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Bannerlator 1.4

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@github-actions github-actions released this 22 Jun 11:48
· 53 commits to main since this release

Bannerlator

Changelog

Commit Title
4fb3ecb release: bump to 1.4 (versionCode 22) + splash V 1.4
6a69195 fix(taskmgr): poll on render-independent Handler, not Compose frame clock
c318457 docs(progress): 2026-06-22 — lsfg live reload confirmed, Off fix proven, engine badge, TM-on-Vulkan bug
740e779 feat(framegen): show running engine badge in in-game FG drawer
e75d1d4 debug(winhandler): log Task Manager process round-trip (INIT/send/recv/GET_PROCESS)
260600b docs(progress): lsfg-vk device test — works (2x) but no live reload on our stack
80e238a fix(lsfg-vk): in-game "Off" writes passthrough (multiplier 1), not 2
ebdb752 docs(progress): lsfg-vk second FG engine — recon, spike, integration, in-game live
7f7ffb5 feat(lsfg-vk): unify FG controls — in-game drives the selected engine; container = engine choice only
1997a55 feat(lsfg-vk): live in-game config via GameNative fork + conf.toml; gray-out + per-container mult/flow

Highlights

  • lsfg-vk added as a second selectable frame-generation engine (Off / bionic-fg / lsfg-vk), with a per-container engine selector, an in-game engine badge, and live in-game multiplier/flow-scale control for whichever engine the container runs. Bring your own Lossless.dll via the Settings DLL picker.
  • Fixed: in-game Task Manager was empty on the Vulkan host renderer — refresh now runs on a render-independent timer, so the process list populates on both Vulkan and OpenGL.
  • Fixed: in-game "Off" now correctly writes passthrough instead of forcing 2×.

⚠️ lsfg-vk requires your own Lossless.dll

Bannerlator bundles no proprietary Lossless Scaling files. To use the lsfg-vk engine you must own Lossless Scaling (THS, on Steam) and import its Lossless.dll via Settings → Frame Generation (lsfg-vk) → pick DLL. The option stays greyed out until a valid DLL is imported. bionic-fg needs no DLL and works out of the box.

🙏 Credits for this release

  • Frame Generation (lsfg-vk) — layer by PancakeTAS; Android/bionic port by FrankBarretta; in-game live conf.toml reload from GameNative (utkarshdalal); Lossless.dll from Lossless Scaling (THS, user-supplied).
  • Frame Generation (bionic-fg)xXJSONDeruloXx (bundled with permission).
  • Vulkan host renderer — rendering path from StevenMXZ (Winlator-Ludashi); AHardwareBuffer present path that makes it display correctly ported from / cross-examined against GameNative.
  • Task Manager-on-Vulkan fix and the Compose UI / in-game overlay are Bannerlator's own work, building on the upstream Winlator lineage.

Full attribution: see Credits in the README.