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v0.3.6.39
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=1in 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.