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inFAMOUS 2 recomp launcher v0.2.18

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@erikomis erikomis released this 06 Nov 17:30

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. On v0.2.7 or newer, the app offers this update by itself (Home > Updates). After the restart, click Rebuild the game.

Faster

  • The RSX command thread does less work per frame. A city frame has about 9,000 draws, and this thread had become the limit after the v0.2.17 SPU work.
    • Index lists the game reuses stay in GPU buffers instead of being rebuilt every frame: 7.5 MB → 0.4 MB of index data staged per frame.
    • Pipeline lookup by hashed key: 6.3 → 1.0 entries checked per draw.
    • The vertex program is no longer compared byte by byte when it has not changed.
    • Contiguous draw packets are merged.
    • Commands are no longer decoded a second time into a state nothing reads.
    • Texture and sampler state is decoded once per draw.
    • Result: the thread's drain is 13–27% shorter. At 720p the SPUs set the frame time again, so fps there is about the same. The gain is meant for higher resolutions.
    • Each change is a live toggle (PS3RECOMP_ENG_ICACHE, PS3RECOMP_ENG_PIPE_INDEX, PS3RECOMP_ENG_VP_GEN, PS3RECOMP_ENG_BATCH_MERGE, PS3RECOMP_ENG_SAMP_INDEX, PS3RECOMP_ENG_TEXREG_ONCE, GCM_LEAN_STATE, PS3RECOMP_METAL_LEAN_ENCODE). =0 restores the old path.
    • Several of these ideas came from the Folklore PS3 port's notes. The code was written here.
  • SPU fi (the step that refines division and square-root estimates, used about 1,000 times in the translated SPU code) now runs four lanes at once in NEON. It is bit-identical to the old form on every possible estimate value.

Fixed

  • A mesh sent as more than 256 draw packets was cut short without a message. It is now drawn whole.
  • Fragment programs honour the per-operand input precision modifiers (half, fixed12, fixed9, saturate), as the RSX and RPCS3 do. inFAMOUS 2 uses the saturate one in a few programs. PS3RECOMP_FP_INPUT_PREC=0 turns it off.
  • The FIFO walker decodes the RSX's newer JUMP form. inFAMOUS 2 does not use it; this keeps the toolkit correct.
  • sys_lwmutex_trylock (HLE) answers a busy lock with EBUSY, not "timed out".

Checked, nothing to fix

  • Game speed and physics above 30 fps are correct. The game steps its world by the measured frame time, clamped to 1/15 s as on the PS3. Cole covers the same distance per game second at ~20 and ~52 fps.
  • The 64 KB FIFO catch-up rule never fires in inFAMOUS 2, and every frame drawn is shown.
  • Closing the window quits the game: the process is gone about 3 s later.
  • New diagnostics, off by default:
    • GCM_FLIP_STATS=1: flips, presents and frame command sizes.
    • PS3_GCLOCK_LOG: the game's own frame clock.
    • PS3_TB_SCALE: slows the guest clock, for physics tests.
    • PS3RECOMP_METAL_ENCODE_THREAD=1: encodes presents on their own thread. It is opt-in and gave no gain at 720p.

Known problems

  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • A thread de comandos da GPU faz menos trabalho por quadro.
    • Listas de índices ficam na GPU, a busca de pipeline é por hash e pacotes de desenho são juntados.
    • Ela ficou de 13% a 27% mais rápida.
    • Em 720p o fps fica quase igual, porque o limite são as SPUs. O ganho é para resoluções maiores.
  • fi das SPUs em NEON, com resultado bit a bit igual ao de antes.
  • Corrigido:
    • modelos grandes que eram cortados;
    • o clamp de precisão nos shaders;
    • o JUMP novo do RSX.
  • Verificado:
    • a física e a velocidade do jogo estão certas acima de 30 fps;
    • fechar a janela encerra o jogo.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app. Depois de reiniciar, clique em Reconstruir o jogo.

inFAMOUS 2 recomp launcher v0.2.17

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@erikomis erikomis released this 06 Nov 12:08

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. On v0.2.7 or newer, the app offers this update by itself (Home > Updates). After the restart, click Rebuild the game. The rebuild re-translates the SPU code, so it takes a few minutes longer than usual.

