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1.0.63

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@dnai92 dnai92 released this 15 Oct 15:31
· 1 commit to dev since this release

Highlights since 1.0.60

  • Far shadow cache (BETA): no more missing house and tree shadows when you turn the camera.
  • Shadow cache for static lights now needs about half the video memory, up to 1 GB less in places with many torches and fires.
  • Hide occluded objects (BETA): no more objects briefly disappearing when you switch camera view, teleport or sit down.
  • Textures reduced by Texture Downscaler or similar mods stay at their size after loading screens.
  • No more short stutters while dragging sliders in the SPS menu.
  • Many stability fixes and a bit less CPU load.

All changes since 1.0.60 (SE/AE)

Shadows

  • Far shadow cache (BETA): fixed shadows of houses and trees missing depending on the view direction (bug since 1.0.59).
  • Far shadow cache (BETA): walking towards the sun no longer cuts off shadows of tall objects.
  • Far shadow cache (BETA): objects that come into view while turning keep their shadows, only objects that are really in the cache are skipped.
  • Far shadow cache (BETA): more robust in interiors, on cell changes, loading screens, pause and free camera. Its video memory is released when you switch it off.
  • Shadow cache for static lights: all lights share one copy of the previous frame. Halves the video memory of the cache (up to about 1 GB less with many lights and 4096 shadow maps).
  • Shadow cache for static lights: no endless rebuild loop after a failed build, inactive lights are released sooner.

Hide occluded objects (BETA)

  • No more single frame flashes of missing objects when switching between first and third person, teleporting or using furniture.
  • Main view detected by the world camera, reflections and previews can no longer be taken for the main view. Less work per object.

Texture streaming

  • The size limit of another mod (for example Texture Downscaler) is kept after loading screens.
  • Reloads waiting in the queue for more than 8 seconds are dropped, textures out of sight are no longer enlarged for nothing.
  • More stable texture tracking: a reused memory address could make a foreign texture count as streamed. Results from before a loading screen are discarded safely.
  • Errors can no longer reach the game's texture loader or stop the streaming thread.

Settings

  • Never saved while an A/B measurement runs, so its temporary values cannot end up in SPS_User.ini.
  • Settings changed in the main menu are saved right away.
  • Saved once nothing has changed for one second and without forcing a disk flush. No more short stutters while dragging a slider.
  • Leftovers of removed features are cleaned up in SPS_User.ini and SPS.ini.

Performance

  • Less work per object and per draw call on the main thread (draw filter, light cache, torch shadows, rain and skylighting, texture scan).
  • All measurements and diagnostics run only with the analysis log.

All changes since 1.0.60 (VR)

  • Texture streaming: the size limit of another mod (for example Texture Downscaler) is kept after loading screens.
  • Texture streaming: reloads waiting in the queue for more than 8 seconds are dropped.
  • Texture streaming: more stable texture tracking, results from before a loading screen are discarded safely, errors can no longer reach the game's texture loader or stop the streaming thread. Less work per texture during the scan.
  • Torch shadow culling uses the real light position and radius. Large wall shadows close to a light are no longer culled by mistake.
  • Settings: never saved while an A/B measurement runs, main menu changes are saved right away, no stutters while dragging a slider, leftovers of removed features cleaned up.