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Haunting Ground Recomp 0.2 (test release)

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@N900x4 N900x4 released this 31 Oct 23:51

The second test build of the native Windows and Linux version of Haunting Ground (PS2, North American release,
SLUS-21075). As before: no game code in the download; you need your own disc dumped to a plain .iso, and the game
is built on your PC on the first start. Thank you to everyone who tested 0.1 and reported back!

What is new in 0.2

  • Widescreen (Options > Aspect ratio): the 3D view really widens, up to 21:9; the camera sees more at the sides
    instead of stretching, while menus, text and movies stay 4:3 in the middle.
  • Smoother 60 fps: the stutters at heavy moments (Debilitas' entrance in the hallway, the chase after it) are gone.
    The renderer no longer waits for the in-between pictures, and on the test PC the hallway now runs with about 25 %
    to spare.
  • Sharper at 4K: AMD FSR 1 (Options > Upscaling): when the rendered picture is smaller than your screen, FSR
    scales it up with sharp edges instead of a soft stretch. That makes lower resolution settings look much closer to
    4K on slower GPUs.
  • The game's glow at full resolution (Options > Soft focus): the soft glow the game lays over its scenes used to
    turn into doubled edges and lines at high resolutions (outdoors especially, on Fiona). It is now drawn at the
    upscaled resolution: the same soft look, without the doubling. "Original" keeps it as the game draws it.
  • Faster at high resolutions: the GPU renderer's memory layout and shaders were reworked: x6 costs about a third
    less GPU time.
  • HD text: the game's own letters, redrawn cleanly at high resolution from the original glyphs (same shapes,
    spacing and soft edge as on the PS2), for all text colours.
  • Keyboard prompts: playing on the keyboard, the PlayStation button symbols in the game's text (menus, tutorials)
    become keycaps showing your keys, and follow your bindings. The Controller page lists the keyboard key for each
    button. Use a controller and the PlayStation symbols come back.
  • Smooth with a frame-rate cap: a cap a few fps below the refresh (NVIDIA's Max Frame Rate 117 on 120 Hz, a common
    setting for G-Sync and frame generation) made 0.1 judder constantly: only 87 % of pictures stayed up evenly. 0.2
    notices the cap after a few seconds and times each picture itself: 99.9 % on the test PC with a 117 cap. The
    display's refresh rate is also measured more robustly (a few slow moments at the start can no longer cost the lock).
  • If the GPU stops (a driver reset), the game now carries on with the software renderer instead of a black screen.
  • Fixes: the see-through bar behind the examine text in widescreen; a skipped movie showed stretched wide for a second
    in widescreen while it faded out; a hitch at every start before the Capcom logo; the Linux release build's compiler
    made the 60 fps pictures slow on AMD CPUs.
  • Security hardening: replays never follow links in a recording's folders, damaged .dds textures and disc images
    are rejected cleanly, and the Windows launcher's buffers are checked.

Suggested settings

The renderer reproduces the PS2's graphics chip exactly for every sample, so its cost grows with the square of the
resolution factor. For 60 fps on a 4K display: fast GPUs (RTX 4080/5080 class and up) x4 to x6; mid-range (RTX 3060
Ti to 4070 class) x2 to x3 with Upscaling on FSR; older or integrated GPUs native or x2. If the F3 overlay shows less
than 100 % or SKIP in heavy scenes, pick the next lower resolution (these are estimates from one RTX 5090: please tell
us how your GPU does).

Requirements, reporting bugs

As in 0.1: Windows 10 or 11 (64-bit) or 64-bit Linux, a Vulkan GPU recommended, your own SLUS-21075 disc as .iso,
about 6 GB of disk space. To report a bug, open an issue with logs/play.log, logs/launcher.log and, if you can,
the newest recordings/<date>/ folder's pad.txt and its card folder (needed to replay a session that loaded
a save). Press F9 in the game at the moment something looks wrong: it marks that moment in the recording. Never
attach anything from game, bin, textures or crashes, or your disc image.

Downloads

File For Size SHA-256
HauntingGround-Recomp-0.2-win64.zip Windows 1,592.5 MB dc27e11b36147025160401f8d79fd0dd34013a318f9b6675c2a5f310434a19e5
HauntingGround-Recomp-0.2-linux-x64.tar.gz Linux 1,651.4 MB 261a7d9f53b40eabc5c319da606b1dd27874948d7c058730fed626f0c507ba5d
HauntingGround-Recomp-0.2-compiler-sources-win64.tar Source of the compiler in the Windows zip (not needed to play) 334.6 MB dabe5331537fb6838f0ad90c8496c999a05e770ed60adf1eec71335c429498d4
HauntingGround-Recomp-0.2-compiler-sources-linux-x64.tar Source of the compiler in the Linux archive (not needed to play) 263.1 MB 2f01eba0da4814dc08564a3eb1c1223f4b4f4b5f68865ead09da8d2a740ae698

Both downloads hold the sources of commit 6ef0327 (engine/src/COMMIT.txt); the compilers are the same as in 0.1.

Third-party licences: THIRD_PARTY_NOTICES.txt in the download (new in 0.2: AMD FidelityFX Super Resolution 1, MIT).