Faster

  • The translated SPU code does single-precision float math with fewer instructions.
    • Float add, multiply, multiply-add and the float compares are 40–70% shorter per operation. They are bit-exact with the previous form; this was checked on 24 million adversarial vectors and on every one of the 14k translated SPU functions.
    • On a quiet machine, SPU time per frame dropped 9% at 720p and 12% at 1080p.
    • City walk: 34.1 → 35.1 fps at 720p and 29.4 → 31.6 fps at 1080p.
    • At 720p the RSX command thread is now the limit, and it is the next target.
    • SPU_LIFT_LEAN_FLOAT=0 before a rebuild brings back the old form.

Fixed

  • Rare freeze while loading or crossing the city on a busy Mac.
    • When the whole game process stood still for a second or more, a GPU wait the game was about to satisfy was treated as expired. The rest of that frame's commands were then dropped.
    • The GPU waits now count only the time the game actually ran (GCM_STALL_GAP_MS, default 100; 0 restores the old behaviour).
    • With the process frozen on purpose every 1.5 s, the old build dropped a frame 3 times in 4 walks and the new one never did.
    • The original freeze could not be reproduced on demand, so this is the likely cause rather than a confirmed one.
  • Vector float mode now matches the PS3. PPU threads start in the vector unit's non-Java mode (VSCR[NJ]=1), as on the console and in RPCS3. Previously the port started them with NJ off.
    • About 4.9 million tiny (denormal) values per 7-minute walk are now handled as the PS3 handles them. No visible difference.
    • The single-precision store (stfs) now truncates as on the PowerPC instead of rounding.
    • Single-precision loads keep signalling NaNs.
    • The vector float compares honour NJ.
    • Square roots return the PowerPC's NaN.
    • Measured in game, none of these changed a single result.

Known problems

  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • Mais rápido:
    • As contas de ponto flutuante das SPUs agora usam bem menos instruções, com o mesmo resultado bit a bit.
    • Na caminhada pela cidade: +3% de fps em 720p e +7,5% em 1080p.
  • Travamento raro ao carregar ou atravessar a cidade com o Mac ocupado: corrigida a causa provável.
  • Modo de ponto flutuante vetorial igual ao do PS3. Não muda nada visível.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app. Depois de reiniciar, clique em Reconstruir o jogo.

inFAMOUS 2 recomp launcher v0.2.16

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@github-actions github-actions released this 31 Oct 22:02

Alpha, macOS on Apple silicon only. (v0.2.15 was tagged but never released: GitHub cancelled its macOS build during a runner retirement brownout. This is the same game code, built on the macos-15 runner.) It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. On v0.2.7 or newer, the app offers this update by itself (Home > Updates); after the restart, click Rebuild the game.

Fixed

  • Blue dot grids and blotches on walls facing away from the sun. Canal walls, house facades, brick buildings, crates, dock posts and signs that faced away from the sun showed blue stair-stepped dots at dusk. The causes:
    • The game draws the world's sun-shadow casters with only their back faces in the shadow map, so a wall facing away from the sun compared against its own depth. The shadow filter then came out as a per-pixel coin toss.
    • The lighting composite adds the sun term without clamping, so the "lit" pixels went darker and the "shadowed" ones showed the blue sky ambient.
    • Now a world surface facing away from the sun is treated as in shadow (ambient only). Cole and other characters keep the game's own sun term. PS3RECOMP_ENG_SHADE_BACKFACE=0 brings back the old behaviour.
    • Found from Erik's in-game F12 captures, then checked live at the dock post with the fix toggled on and off in the same run.

Known problems

  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • Fim das grades e manchas azuis nas paredes, fachadas, muros, caixotes, postes e placas virados para longe do sol.
  • Achado a partir das suas capturas F12 e conferido no próprio jogo: com a correção, o poste fica madeira escura e natural.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app.

inFAMOUS 2 recomp launcher v0.2.14

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@github-actions github-actions released this 25 Oct 01:12

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. On v0.2.7 or newer, the app offers this update by itself (Home > Updates); after the restart, click Rebuild the game.

Fixed

  • Building shadows that vanished up close. The game draws its sun-shadow casters with depth clamping on (no near/far clipping), and the renderer always clipped them. So tall casters between the sun and the nearest shadow cascade were cut out of it: a shadow that was visible from far away disappeared as you walked up to it. The renderer now honours the clamp. PS3RECOMP_ENG_DEPTH_CLAMP=0 brings back the old behaviour.
  • fps dips in busy streets. The vertex cache filled up every couple of seconds with geometry used for a single frame, then started over, throwing away the geometry it keeps between frames. It now drops single-frame entries first. PS3RECOMP_ENG_VCACHE_PRUNE=1 brings back the v0.2.13 behaviour.
  • Headless dusk walk: 34.6 fps median at 720p and 31.6 at 1080p, with no crash.

