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Pinyon Shift 0.6.0
Temporal upscaling with FSR 2 and FSR 3 (built in on Linux, macOS and
Android), DualSense triggers and lightbar,
racing wheel settings, a sound mixer, car telemetry for SimHub, new graphics
and gameplay settings, every launcher panel on Linux and macOS, and leaner
recompiled code.
Each launcher still builds the game on your machine from your own disc; none
of the downloads contains the game. 0.5.x launchers offer this update from
Update to 0.6.0.
New
- Temporal upscaling: F6 > DISPLAY > OUTPUT SCALING adds FSR 2 and
FSR 3 (on Windows with AMD's runtime, see Known limitations), fed with depth, camera and per-object motion built from the game's
own draws, a jittered scene and a frame without the HUD. Jitter gained
FSR 3 2.2 to 5.2 dB of PSNR against a native 3x render. The upscale takes
0.72 ms of GPU time on an RTX 4080 (720p to 4K) and 5.8 ms on the Odin 2
Portal (to 1080p). SHARPENING sets FSR's sharpening; motion blur and
depth of field stay off under a temporal upscaler, which they smear. - DualSense (#561): F6 > CONTROLS > DUALSENSE has adaptive triggers
from the car's engine, ABS and wheel slip, an RPM lightbar, tilt steering
and PlayStation button marks, all off by default. - Racing wheels: F6 > CONTROLS > RACING WHEEL sets steering
saturation, deadzone and curve and a pedal deadzone. - Graphics: an Ultra Low 30 preset for integrated graphics on 2 CPU
cores; TEXTURE SIZE for cards with little memory (256 took the texture
cache from 110 to 85 MB on an RTX 4080, frame time unchanged); FXAA on the
world only (#528); COLOUR LUT (#521); HUD SCALE and SAFE ZONE
(#520); F2 hides the HUD (#519). - Gameplay (F6 > GAMEPLAY): SKIP INTRO MOVIES and START IN
SINGLE PLAYER (#617), three switches from the game's development builds
(#477), PHOTO CAMERA THROUGH WALLS and a photo camera that climbs to
30 m instead of 2 m (#488). AI OPPONENTS > NO RUBBER-BANDING or
HARD (#482): on a test route stock AI rubber-banded in 48 to 55 of
about 70 samples, these in none. The trainer adds DAY LENGTH (#483)
and ANY CAR IN ANY EVENT (#479). - Sound mix (#486): F6 > AUDIO sets engine, other cars, tyres, wind,
ambience and music from 0 to 200 %, and can bypass the compressor. - Telemetry out (#481) sends Forza Motorsport 7 Data Out packets over
UDP for SimHub, dashboards and motion rigs. - Mods: texture packs on Vulkan (#518), 22 hidden traffic and showcase
cars for sale (#484), new cars on existing models (#505), new archive
members and string keys (#503).
Platforms
- The Linux and macOS launcher has every Windows panel: DLC, title
update v4 with 1000 Club, Settings, crash reports, save import with Xenia
saves, and the Android build and Wi-Fi share. - Steam Deck: built for x86-64-v3 with the small code model (process
CPU -5.5 %) and with threads pinned by name (-6.1 to -6.8 % more). - macOS: free roam holds 120 Hz on an M4 Pro (median 8.35 ms, was 10.9
to 12.5 ms), and the title no longer waits about 20 s on a black screen
for its stored pipelines. - Android: the Wi-Fi share carries mods, custom radio and XE, the app
offers a newer APK from the PC, andpinyon.py android shader-pack
builds a shader pack on the device.
Faster
- Leaner recompiled code: CTR and XER in locals cut the generated host
instructions by 22.6 %, host fibers for the game's job fibers another
7.4 %, and LR in locals with specialised physics code cut the Odin's job
worker by 22 % of instructions a frame. A lockstep check ran 31,105,675
calls with no mismatch. - Audio on the Odin: FMOD's output plays without the guest XAudio2
pass (0.49 ms removed), its ParamEQ runs natively (-0.14 ms) and stereo
mixing saves about 1 ms a frame. Linux mixes in stereo too. - Fewer hitches: a frame's new pipelines build in parallel (RTX 4080,
no stored pipelines: worst frame 305-416 to 145-166 ms); the pipeline
cache saves off the GPU thread (a 30-40 ms frame every 30 s on the Odin);
and v4's car list after a race takes 49-55 ms instead of 158-186 ms.
Fixed
- A white window after the first screen when
pinyon_shift.tomlhad no
gpu_backendline: the game now uses Vulkan (#627, #613). - Judder at a steady frame rate: each simulation step is paired with one
frame; at 2x and 120 fps, race frames with one step went from 87.1 to
98.6 % (#381). - NO GAMER PROFILES with a controller behind a Steam Input or ViGEm pad
or a wheel: every controller now drives user 0 (#553). - Headlights lit nothing at night with shadows off; shadows now turn off
only from 08:02 to 18:50 game time (#532). - macOS: one flat colour after a window resize (#623, #475, #578), free
roam about 1.5 times too bright, and the launcher app crashing in about
four of five starts. - Crashes in an object helper (#584, #638) and with a Cyrillic song name
(#552); a newer settings file is kept instead of failing (#536). - DLC and saves: Xenia's installed DLC folders import (#596), the damaged
Rally dump is explained (#573, #610), and a v4 save asks for the v4 build
(#555). - Setup: drives owned by another account (#599, #639), a broken Git
certificate bundle (#604), damaged SDK dependencies (#580), proxies
(#597), quotes inPATH(#560), zips (#574), the Android tools (#567),
unrecognized extracted folders (#649), files held open (#616), XE
downloads (#624) and high display scaling (#594).
Diagnostics
- Crash reports name the faulting module and GPU driver, and the launcher
says when the Vulkan driver or graphics memory was the cause (#558). - The window title and F3 show the release and commits (#545).
Known limitations
- On Windows, FSR 2 and FSR 3 need AMD's FidelityFX runtime in
upscalers\fidelityfx\<version>\; setup doesn't fetch it yet. Release
builds leave DLSS out. - The v4 build on Linux and macOS is tested in scripted routes only, and an
Android build from those launchers is untested. - DualSense over Bluetooth or off Windows is untested. Racing wheels have no
force feedback (#337). - AMD and Intel GPUs on PCs are not qualified yet; the Steam Deck is.
- The immersive camera isn't available on the v4 build.