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No more freezes while new shaders are prepared. Entering an area for the first time, the game could stop for up to a third of a second while the shaders for its per-pixel lighting were compiled. Surfaces are now drawn with the console's per-vertex lighting until their per-pixel shaders are ready, so the lighting may look like the console's for a moment and then turn smooth, without a pause.
The picture no longer stops mid-play for a few objects whose shaders are still being prepared. They appear a moment later instead; level starts still keep the loading picture up until the level is ready.
v0.3.0 (2026-11-02), compared with v0.2.0
Languages
Language (launcher): the game starts in English (US), English (UK), French, German, Spanish or Italian, each with its own text and speech from the disc. It always started in US English before. The game's Options menu can still change it for the session.
The title screen in every language in 16:9. Outside English the logo came apart and the menu's words were misplaced; it now shows whole in each language.
"Quit To Desktop" follows the chosen language, with the game's own Yes and No.
Graphics
Per-pixel lighting (F10 > Enhancements > Lighting, on by default): Lumos and the lamps light floors and walls smoothly instead of in patches shaped by the triangles' corners, softened to stay close to the console's look. Off looks exactly as on the console.
Controls
Button prompts (F10 > Controls): the game's on-screen hints name your keys after you play with keyboard and mouse, and the pad's buttons after the controller (or always one or the other). The button picture in the corner still shows the pad's buttons.
Fixes
No more crash shortly after starting on some Proton setups (seconds into the movie after the WB logo). The crash came from the port's own diagnostics.
The level music no longer goes silent now and then: a game timer could miss a wake-up and stop the game's music clock.
Logs
Crash reports name the faulting module and thread, and a graphics pipeline the driver refuses is named in the log.
The music is logged from load to playback (the level's music file, the player, each request) along with the sound device's format, to track down silent music.
[FRAME] lines say how far after its tick each frame went out, to tell slow frames from uneven pacing.