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Bannerlator 1.3

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@github-actions github-actions released this 20 Jun 17:43
· 76 commits to main since this release

Bannerlator

Please keep in mind this is my personal build for me, the AI frame generation will be refined over time . I did my best to get it working for a release and functional for anybody that decides to use this or test

Changelog

Commit Title
89b2184 ci(release): serialize flavor packaging to avoid parallel-package OOM
89cef5e docs: link upstream PR #6 in report
79f7458 docs: rewrite bionic-fg upstream report to solved state (PR companion)
c20cb0e docs(progress): log FG/FPS-limiter merge to main + version relabel to 1.3
90ce00b version: bump splash + about version label to V 1.3 (color unchanged, stays grey)
9ee5cb2 version: set versionName 1.3 (was 1.4-marcescene), bump versionCode 21
eb30d1b ci(artifacts): build all 3 flavors sequentially (avoid parallel-package OOM)
ddf46fb Merge bionic-fg frame generation + FPS limiter into main
f39b96a fix(icon): inset launcher foreground so adaptive mask stops clipping the border
9871eef fix(ui): dark-theme value controls in Box64/FEXCore preset dialogs

✨ New in 1.3 — AI Frame Generation

  • AI Frame Generation (bionic-fg) — per-container toggle plus live in-game controls. Pick Off / 2× / 3× / 4× from the in-game Graphics drawer, with a flow-scale slider. Confirmed on both OpenGL and Vulkan host renderers.
  • FPS Limiter — cap the base frame rate (10–200) so on-screen FPS = limit × multiplier — steadier, smoother interpolation and lower power.
  • In-game HUD CPU-temperature fix; Box64/FEXCore preset-dialog readability fix; launcher-icon corner fix.

Frame generation device-confirmed on Adreno 750 (Turnip / DXVK 2.4.1), 2×/3×/4× all working.


🙏 Frame Generation credit

Bannerlator's AI Frame Generation is powered by bionic-fg — the Android/bionic Vulkan frame-generation layer by xXJSONDeruloXx, included in-tree as a git submodule with the author's kind permission. Huge thanks for the work and for allowing it to ship here.