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OpenNative 1.0.0

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@RemiPelloux RemiPelloux released this 16 Aug 21:14
· 1 commit to master since this release

OpenNative 1.0.0

OpenNative 1.0.0 consolidates the fork's work since 0.1.0 into the first stable-named source and Android
ARM64 release. It focuses on lower background overhead, safer persistent caches, controller reliability,
portable profiles and performance diagnostics for handhelds such as the AYN Thor.

New features since 0.1.0

  • Dual-screen performance cockpit with a right-panel fallback on single-display devices.
  • Portable, versioned container profile import and export without device-local paths.
  • Adaptive Engine observation and opt-in staged resolution control with confidence, cooldown and rollback.
  • Backend-aware Mesa, DXVK and VKD3D caches separated by driver, wrapper and runtime fingerprints.
  • Shader Health diagnostics, safe post-exit pruning and clean-session cache snapshots.
  • Predictive local shader warmup using validated recent-file manifests and memory-aware 0-16 MiB limits.
  • Sanitized diagnostic exports covering performance, memory, prediction and shader state.

Performance and stability

  • SurfaceFlinger compatibility conversion no longer waits on a per-frame future; saturated work drops
    stale frames and reuses bounded buffers.
  • Normal sessions no longer write JSONL performance samples or periodic metric logs. Diagnostic launches
    retain persistent capture for controlled measurements.
  • Runtime components use versioned integrity manifests instead of forced extraction on every launch.
  • PulseAudio promotion is staged so a failed extraction does not destroy the previous working runtime.
  • Confirmed Steam, package, DLC, branch, GOG, Nexus, storage and frontend N+1 paths use chunked reads or
    grouped writes, including batches larger than SQLite's 999-parameter limit.
  • Swap and Linux PSI sampling use low-allocation readers and sustained hysteresis before adaptive work is
    restricted.
  • Controller routing handles D-pad hats and provisions only configured guest controller slots.
  • Shader warmup rejects modified files, incompatible generations and paths outside the managed cache.
  • Shader snapshot, cleanup and health-state transitions are serialized at session boundaries to avoid
    teardown races without adding locks to frame delivery.

Gamma Emerald

  • Includes a documented 1280x720, 30 FPS compatibility baseline for the AYN Thor.
  • Preserves the working controller route and optional low-cost shadow profile.
  • Adds persistent shader caches and conservative guest graphics-memory budgeting for Unreal workloads.

Verification

  • Focused unit coverage includes shader manifests and warmup policy, component repair, database batching,
    memory-pressure parsing/governance, Adaptive Engine behavior and controller routing.
  • The Android ARM64 release build is installed as an in-place update so containers and saves remain intact.
  • Performance changes are not advertised as universal FPS gains without repeatable same-scene A/B data.

Artifact

  • OpenNative-1.0.0-modern-arm64.apk
  • SHA-256: a79fc86bcca2b4653d41884d0dcd7b5ddb5fa78907dce558bb983b0697899b03
  • Package: com.remipelloux.gamenativecustom, version code 29, Android ARM64.

Known limitations

  • Compatibility remains game, Wine/Proton, translation-runtime and GPU-driver specific.
  • Downloading foreign shader caches is intentionally unsupported; OpenNative only warms caches generated
    locally for the matching container fingerprint.
  • Thirty launch/stop cycles and the 60-minute AYN Thor soak remain recommended before treating a specific
    game/profile combination as certified.
  • Three inherited prebuilt shims are marked proprietary and lack a confirmed downstream redistribution
    grant. Review THIRD_PARTY_NOTICES before redistributing the APK.

Report reproducible issues at https://github.com/RemiPelloux/OpenNative/issues with private paths,
credentials, saves and game files removed.