Known problems

  • Blue blotches on the shaded side of some dock posts and boats in the swamp: the cause is understood (the surface shadows itself at a grazing sun angle), but the right fix needs a comparison with the PS3 at the same spot.
  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • As sombras de prédios não somem mais de perto.
  • Menos quedas de fps nas ruas movimentadas, com a limpeza mais esperta do cache de vértices.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app.

inFAMOUS 2 recomp launcher v0.2.13

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@github-actions github-actions released this 24 Oct 14:22

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. On v0.2.7 or newer the app offers this update by itself (Home > Updates); after the restart, click Rebuild the game.

Fixed

  • Blue dots and streaks on shadowed surfaces (v0.2.12). Facades, tarps, boat hulls, Cole's jeans and similar surfaces showed blue dot patterns and streaks in the shade.
    • The cause: the game draws its sun shadow maps with a polygon offset (a small depth bias). The renderer ignored that offset, so after the v0.2.12 shadow fixes those surfaces shadowed themselves on alternate texels ("shadow acne").
    • The renderer now applies the offset (PS3RECOMP_ENG_POLY_OFFSET=0 brings back the old behaviour). No measurable fps cost.
  • "Not enough space" at boot depending on how much disk was free. The game multiplies the reported free space by 1024 in 32 bits. So with somewhere between 4 GB and a few hundred GB free, the result wrapped around and the install check could fail at random. Above 4 GB the port now reports the value RPCS3 uses, so the multiplication can no longer wrap.

Known problems

  • Blue blotches on the shaded side of some dock posts and boats in the swamp are a different issue, still under investigation.
  • Some building shadows that disappear close up have not been reproduced yet.
  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • Fim dos pontinhos e listras azuis nas superfícies sombreadas: o port ignorava o deslocamento de profundidade que o jogo usa nas sombras.
  • Fim do "sem espaço" aleatório no boot, que dependia de quanto espaço livre o disco tinha.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app.

inFAMOUS 2 recomp launcher v0.2.12

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@github-actions github-actions released this 24 Oct 02:20

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. On v0.2.7 or newer, the app offers this update by itself (Home > Updates); after the restart, click Rebuild the game.

Fixed

  • Sun shadows now look like the PS3. Since v0.2.5 the sun shadows existed but were inverted and misplaced. Both are fixed: sunlit areas are lit, shadows are dark and in the right place, and Cole casts his shadow at his feet.
    • Inverted: the game samples its shadow maps with a "greater than" depth compare. The RSX compares the stored depth against the reference, and the renderer did it the other way round, so lit and shadowed were swapped. That gave the dark ground with hard bright streaks. PS3RECOMP_ENG_SHADOW_CMP=0 brings back the old behaviour.
    • Misplaced: the 1024x1024 shadow cascades sit in a 1280-wide depth buffer and were read stretched 1.25x. Cole's shadow fell off-screen, lamp posts and people threw detached shadows, and the far cascades had almost no shadow at all. PS3RECOMP_ENG_ZTEX_CROP=0 brings back the old behaviour.
    • Checked against the game's own shadow math, recomputed on the CPU from the same frame: the difference dropped from 0.34 to 0.04-0.09. Compared against PS3 gameplay footage of New Marais at dusk.
    • The doubled shadows on daylight ground most likely had the same cause. Please confirm in a window.

Known problems

  • A rare hang during the city load was seen in 2 of 9 headless runs on a heavily loaded Mac, with and without this fix. Report it if it happens to you.
  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • As sombras do sol agora ficam como no PS3: estavam invertidas (o sol virava sombra e vice-versa) e esticadas 1,25×. O chão ao entardecer fica iluminado, as sombras ficam escuras e no lugar, e o Cole tem sombra nos pés.
  • As sombras duplicadas de dia provavelmente eram a mesma coisa. Confirme jogando.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app. Depois de reiniciar, clique em Recompilar o jogo.

inFAMOUS 2 recomp launcher v0.2.11

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@github-actions github-actions released this 23 Oct 22:43

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. On v0.2.7 or newer, the app offers this update by itself (Home > Updates); after the restart, click Rebuild the game.

