flashes still appear during gameplay, and their cause has not been found yet.

Downloads

File Size SHA-256
order1886-go-windows.zip 143,434,370 bytes 8c565ed7551c3e6fe65542f8552779b98a7a52f6aeff32af31c3b0e7008b12b1
order1886-linux-x86_64.tar.gz 127,040,163 bytes 2524d47ca1c705b56aac422ea7994205f2c55690e5526732e0583a2af66bb407

Both packages are built from f6fc185 (Linux: workflow run 40129775484).

Verify each download against its .sha256 file. release-verification.json records how they were built and checked. System → Updates installs this release from inside the launcher.

The Order: 1886 — v0.2.0

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@JulioCacko JulioCacko released this 24 Oct 19:46

The Order: 1886 — v0.2.0

The Order: 1886 running on PC

The first full release of the Go launcher. The geometry that exploded while aiming is fixed, the smoke grenade draws its cloud, black flecks are gone from faces, the game no longer freezes mid-fight on a runaway draw, and new shaders compile in the background instead of stalling the game. The launcher adds AMD FSR 3.1 and NVIDIA DLAA in place of the game's own anti-aliasing, and shows trophy names from your own game.

This release ships the Go launcher only; the old Tkinter launcher and its files are gone. It is still compatibility software: full progression, long sessions and 4K/60 are not accepted yet, and short black flashes still appear during gameplay (see the end of these notes).

Fixed — before and after

Aiming no longer explodes the scene (#106). Aiming used to throw stretched, garbage geometry across the screen, which is why v0.2.0 was held. The aim-focus readback now publishes its result without stopping the GPU mid-frame, so CPU-written vertices are no longer lost.

Before: stretched geometry while aiming. After: the Council chamber renders correctly.

The smoke grenade draws its cloud (#107). The MK IV-S smoke grenade went off with no smoke. Its tessellated particles were lost to three shader-translation gaps (passthrough hull shaders, the instance base, and 64-bit-address buffer loads).

Before: the grenade goes off with no cloud. After: the smoke cloud fills the room.

No more black flecks on faces (#101). Close-ups in chapter II showed black specks on skin: the lighting pass never shaded those pixels. Re-drawn surfaces now get a small depth bias.

Before: black flecks on a face in close-up. After: clean skin shading.

Other fixes

  • The game no longer stops presenting mid-fight (#103). An indirect draw asked the GPU for about 4.3 billion indices; index counts are now clamped to the bound index buffer.
  • Aiming keeps the target sharp (#100): the autofocus buffers are read back fresh, so depth of field focuses where you aim.

New

  • AMD FSR 3.1 and NVIDIA DLAA (#97, #98) replace the game's temporal anti-aliasing at native resolution, then FSR 1 scales to your output. Choose them on Graphics → Upscaling. DLAA needs a GeForce RTX GPU.
  • Shaders compile off the GPU thread by default (#105). New effects no longer stall the frame; a draw whose shader is still compiling is skipped for that frame. Turn off Performance → Asynchronous shaders to wait instead.
  • Trophy names (#99). Enter your own console trophy key on Achievements and the launcher decrypts trophy names and descriptions from your game.
  • Go launcher only (#108). The retired Tkinter launcher's files, the leftovers inherited from the God of War project, and its stale documents were removed. The bundled QUICKSTART.txt now describes the current launcher.

Proof

The packaged Windows runtime from this release, RTX 3070, Windows 11, 60 FPS mode with VSync, from a copied save (tools/order1886_step1_evidence.py --runtime <package>/bin/order1886-runtime.exe --continue-save 30), measured over the run after the save loaded:

Settings FPS p50 ms p99 ms
Launcher defaults (FSR 1, async shaders on) 52.4 17.4 32.0

The Linux package was built and smoke-tested by workflow run 40123947700. Gameplay on Linux was not run.

Downloads

File Size SHA-256
order1886-go-windows.zip 143,432,245 bytes 70f4c8f480e7a38445c82a0ea9aa8cafbe3f4a906ee3491c709e4b6d45d68afb
order1886-linux-x86_64.tar.gz 127,039,306 bytes c58a7e17d078aa82a2991d09927758d0258b8ddc4eb60a61eeb0e04c27b388fe

Both packages are built from c716b01. Verify each download against its .sha256 file. release-verification.json records how they were built and checked.

