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v0.3.6.48

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@github-actions github-actions released this 07 Nov 23:05

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.47 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

New

  • Low latency mode: NVIDIA Reflex and AMD Anti-Lag 2 (by SuperMedo): launcher Display → Low latency (Off, On, On + Boost). It lets the game start each frame as late as possible, so your input reaches the screen sooner. Off by default. On our test PC (NVIDIA, Uncharted 3, 3440×1440) input reached the screen in about 11 ms with it on, and the frame rate did not drop. Anti-Lag 2 has not been tried on a Radeon card yet.

Fixed

  • Uncharted 3: short freezes when a level loads or a cutscene starts (from a fix by Alex): at these moments the game gives back video memory in many small pieces, and each piece made the port rebuild a much larger block of memory (5–33 ms each; at least 0.3 s in all on a fast PC, seconds on slower ones). The memory is now kept in smaller blocks, so these freezes are gone.
  • No sound on some PCs (by drakolordx7): if the sound device refuses the game's audio format, the port now tries plain stereo, then Windows' DirectSound driver, before going silent.
  • Graphics fixes from shadPS4: a texture that was reused although it lacked some of its layers is now recreated, a fast clear no longer gets the wrong colour when the game clears with a single value, and the GPU command reader no longer reads a command's size again after the game may have reused that memory.

v0.3.6.47

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@github-actions github-actions released this 07 Nov 17:28

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.46 plus the change below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

Fixed

  • Uncharted 3: falling through the cruise ship after a restart: in chapters 13 and 14 (Rough Seas and Cruisin' for a Bruisin'), restarting a checkpoint above about 70 FPS could make the camera jump away, the shipping containers and crates vanish for a moment, and Drake fall through the deck, which killed him and restarted the checkpoint again, over and over. This comes from the original game: when a character steps from one moving surface onto another, the game counted the gap between the two surfaces as movement for that frame. At a restart Drake touches two surfaces in his first frames, and at high frame rates that one-frame "jump" threw the camera about 16 m, which made the level hide the deck cargo Drake was standing on. The frame where a character steps onto another surface now counts as no movement, in every scene. Riding moving vehicles, boats and the cargo plane is unchanged.

v0.3.6.46

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@github-actions github-actions released this 06 Nov 20:26

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.45 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

Fixed

  • Uncharted 2: invisible, silent gun after Chapter Select: starting some chapters from the game's Chapter Select (for example chapter 8, The City's Secret, or chapter 13, Locomotion) left Nate with a pistol that was invisible and made no sound, and no rifle. This comes from the original game: Chapter Select resets Nate to a default pistol, and in 11 chapters the first checkpoint doesn't give back that chapter's own weapons, while the level never loads the default pistol's model. Nate now starts those chapters with the checkpoint's own weapons (mostly a Beretta, a rifle and a grenade), as if you had played into it. Chapters 6–10, 13, 14, 18, 20, 23, 24 and 26; Continue, restarts and the other chapters are unchanged.
  • DLSS: vertical stripes after loading: with DLSS (most visible with the newer models at 4K), fine vertical stripes could appear for 3–4 seconds while the picture faded in after loading or restarting a checkpoint, for example in the Uncharted 2 ice cave. DLSS now starts its picture history afresh while the scene fades in.
  • Controller hitch: reading the controller no longer holds up the game, so connecting, disconnecting or switching controllers no longer causes a short freeze.
  • Uncharted 2: a crash after jumping to a checkpoint: a texture setting the game was rewriting at that moment could end the game with an error; it now takes a usable value instead.
  • Frame generation flickering on and off: near 165 FPS, frame generation could switch on and off repeatedly, which felt like stutter. It now pauses above about 175 FPS and comes back below about 158.
  • Fewer shader compiles while playing: damaged entries in the shipped shader lists were repaired and outdated entries in the shader cache are removed, so more shaders are ready before play starts. The FPS counter now also shows how many shaders were compiled during play.
  • Overlay Checkpoints page: Uncharted 3's chapter list no longer shows chapter 12 twice.
  • Rendering fixes from a code review of the renderer, and a rare problem with depth textures that are read while they are being drawn to.

Added

  • Sharper DLSS/FSR option: Anti-aliasing sharpness has two new steps above High: Very high and Maximum.
  • Cheats: No Reload (Uncharted 2 and 3) and One-Hit Kills (Uncharted 3).
  • Intel Arc: shaders use dynamic vertex input on Arc cards.

v0.3.6.45

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@github-actions github-actions released this 05 Nov 02:30

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.44 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

Fixed

  • AMD cards: shader preparation no longer crashes on first start: some prepared shaders asked AMD's driver for a setup it refuses, and the game crashed partway through preparation. Those were broken entries in the shipped shader lists that the game never uses; they are now skipped.
  • Save slots can no longer stop the game at start: a file problem in the save slot code (for example an unusual saves folder) could end the game without an error message while it started. Now the problem is written to the log ("Save slots: … failed") and the game goes on; your saves are left as they were.

v0.3.6.44

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@github-actions github-actions released this 04 Nov 22:34

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.43 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

