Repository navigation
Changes
- Direct3D 11 for older graphics chips (experimental, #359). PCs whose graphics chip has neither a Vulkan nor a Direct3D 12 driver, such as laptops with Intel HD Graphics 4000 or 4600, could not start the game. There is now a third choice: in the launcher, open Graphics › Graphics backend, pick Direct3D 11 (experimental), then start the game. Its shaders come prepared in the Windows download, so the first start does not stop to compile them. On the PCs we could test (an NVIDIA card at Direct3D 11.1 and 11.0, and Windows' own software renderer) it draws the same picture as Vulkan, but it has not yet run on a real HD 4000 or 4600, so feedback from those PCs is very welcome. On such a chip expect a lower frame rate than on a newer PC; lowering Graphics › Render Size helps. Vulkan stays the default. If Vulkan or Direct3D 12 cannot start on your PC, the launcher now says so and points to this option.
Everything else is the same as v0.10.52.
Validation
- Windows x64 package, Vulkan, with the validation layer: a whole Dolphin Resort race with no validation errors (speed 1.000, all 455 pipelines prepared). The title movie, Sharp scaling and an Avatar award in the middle of a race were also checked.
- Windows x64 package, Direct3D 11 (experimental): on an NVIDIA RTX 4090, a whole Dolphin Resort race at feature level 11.1 (speed 0.999), and the start of a race at feature level 11.0 with the fallback for older drivers turned on (constants copied per draw, colour clears drawn; speed 0.994). In both, all 455 pipelines were prepared at start-up from the download's prepared shaders, no shader had to be compiled while playing, and the picture matched Vulkan's. Not tested on a real Intel HD Graphics 4000 or 4600.
- macOS (M1) package: a whole Dolphin Resort race at full speed (0.999), no MoltenVK errors.
- AYN Thor, this release's APK (Android 10+): a whole race at full speed (0.999), with touch controls and tilt leaning (0.998), with camera motion turned on (the Thor has no camera, so the game says so and keeps racing; 0.999), and with all game threads squeezed onto one CPU core (0.992). No crashes or memory errors.
- Linux archive: built on Ubuntu 22.04 (needs glibc 2.35), with the camera runtime next to the game.
- Android APKs: same signing key as before, so they install over 0.10.52.
- Unit tests:
- 182 passed on Linux, 190 on Windows.
- On macOS, 179 of 181 passed; the 2 that failed are the same tests that earlier releases failed, and the macOS GitHub Actions run leaves them out.
- GitHub Actions builds and tests passed on Windows, Linux, macOS and Android.
- Not tested:
- Direct3D 11 on a real Intel HD Graphics 4000 or 4600, the PCs it is meant for. Feedback from those PCs is welcome.
- The iOS app was built and packaged only.
Downloads
- Windows x64: download and extract the Windows ZIP; run
FreeRidersRecompiled.exe. - Linux x64: download and extract the Linux archive; run
FreeRidersRecompiled. - Android 10 or later: prefer
android10-arm64.apk. - Android 9: use
android-arm64.apk. - Android version code: 101. The companion licence archive applies to both APKs.
- macOS 14 or later (Apple Silicon): download and extract the macOS ZIP; open
FreeRidersRecompiled.app(right-click › Open the first time). - iOS:
ios-arm64.ipa, to install with your own sideloading tool. - Online server:
docker pull ghcr.io/yuutatsubasa/free-riders-server:0.10.31(unchanged). - Checksums:
SHA256SUMS.txt.
Use your own game disc image. No game data, private saves or test overrides are included.
Known limitations
The same as v0.10.6.