Updating: System → Updates installs this release from inside the launcher, or extract the new ZIP to a new folder and copy your user folder next to the new EXE.

Known issue: black flashes

During gameplay the screen sometimes flashes black for a moment. It was seen in every test session with the launcher defaults. Whether another setting avoids it was not established, and the cause has not been found; a geometry (vertex) problem is suspected.

What this release does not claim

  • Not accepted yet: full progression, long-session stability, Chapter 6/9 QTE timing above 30 FPS, and sustained 4K/60.
  • Smoke and aiming together: each fix was verified on its own; a played session that throws smoke while aiming with both fixes was not recorded.
  • Linux: the package starts; gameplay on a Linux GPU driver is untested.
  • Upscalers: FSR 3.1 and DLAA run at native size. DLSS quality modes, XeSS and FSR 4 are not offered yet.

The Order: 1886 — preview 9: playable frame rate, working graphics options, Linux that starts

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@JulioCacko JulioCacko released this 22 Oct 00:46

The Order: 1886 — preview 9

The Order: 1886 running on PC: the hotel lobby

Gameplay runs at a playable frame rate, the launcher's graphics options now do what they say, and the Linux package actually starts on a system other than the one that built it. This is still a development preview: full progression, long sessions, the Chapter 6/9 QTE timing and 4K/60 are not accepted.

Proof on both platforms

Windows 11 · RTX 3070 Ubuntu 26.04 (WSL)
Windows: night courtyard, overlay at 50.6 FPS Linux: the title menu through the Linux package
This package, from a copied save, 60 FPS mode: 53.2 FPS, p99 23 ms in the night courtyard; 38 FPS average in the hotel lobby fight. This package's runtime on a clean Ubuntu 26.04 reaches the title menu and takes keyboard input. WSL offers only software Vulkan (lavapipe), so it runs at 1–2 FPS and the menu background stays dark. Gameplay on a Linux GPU driver is not tested yet.

What changed since preview 8

Performance (#93). The slow courtyard went from 7.2 to 54.8 FPS in the development build (53.2 in this package). Three changes were ported from IgorAugustoHH/The-Order-1886-PC-Port, with credit: a Windows SRW lock for the memory table, deferred buffer readbacks, and the two-stage draw pipeline with its drain fix. ORDER1886_DRAW_PIPE=0 and ORDER1886_DEFER_BUFFER_READBACK=0 turn the last two off.

Graphics options that work (#90, #91, #92).

  • Output resolution, sharpening (RCAS), anisotropic filtering, overlay items, frames queued, async shaders, background and parallel warm-up, and speculative readbacks now reach the runtime, which logs each value.
  • 90 FPS and Unlocked engine timing come with a presentation cap from 30 to 240.
  • Film grain, motion blur, depth of field and chromatic aberration switch off through hash-verified patches. Model detail had no real switch and was removed.

Temporal upscaling groundwork (#94). The game's temporal resolve is mapped, and its velocity was validated in the runtime. An upscaler provider (FSR 3.1 tested) can replace the resolve at native resolution. The launcher does not offer this yet; that is the next step.

Fixes

  • Gameplay no longer renders flat blue after a depth-buffer clear (#88).
  • Starting with async shaders no longer corrupts the heap: the IRQ controller's map was raced at startup.
  • The Linux package bundles the libraries it needs (FFmpeg, SDL3, fmt, Zydis and their dependencies). Before, the runtime only started where the CI runner's exact versions were installed.
  • Launcher text that had no colour of its own was near-white on the light theme (Linux WebKitGTK, or Windows with a light theme).
  • release-verification.json again carries the archive fields the in-launcher updater checks. Preview 8's receipt lacked them, so updating to preview 8 from inside the launcher failed.
  • The frame-rate help no longer says the tested scene runs at 5 FPS.

Downloads

File Size SHA-256
order1886-go-windows.zip 107,332,965 bytes 61df772b5177fe52b065fd1cbc870b0d2a501cdb2dc7998c61a9edb79410ce67
order1886-linux-x86_64.tar.gz 120,550,075 bytes 887dea5d34ce94435da423fbb1cfae53c4526594da7c201a918867e5e75b3776

Both packages are built from b19c604. Verify each download against its .sha256 file. The full record of how they were built and checked is in docs/verification/2026-10-21-preview9-release.md.

