Releases: Voicedrew11/verdite2
Release list
Verdite2 v0.3.3
This will be the final update before 0.4.0, which will probably land in about a week. There is some crazy stuff in store, and I'm extremely thankful for all the enthusiasm surrounding this project, so stay tuned!
water.mp4
If you want to join the official Verdite Project discord server for previews and access to pre-release builds, join here
What's Changed
- DARK condition no longer causes strobing @Acranon in #42
- Keep the map's view cone when fog of war is set to "whole area" by @Acranon in #41
- Keep saved key bindings and volume when started from the launcher by @Acranon in #40
- Added discord link to readme, also added mod depot.
- Reduced perceived mouse latency by a factor of 5-7× in #45
- Fixed bug where gui would become unviewable on wayland after going in and out of fullscreen in #44
- Tell the player when a newer release is out by in #47
New Contributors
Full Changelog: v0.3.2...v0.3.3
Verdite2 v0.3.2
Tiny hotfix meant to address graphical issues experienced by users with an NVIDIA graphics card.
What's Changed?
- Fixed issue where the NVIDIA driver mis-compiled a conditional in the vertex shader, causing world surfaces to lose their textures and draw as a flat colour
- Added experimental screen-space and planar reflections
Full Changelog: v0.3.1...v0.3.2
Verdite2 v0.3.1
Interrim release focused mainly on fixing some stuff up on Windows. There could be issues on Nvidia since I don't have an Nvidia computer to test it.
Windows
- Fixed VSync on Windows (hopefully 💀)
- Fixed related issue with reading the control when vsync is on causing insane performance loss.
- Borderless Fullscreen as an alternative fullscreen option. (Useful for AMD systems with bad drivers)
Graphics
- Sensible defaults for normal computers.
- Ascii Entertainment spash plays again
- Fixed minor graphical issue with SSAO
Debug mod
- Added options for recording cinematic videos
Full Changelog: v0.3.0...v0.3.1
Verdite2 v0.3.0
Lot's of incredible changes this week mostly focused on graphical stability and performance. Very exciting stuff! I'm working on a quick trailer for YouTube, so stay tuned.
What's new
Graphics
- Added Mipmaps
- Fixed evil texture filtering not working
- Fixed missing geometry viewed from oblique angles
- 4× the polygon buffer to stop geometry from being dropped.
- Fixed secret doors being transparent with AO on.
- Fixed shop entry sometimes replacing textures with stale textures.
- Instead of overlaying a bitmap, dialogue now renders proper text on the screen, allowing it to render over a live 3D scene, as well as allowing it to display at whatever aspect ratio is desired.
- Fixed flickering in the death fade and damage flash above 20 FPS.
Frame Rate and Smoothness
- Water and scrolling textures now animate at the game's frame rate instead of the tickrate.
- Added interpolation to the head bobbing animation.
- Fixed graphical errors and stutters when performing a level transition
- Area initialization is now performed during startup.
- Fixed bad performance when water is on screen.
Performance and Internals
- Rewrote recompiled map-tile and object/creature traversal in native C#, allowing the game to track which parts of the game are being drawn (this means nothing today but enables us to add cool features in the future).
- Added an optional area-aware ambient occlusion mode using the above feature. Not good atm, disabled.
Audio
- High quality reverb option.
- Better audio interpolation options.
- Positional 3D Audio.
Interface and Presentation
- Launcher now extracts the PS1 memorycard logo and uses it as the taskbar icon.
- Fixed poorly scaled map.
- Enhancements are enabled by default now.
Full Changelog: v0.2.0...v0.3.0
Verdite2 v0.2.0
First Public Release of Verdite2
Verdite2 ships no game data. You need your own dump of King's Field (NTSC-U, SLUS-00158) as a .chd, or .cue / .bin.
The first time the game is ran, Verdite2 will ask for your disc, where it will then build the game locally on your machine; in other words, no proprietary game data is shipped in this binary.
What's Changed
- Fixed music speed
- Added widescreen support (also 16:10 and ultrawide)
- Added agentic tooling for observing and interacting with the game
- Added true-color 24-bit output
- Fixed margin-latch handling
- Separated presentation logic from game logic, allowing the game to run at 20 Hz while rendering at higher rates
- Added a dynamic map
- Added first-run game building from disc images
- Named 997 library functions through signature matching
- Backported changes from upstream RecompOne
- Added mouse interaction with in-game menus
- Added frame profiling, frame capture, and a C# geometry pipeline
- Added per-pixel lighting, including fog and lighting
- Used C# geometry pipeline to improve Z-buffer depth handling and culling
Known Issues
- On windows, using V-sync causes major performance loss and frametime issues.
- On windows, there is screen tearing at the screen's native refresh rate (to get around this, set your cap slightly higher)
- On windows, full screen effects that appear when you take damage, appear to "travel" across the screen
- There are intermittent visual holes in the level geometry
- Z-buffer does not account for billboards
- This game has NEVER been tested on an NVIDIA machine, so YMMV. Please open an issue if anything comes up.

