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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
.ddstextures 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).