JK2 Vita 0.9.82 - Playtest Build
Pre-release
Pre-release
JK2VITA 0.9.82 playtest
Performance
- Static world VBO — world geometry lives in GPU buffers, only indices per frame (
r_worldVBO, default on) - Lightmap atlasing — lightmaps packed into 512x512 pages so world surfaces batch (
r_mergeLightmaps, default on) - Script-authored world shaders now batch too — 88% surface residency on artus
- Inlined the hot vec3 and clamp helpers
- Cut per-vertex work out of the world marshal path
- Vertex range supplied on indexed draws
- 16-bit tess indices
Fixes
- Dynamic lights drew past their vertex buffer
- Console text was treated as a format string
- NaN checks were folded away by
-ffast-math - Fog and lightmap brightness in the world VBO path
- Patch surfaces lost dynamic lighting across a tess flush
- Lightmap seams at atlas page edges
- Render thread outlived window teardown
- Frame buffer flipped on a mid-frame flush
- Level-load teardown freed textures the backend was reading
- Stale pre-skin pointer on recycled Ghoul2 surfaces
r_picmipfloor of 1 was documented but not applied- Sound pool forced to 64 MB; now the stock 25 MB
Controls
- Default binds apply on first launch only, so rebinds persist.
vita_defaultBinds 1+ relaunch restores them.
LiveArea
- Custom launch button, new background
Build
- Single build target
- Version derived from one variable; reports
OpenJO: JK2VITA-0.9.82 - Builds from a clean clone with VitaSDK and the submodules
Requirements
libshacccg.suprxand your own JK2base/PK3s — see the README