Fixed

  • Save slots: Load "Before the last load" no longer loses your progress. It used to put the older save back and throw away the one you were playing, although the page said it was kept. Now the two swap: the save it replaces becomes the new "Before the last load", so you can switch back.
  • Save slots: Keep this progress keeps a copy of the story save it replaces (in your saves' .backups folder, as story-before-keep).
  • Save slots in practice mode: "Save here" and "Make this my story save" now save the practice position that the page shows as "Now", not your campaign save.
  • Save slots: a load that could not finish cleaning up (a synced or protected folder) is no longer repeated at every start.
  • Automatic launcher language: it now follows the Windows display language. Before, it always picked English, for the launcher and the in-game menu.
  • Launcher: changing the launcher language no longer hides the update offer, and closing the launcher window while playing no longer breaks switching games or restarting from the in-game menu.
  • Controller: switching your controller off during play no longer makes the game hitch.

Changed

  • No slowdown after a graphics driver update: after a driver update, or when the driver's own shader cache was cleared, the shaders must be compiled again. The game used to start anyway and stutter for the first seconds of play while it caught up. Now the preparation page shows and says why, and play starts with everything ready. A normal start is not affected.
  • Frame generation with a 4K render resolution or supersampling on a smaller screen: frame generation now works in these setups. Before, it did nothing there.

v0.3.6.43

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@github-actions github-actions released this 04 Nov 19:25

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.42 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

New

  • Quit on the main menu (all three games): the main menu has a Quit item at the bottom that closes the game, like any PC game. It uses the game's own "Quit" text, so it is in the game's language. If a save is being written, the game waits for it to finish first.
  • Quit on the pause menu (all three games): the pause menu has a Quit item under Quit to Main Menu. It asks first with the game's own Yes/No (No is selected), because progress since the last checkpoint is lost, the same as with Quit to Main Menu.
  • What's new window: after an update, the launcher shows that version's release notes once. Open them again from the version line under the logo, or from Advanced > Updates, which lists the five newest versions. The update offer also shows the new version's notes. Tick Don't show this after updates to turn the window off.

Changed

  • The in-game menu follows the launcher's language (Spanish, Portuguese, French, German, Italian, Japanese).
  • More of the launcher is translated: drop-down choices, the Controls page actions and the trophy texts. The newer texts have not been checked by native speakers yet.
  • Bigger in-game menu: the menu window grows with your screen resolution, and long grey notes wrap instead of being cut off.

v0.3.6.42

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@github-actions github-actions released this 04 Nov 16:37

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.41 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

Your saves: the first time you start a game with this version, before anything else touches your saves, the port copies every save of your copy of the collection (all three games, progress and profile) to user\savedata\1\<title id>.backups\before-save-slots. It does this once and never overwrites that copy.

New

  • Checkpoints (all three games): the in-game menu (Insert, or L3+R3 on a controller) has a Checkpoints page: pick a chapter and a checkpoint and the game goes there, using the game's own checkpoint jump (the one Naughty Dog's developer menu used). It works across levels and in every version the port supports (EU, US, EU/Russian and Spanish, 1.00 and 1.02).

    • Practice mode: after a jump, the game saves to a practice copy until you restart it, so jumping around never changes your own save. Keep this progress makes the practice save your save (the game restarts and Continue starts there), for example to get past a place that does not work for you.
  • Save slots (all three games): a Save slots page in the same menu:

    • Five slots per game: save your current progress into a slot and load it later (the game restarts and Continue starts there). The save you had before a load is kept as "Before the last load".
    • Story save: a copy of your playthrough that follows you as you play on, and stays where it is when you go back or skip ahead with Chapter Select. If your save has moved away from it, the page says so and Load story save takes you back; Make this my story save keeps a skip on purpose.
    • Where you are: the page shows the checkpoint and chapter your save is at.

    Your treasures, unlocks and trophies (the profile save) are never changed by any of this.

  • Nintendo button pictures: a Switch Pro Controller or Joy-Cons get Nintendo pictures in the games' prompts (B A Y X by position, L R ZL ZR, + and −). Launcher, Controls, "Show in the game" also offers them as a fixed choice.

  • Controller vibration settings: on/off and a strength slider, plus Detect controller and Test vibration buttons (launcher, Controls; by poncho-ajmv).

  • Launcher language: the launcher can be shown in English, Spanish, Portuguese, French, German, Italian or Japanese, or follow Windows (launcher, Advanced; by poncho-ajmv). Every launcher text is translated; the newer texts were translated for this release and have not been checked by native speakers yet.

  • Spanish release (CUSA02826): its shader index now ships with the port, so it gets shader preparation by default like the other releases, without reading all the game files first.

