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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.