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Less processor time at 60 fps under Windows, and the faster path on more PCs. The draw work prepared ahead of time on other threads now runs under Windows at any frame rate, 60 included, where those threads rest while your frame cap holds the frame: on an RTX 3070 Ti laptop at 1080p and a true 60, the game took 0.1 to 0.3 of a core less than v0.2.29 at five places, at the same frame rate. It no longer needs 16 processor threads: with the game on 8, that laptop ran Old Yharnam 42% faster uncapped and four other places 3-6% faster. Graphics cards with 6 GB of video memory get it too, when about 5 GB of it is free at the start (on the laptop held to that much, Old Yharnam ran 36% faster uncapped and other places 2-5%). Integrated graphics and 4 GB cards keep the path they had, and so does Linux at 60 fps and below (#233).
Those threads rest where they barely help. Uncapped, they now stop where the game is hardly waiting for them, such as Central Yharnam and the sewers under it, and give that processor time back; the frame rate there can be a few percent lower than with them working (#233).
Faster while the shaders compile. On a first start, or after an update that rebuilds the shaders, most draws went without the work prepared ahead until the background compile caught up. It now works from the first frame in the world (#233).
Crisper picture with FSR and DLSS. The game's own anti-aliasing pass now stays off while FSR or DLSS runs, as it already did with TAA: it ran after the upscaler and only softened its picture. With the camera still, the strongest edges are about 15% crisper with FSR 3 Quality and 6% with DLSS Quality (#233).
Character motion: Precise or Velocity map. A new setting under Sharpness in F10 and the setup window, and in the game's System > PC Upscaling, chooses where TAA, FSR, DLSS and frame generation take the motion of the hunter, enemies and other moving characters from. Precise, the default, is how it worked before: each character's own movement, for about 1% of the frame rate on a 4K frame. Velocity map uses the game's motion blur map alone: a little cheaper, less exact on moving characters. It applies at once (#233).
Starts with any letters in your folder names. Under Windows, bbhost closed right at the start when your Windows user name, or a folder bbhost, the game or its data is in, had letters outside plain English, such as é, ç or ã. It now runs in Unicode, so those names work, other alphabets such as Cyrillic, Japanese, Chinese and Korean included (Windows 10 version 1903 or later). They also show right in the log window and in run-bbhost.bat's closing lines, and the setup window and the menus now draw Japanese, Chinese and Korean, under Linux too (#233).
Your shader caches carry over from v0.2.29: nothing is compiled again after this update (#233).
For mod authors: the example plugins are together in examples/plugins in the source, with a short guide to what each one shows. None of them is in a download, and none shows in a plugin list unless you copy it into a plugins folder (#233).