Changed

  • More shaders prepared ahead: a few more pipelines and variants from recent play (Uncharted 1 +2, Uncharted 2 +2, Uncharted 3 +3).
  • The game version shown in the launcher is now right for releases whose files call themselves 1.00 although they hold the 1.02 game (the Spanish 1.02 package, EU/Russian 1.02 copies).

v0.3.6.41

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@github-actions github-actions released this 04 Nov 11:56

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.40 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

Faster

  • Profile-guided build: the port is now compiled with a profile of how it actually runs (recorded while playing all three games), so the compiler lays out and optimises the code that runs most. Together with fewer GPU pipeline drains when a compute wait is already met, measured on the developer's PC (RTX 4090, 3440x1440 native with DLSS (DLAA), frame rate unlocked; Uncharted 3, a 44-second route through the market, two runs each) against 0.3.6.36:

    • average frame rate +5% (123.5 to 130.0 FPS), lowest frame rate +12% (95.9 to 107.4 FPS);
    • with the CPU held back to resemble a slower PC (8 threads at 60% clock): average +10% (87.8 to 96.8 FPS), lowest +12% (56.8 to 63.8 FPS).

    Gains depend on the PC: they are largest where the CPU, not the graphics card, limits the frame rate, and small or none when the graphics card is the limit or the frame rate is capped.

  • Cards with less than 8 GB of video memory no longer keep throwing out and reloading textures they still need (by mato215): such cards started evicting at 40% of their memory, below what the game holds outside textures, which could show as hitches and textures loading late.

  • More shaders prepared ahead: the shader lists gained variants from more play sessions and a player's cache (Uncharted 1 +25, Uncharted 2 +30, Uncharted 3 +40), so fewer compile during play.

Fixed

  • Flickering surfaces with DLSS, FSR or TAA on Uncharted 1's boat details and Uncharted 3's London bar (by Alex).
  • The game no longer closes when it asks for an audio format the port does not play (AAC); it carries on without that sound (by iannitram).

Changed

  • Crash reports: after a crash the log names the thread and the code that led to it, also inside graphics drivers, and the port writes a small crash.dmp (a few MB) into the user folder (by Jhojan Jiménez). BB_NO_CRASH_DUMP=1 turns it off.
  • Shader preparation for other regions' releases is now an option (launcher, Advanced, Shader preparation: "Also prepare versions the port has no shader index for"). It is off by default again, as before 0.3.6.40. Copies of the collection whose game version the port knows but which it has no shader index for, such as the Spanish release (CUSA02826), can turn it on: the first start then reads all the game files (about 60 GB) once to find the shaders and keeps the result. This can take a very long time; a progress bar shows how far it is. With it off, these copies build shaders during play, with more stutter the first time each area loads.
  • Progress while the game files are scanned: the shader preparation page and the launcher's bar now show this step ("finding the shaders in your game files (only this once)") with GB read and the time left, instead of looking frozen. On the developer's PC the scan of the collection's 59 GB took about one minute.

v0.3.6.40

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@github-actions github-actions released this 03 Nov 19:29

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.39 plus the change below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

Changed

  • Shader preparation for other regions' releases: copies of the collection whose game code the port knows but whose release it has no shader index for, such as the Spanish release (CUSA02826), now get shader preparation instead of having it switched off. The first start reads the game files once to find the shaders (a few minutes, longer on a hard drive) and keeps the result; later starts prepare as usual. Before, these copies compiled shaders during play, with more stutter the first time each area loaded.

v0.3.6.39

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@github-actions github-actions released this 03 Nov 16:27

Unofficial fork build. The official port is SuperMedo's uncharted_pc; please don't report problems with this build to him. Everything in 0.3.6.38 plus the changes below.

Installing: the launcher of 0.3.6.30 or newer offers this update itself; or unpack into a new folder and start Uncharted.exe.

New

  • Supersampling (launcher, Display page, Render resolution; experimental): like NVIDIA's DLDSR or AMD's VSR, built into the port and working on any graphics card. The game renders at your screen's size (or 75% of it with the faster choice), the anti-aliasing (DLSS, FSR or XeSS) upscales that to 1.5 times the size on each side, and the port scales it back down to your screen with a sharp filter. Distant detail and thin edges come out cleaner.
    • Made for 1080p and 1440p screens with graphics power to spare: on a 1080p screen distant scenery was about 10 to 15% more detailed in our tests and visibly crisper. On 3440×1440 and larger screens the difference is small.
    • Cost, measured on the developer's PC (RTX 5080, 16-thread Ryzen) in Uncharted 3: about 22% fewer frames on a 1080p screen (155 to 120) and about 11% at 3440×1440. On a weaker graphics card the cost is larger; try the faster choice first.
  • 4K output choices (Quality, Balanced, Performance; experimental): upscaled to 4K and scaled down to your screen. Best on 1440p 16:9 screens.

Fixed

  • Uncharted 3 chapter 2, graphics card reset right after young Drake is thrown out of the museum (reported on an Intel Arc A750): a shadow filter repeats a step as many times as a number in the game's data says; when that number was broken it ran billions of times and Windows reset the card. It is now capped far above any real count. Waiting for the player's confirmation.

Changed

  • Pictures larger than the screen (the 4K choices and the new ones) are now scaled down with a proper filter instead of one sample per pixel: sharper and without shimmer.
  • The Render resolution list is wider so every choice is readable.

For troubleshooting

  • When the graphics card stops responding, the log can now name the shader it was stuck in: add BB_GPU_BREADCRUMBS=1 in the launcher (Advanced, Environment). It slows the game down, so only use it when asked. The log also says which shader width (subgroup size) your card uses.