What this release does not claim

  • Not accepted yet: full progression, long-session stability, the Chapter 6/9 QTE timing above 30 FPS, and sustained 4K/60.
  • Linux: gameplay on a GPU driver is untested.
  • Vendor upscalers: DLSS, FSR 3.1, FSR 4 and XeSS are not selectable in the launcher.

The Order: 1886 — Go launcher preview 8

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@JulioCacko JulioCacko released this 20 Oct 13:15
e877470

The Order: 1886 — Go launcher preview 8

This preview removes the last of the old launcher, restores a Linux package, and makes every
rendering option say exactly why it is or is not available. It is a prerelease: gameplay, visuals,
performance and the Gold gates remain open.

The Go launcher is now the only launcher

The Python/Tk window and everything that existed only to build or verify it are gone:
launcher/order1886_launcher.py, its packaging scripts, the Linux packager, and two CI workflows.
Shortcuts and the Steam entry already pointed at Play The Order 1886.exe, which is the Go launcher.

What this means at the sharp end: there is no second launcher to fall back to. If the Go launcher
cannot start, repair the installation or restore a previous version from a working one.

Linux is back, and honest about what it is

A portable Linux package is built again — the native runtime (libps4gpu.so + order1886-runtime),
the Wails Linux launcher, and the Python worker in a relocatable tar.gz:

  • bin/order1886-runtime and its GPU library in bin/gpu/, matching the runtime's $ORIGIN/gpu
    rpath and the path the backend resolves.
  • The build needs clang, not GCC 13: the shader compiler uses C++23 explicit object parameters.
  • noble ships Vulkan-Headers 1.3.275; the renderer needs 1.4.x, so the job builds 1.4.357 from source
    — the same version the Windows build uses.

The Linux artifacts have never run the game. They are built and smoke-tested in CI only: manifest
hashes, both entry points, the update helper, the worker protocol, update preflight and the patch
catalogue, in a relocated directory with a space and non-ASCII characters. Treat Linux as a starting
point for testing, not as a working port.

Every rendering option now states its blocker

DLSS, FSR 3.1, FSR 4, FSR 4.1.1, Intel XeSS, native temporal AA, 30/60/90/unlocked frame rates and
the presentation cap are all present. None of the vendor upscalers can run yet, and the reasons now
say why instead of blaming one thing:

  • The FSR 4 and DLSS providers do ship in this tree; the Order temporal integration is the
    disabled baseline, and DLSS additionally needs order1886_dlss.dll/nvngx_dlss.dll, which are
    built separately and never committed.
  • XeSS has no identifier in the runtime at all, so even a qualified renderer could not select it.
  • Sharpening was described as "wiring pending"; the wiring exists and the profile forces RCAS off.
  • 90 FPS and Unlocked need more than a recipe: the backend accepts 30/60 and pins vblank to 60 Hz.
  • The runtime now records those capability reasons at init. Before, fsr4_problem and dlss_problem
    were never set because nothing called the gates — the answer to "can this GPU do DLSS?" was silence.

A saved frame rate is no longer silently rewritten

A settings file holding 90 FPS used to be rewritten to 30 without a word. It is now a named,
launch-blocking error that states what is supported and why.

Also in this build

Nineteen runtime and shader defects fixed against upstream shadPS4 and the game's own import table —
cube image descriptors that aborted, over-budget allocations, PRT array modes, a command packet
declaring five words while writing six, unresolvable page faults, eviction floors above a small GPU's
whole budget, undefined sampler fields, index-buffer bounds, stencil sizing, four GnmDriver entry
points, fp64 opcode coverage, and subgroup memory barriers for multi-wave workgroups. Each carries a
native check; the record is in docs/verification/2026-10-20-runtime-hardening.md.

What this release does not claim

No gameplay, stability, performance or visual acceptance — on Windows or Linux. The 60 FPS path still
needs the Chapter 6/9 QTE checks, HTILE remains off and unqualified, and the frame-generation,
upscaler and in-game-menu paths stay disabled because they are not qualified for this title.

Verify the downloads against the published SHA-256 files.