Fixed

  • Crash on dusk walks (v0.2.10). The game could quit with "texture view 2D of a 3D texture". A cache of depth copies handed back a texture that had been freed and reused for the colour LUT. Three 5-minute dusk walks with this build ran with no crash.
  • Faces at 1080p and above. Streaks and specks on eyelids, nostrils, lips and face outlines are gone.
    • The game's decals blend by hand, reading the pixel they draw on. At a scaled resolution they read the neighbour's pixel instead.
    • They now use Metal framebuffer fetch (PS3RECOMP_ENG_FBFETCH=0 brings back the old behaviour).
  • fps at 1080p and above: the same change cut the GPU time per frame from 19 to 9 ms at 1080p, and from 32 to 13 ms at 1440p. The headless dusk walk runs at about 37 fps at 1080p.
  • Depth-bounds test. The game limits its sun-shadow cascades and its light and occlusion volumes to a depth range. The renderer ignored that test; it is now emulated in the shader (PS3RECOMP_ENG_DEPTH_BOUNDS=0 = old behaviour).

Known problems

  • Doubled sun shadows on some ground surfaces in daylight are not fixed yet. If you see them, a capture from that spot (tools/play_occdump.sh, see the ROADMAP) or a save there will help.
  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • Corrige o crash ao entardecer da v0.2.10.
  • Rostos sem riscos em 1080p e 1440p, e muito menos peso na GPU nessas resoluções (19 para 9 ms em 1080p).
  • Teste de profundidade por faixa (depth bounds) nas sombras e nos volumes de luz.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app. Depois de reiniciar, clique em Recompilar o jogo.

inFAMOUS 2 recomp launcher v0.2.10

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@github-actions github-actions released this 23 Oct 21:30

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. First time? Follow the steps in v0.2.1. On v0.2.7 or newer? The app offers this update by itself (Home > Updates); after the restart, click Rebuild the game.

Fixed

  • Endless "PLEASE WAIT..." box. At a point in the story the game checks the PSN terms of use, and the port had no answer for that check, so the game waited forever. Offline, the check now answers "error" through the game's own callback, so the game gives up quietly with no error message. Five more online calls (PSN ticket, account region, network time) now answer "offline" too.
  • Title screen debris. The clouds of dark debris around Cole are back, as in the original. A pass that reads the scene depth got an empty colour target at the same address instead (PS3RECOMP_ENG_DEPTH_COLOR_NEWEST=0 and PS3RECOMP_ENG_DEPTH_CROP=0 give the old behaviour). The dark Cole-shaped block under the menu bar is gone too.
  • Closing the window quits the game. Before, the red button left the game running with no window.
  • The "park ... patched after N ms" log figure was inflated (it showed 64 s). The timer now resets when the FIFO walker leaves the park.

New

  • Quit from the game. In the in-game menu, F1 > Quit game asks for confirmation; Cmd+Q quits at once. Either way, a save that is being written finishes first.
  • Ultrawide 21:9 and 32:9: Graphics > Display > Aspect ratio, or F1 > Image.
    • The view widens at the sides (hor+). Cole's proportions stay normal, and nothing is stretched.
    • The HUD and the minimap stay round in the centre 16:9.
    • Comics and movies are pillarboxed in black.
    • Costs about nothing at 21:9.

Found

  • The 2-second hitches are shader builds, not the SPU branch cache. The first time the game shows a new effect, its shader is translated on the render thread.
    • Windowed play already caches those, so each one happens once.
    • PS3_SHADER_ASYNC=1 builds them in the background instead; some objects appear a moment late.

Known problems

  • At internal resolution above 720p, some textures (faces especially) look wrong, and sun shadows can appear doubled. Both are being worked on; stay on 720p for now.
  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • Fim do "Aguarde..." infinito. Era o jogo esperando a checagem dos termos de uso da PSN, que agora responde sem internet.
  • "Sair do jogo" no menu F1, Cmd+Q, e o botão vermelho da janela agora fecha o jogo de verdade.
  • Ultrawide 21:9 e 32:9, com a HUD centralizada.
  • Os destroços do menu principal voltaram.
  • As travadinhas de 2 s eram compilação de shaders na primeira vez de cada efeito. Com janela, o cache resolve depois da primeira vez.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app. Depois de reiniciar, clique em Recompilar o jogo.

inFAMOUS 2 recomp launcher v0.2.9

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@github-actions github-actions released this 23 Oct 04:01

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. First time? Follow the steps in v0.2.1. On v0.2.7 or newer? The app offers this update by itself (Home > Updates); after the restart, click Rebuild the game. On v0.2.6 or older, install this app by hand once.

