v0.4.0
English
Real internal resolution up to 4K, new anti-aliasing options and faster indexed shader discovery for both supported editions.
Changes
- Internal resolution: Auto follows output up to 3840×2160; manual 720p/1080p/1440p/2160p settings are independent of output resolution. Graphics changes support preview, timeout rollback and Keep.
- AA and text: add SMAA 1x and experimental camera-based TAA, with Standard/High spatial filtering. Settings text renders at output resolution; supported scenes receive AA before UI without repeating it afterward. Correct false TAA history rejection at the camera projection boundary.
- Frame rate: add saved 30/60 FPS controls and correct host pacing. Selected movement, dialogue, menu and Ring core-timing checks passed.
- Shader discovery: automatically match Asian and USA/Europe resource indexes, read only required CPX blocks for known layouts and show clearer preparation progress. Both editions preserve the full-scan source set; unknown layouts retain fallback and
LO_SHADER_FULL_SCAN=1enables strict rescanning. - Debug and diagnostics: add independent English/Simplified Chinese Debug menu switching, restore two missing indirect-call entries found during Issue #5 investigation, and report the failing operation, original OS error and memory context for startup allocation failures.
- Development tools: separate selected test suites and path-filtered CI from release packaging, and document DLSS/FSR feasibility. Remove unimplemented DLSS/frame-generation controls from Settings.
Validation and limits
Local builds, selected CPU/GPU checks and bounded Map2 runs on both audited editions passed. These checks do not establish complete-playthrough compatibility or new player visual acceptance.
- TAA remains experimental and lacks native object-motion vectors; unsupported paths use SMAA. DLSS, FSR and frame generation are not implemented.
- 60 FPS is not guaranteed throughout the game; precise Ring release/Perfect and broader gameplay need more coverage. The unvalidated 120 FPS option requires
LO_EXPERIMENTAL_120=1; otherwise it runs at an effective 60 FPS. - Existing translated-shader caches rebuild after updating. Two known shader failures and first-use stalls remain; fast discovery does not check all unread resource content. Some render targets and the legacy CPU readback path retain native sizing.
- Issue #5's original battle and Issue #6's reporting machine have not been retested. Their recovery is unconfirmed; these changes do not close either issue.
See development evidence and follow-up validation. Report problems through GitHub Issues.
简体中文
新增最高 4K 的真实内部分辨率、抗锯齿选项,以及支持两种版本的快速索引着色器发现。
改动
- **内部分辨率:**Auto 跟随输出,最高 3840×2160;手动 720p/1080p/1440p/2160p 与输出分辨率独立,支持图形设置预览、超时回退和 Keep 保存。
- **抗锯齿与文字:**增加 SMAA 1x、实验性相机重投影 TAA,以及标准/高质量空间滤波。设置页文字按输出分辨率绘制,支持的场景在 UI 前抗锯齿并跳过后续重复处理;修正相机投影边界导致的 TAA 历史误拒绝。
- **帧率:**增加可保存的 30/60 FPS 控制并修正宿主帧节奏;已通过选定移动、对白、菜单和 Ring 核心计时检查。
- **着色器发现:**自动匹配亚洲/美欧资源索引,已知布局的 CPX 仅读取所需块,并明确显示准备阶段。两版来源集合均与完整扫描一致;未知布局保留回退,
LO_SHADER_FULL_SCAN=1可启用严格重扫。 - **调试与诊断:**增加独立英文/简体中文 Debug 菜单切换,恢复 Issue #5 调查中发现的两个缺失间接调用入口,并为启动分配失败记录失败操作、原始 OS 错误和内存上下文。
- **开发工具:**将按需测试套件及按路径触发的 CI 与发布打包分离,记录 DLSS/FSR 可行性研究;从设置中移除尚未实现的 DLSS/帧生成控件。
验证与限制
本地构建、选定 CPU/GPU 检查及两个已核对版本的限定 Map2 实跑通过;这些结果不代表完整通关兼容性或新增玩家画质验收。
- TAA 仍为实验功能,缺少原生对象运动矢量,不支持的路径使用 SMAA;DLSS、FSR 和帧生成尚未实现。
- 不保证全游戏锁定 60 FPS;精准 Ring 释放/Perfect 和更广流程仍待覆盖。未验证的 120 FPS 选项需要
LO_EXPERIMENTAL_120=1,否则实际按 60 FPS 运行。 - 更新后旧翻译着色器缓存会重建。两个已知着色器失败及首次使用卡顿仍可能存在;快速发现不会校验全部未读取资源内容,部分渲染目标及旧 CPU 回读路径保留原生尺寸。
- Issue #5 原报告战斗和 Issue #6 原报告机器尚未复测,未确认故障恢复,本次改动不代表关闭这两个问题。
详见开发证据与后续验证,请通过 GitHub Issues 反馈问题。