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bbhost v0.2.20

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@github-actions github-actions released this 26 Oct 05:06
· 16 commits to master since this release
  • The GPU particles, drawn natively. Arena dust, lamp sparks, Cainhurst's snow and the rest are now drawn the way a PC engine draws them, as one vertex stage without a geometry shader, and only for the particles that are alive. That fixes the long streaks they made on AMD's GCN cards (the RX 400 and 500 series, Vega, Radeon VII and Vega-based laptop chips), so those cards have them again. BBHOST_GX_PARTICLES=gs draws them the old way, for comparison (#184).
  • Higher frame rates uncapped. Textures now bind straight from what the game made instead of being looked up at every draw. Uncapped on an RTX 4070, Old Yharnam goes from 92.8 to 98.3 fps, and the Nightmare of Mensis, Cainhurst and Central Yharnam each take 0.4-0.6 ms less a frame (#184).
  • No more rare quarter-second hitch. When the GPU ran far behind, as on a first start's shader build or a slow device, a late GPU write could land on post-processing commands the game had already started again. A Steam Deck saw one frame arrive 241 ms late. Those writes no longer land, on any platform (#184).
  • The particles from the first start. The shipped shader list now carries the GPU particles' shaders, so a first start builds next to nothing while you play and the particles show from the start (#184).
  • No more line down the middle of the screen. The embers around the lantern and a buffed weapon were drawn with another draw's settings, which now and then stacked them all into a thin vertical line flashing down the centre of the screen in the effect's colour. They read their own settings now, so the line is gone and the embers show again around the lantern and the weapon (#184).
  • No more short freezes in online play. Leaving a co-op session or an invasion, and summoning a player as the host, made the game wait for the online server's answer: a fraction of a second on most connections, up to 5 seconds when the server was slow. Both now go to the server in the background (#184).
  • Steam Deck. After you arrive in an area, video memory that is no longer used goes back within about 5 seconds instead of 30 (#184).
  • Korean text. The PC menus' Korean text is no longer cut short (#179, by bmbbj8022BB).
  • Low video memory. A mesh staging buffer whose memory could not be bound is no longer used, which could crash the GPU when video memory ran out (#183, from Parm-1's #170).