New

  • Internal resolution above 720p: 1080p, 1440p or 4K, in Graphics > Display > Internal resolution or in the in-game menu (F1 > Image). It applies after a restart.
    • Text, HUD and the minimap come out much sharper.
    • Headless cost by the pier: 43 fps at 720p, 36 at 1080p, 32 at 1440p, 16 at 4K. 4K is too heavy for now.
    • SSAO stays at 720p.

Faster

  • +4.4% fps in New Marais from two SPU runtime changes:
    • a cache for indirect branches;
    • a leaner DMA path.
    • PS3_SPU_IBCACHE=0 or PS3_SPU_DMA_LEAN=0 turns each one off. If you notice 2-second hitches, please report them.

Fixed

  • Light rectangles around characters: closed. They no longer show anywhere.
  • Water reflections no longer mirror what is under the water. The reflection passes set a user clip plane that the renderer ignored. Clip planes are now implemented; PS3RECOMP_ENG_USER_CLIP=0 brings back the old behaviour.
  • Title screen particles now test against the scene's real depth. A pass writes depth from the shader, which the renderer did not support; it does now (PS3RECOMP_ENG_DEPTH_EXPORT=0 = old). Some of the dark debris shows up; the full cloud is still being worked on.

Known problems

  • 21:9 ultrawide isn't supported yet: the image keeps 16:9 with bars.
  • Above 30 fps: gameplay already runs past 30 when the Mac keeps up. Menus and comics stay at 30.
  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • Resolução interna: 1080p, 1440p ou 4K, em Gráficos > Tela ou no F1 > Imagem. Texto e HUD bem mais nítidos.
  • +4,4% de fps em New Marais, com o cache de desvios do SPU e o DMA mais enxuto.
  • Retângulos claros em volta dos personagens: não aparecem mais.
  • Reflexo da água: não espelha mais o que está embaixo d'água.
  • Partículas do menu: começaram a aparecer.

Quem está na v0.2.7 ou mais nova recebe esta versão pelo próprio app (Início > Atualizações). Depois de reiniciar, clique em Recompilar o jogo.

inFAMOUS 2 recomp launcher v0.2.8

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@github-actions github-actions released this 23 Oct 02:19

Alpha, macOS on Apple silicon only. It ships no game files and no keys: the app rebuilds inFAMOUS 2 from your own copy of the game (NPUA80638) on your Mac. First time? Follow the steps in v0.2.1. On v0.2.7? The app offers this update by itself (Home > Updates); after the restart, click Rebuild the game. On v0.2.6 or older, install this app by hand once.

New

  • Texture packs. Put replacement textures in ~/Library/Application Support/infamous2-recomp/mods/<pack>/ and turn the pack on in Game > Texture packs.
    • Turn on several and set their order with the arrows; when two packs replace the same texture, the one higher in the list wins.
    • A replacement can be larger than the original.
    • To make one, start the game once with PS3_MODS_DUMP=<folder>: every texture is saved there as a PNG, already named the way a pack needs it. Edit one and drop it in a pack folder.
  • More image effects, all off by default, on the Graphics page and in the in-game menu (F1 > Image), changing live:
    • Clarity (local contrast).
    • Curves for shadows, midtones and highlights.
    • Four colour presets: Warm, Cool, Film and Vivid.
  • Volume changes live from the in-game menu, movies included.

Fixed

  • Soft contact shadows are back. The occlusion volumes had been switched off as a suspect for the dark facades at dusk. The real cause was the sun shadow maps, fixed in v0.2.5. With the volumes drawn, the same dusk walk has no black facade or Cole, so they are on again, as on the console. "Skip occlusion-volume passes" in Performance is now off for everyone.

Checked

  • Gameplay freeze: none in 10 five-minute New Marais runs on this build. It used to happen about 1 run in 5.

Known problems

  • Texture packs replace colour textures only (RGBA8 and DXT1/3/5).
  • Windows and Linux are not supported yet.

Not affiliated with Sony Interactive Entertainment or Sucker Punch Productions. inFAMOUS is a trademark of Sony Interactive Entertainment.


Alpha, só macOS com Apple silicon.

  • Pacotes de texturas (mods): pasta mods/, liga e desliga no app, com extração das texturas do jogo para editar.
  • Efeitos novos: Clarity, curvas e os tons Quente, Frio, Filme e Vívido. Volume ao vivo no menu F1.
  • As sombras suaves de contato voltaram, como no console.
  • O congelamento não apareceu em 10 rodadas de 5 minutos.

Quem está na v0.2.7 recebe esta versão pelo próprio app (Início > Atualizações). Depois de reiniciar, clique em Recompilar o jogo.