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UFC 3 native port 0.1.14

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@GNSB GNSB released this 21 Oct 03:27

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Stability fixes from shadPS4, plus two opt-in experiments. How to play online:
HOW-TO-PLAY-ONLINE.md.

Extract this release into a new, empty folder. Do not extract it over or inside an older
version.

Fixes

  • Graphics stability: 8 fixes from shadPS4 (on by default). Other native PS4 ports built on
    the same base had already brought them in; they are now in this port too:
    • GPU command waits between the constant and draw engines (#5406);
    • memory of nested GPU command lists is freed (#5258);
    • draws with a missing or unmapped index buffer no longer read garbage (#5358, #5327);
    • samplers with undefined fields are clamped to valid values (#5137);
    • GPU submits wait on all pipeline stages (#5231);
    • faster image lookups by address (#5240);
    • barriers for vertex, index and indirect buffers (#5262);
    • the first instance of indirect draws is counted once (#5348).
    • The first start rebuilds the shaders once, so expect some stutter in the first fight.
    • In the log, the Backports: line shows what is on. BB_BACKPORTS=0 turns all of them off,
      and BB_BP<number>=0 turns off just one (for example BB_BP5262=0). If anything looks wrong
      compared with 0.1.13, please try BB_BACKPORTS=0 and tell us in an issue.
    • Two more are included but off (experimental): BB_BP_RECONV=1 (maximal reconvergence in
      compute shaders) and BB_BP5264=1 (early depth tests).

Experimental (off by default, environment variables only)

  • Driver pipeline cache and background warmup: less stutter. BB_DRIVER_PIPELINE_CACHE=1
    saves the GPU driver's pipeline cache to user/cache/driver_pipeline_cache/ when the game closes
    and loads it on the next start; BB_BACKGROUND_WARMUP=1 builds the known pipelines in the
    background while the game starts. In our test (RTX 4070, Linux) the worst hitch in a fight went
    from 250 ms to 166 ms. A damaged cache file is discarded and rebuilt, never a crash.
    Close the game normally (not by killing it) so the cache is saved.
  • Deferred GPU readbacks. BB_DEFERRED_READBACK=1 (and, on top of it,
    BB_STALE_READBACK=1) let only the thread that reads GPU results wait, not the whole GPU.
    Not measured yet: reports with BB_FRAME_STATS=1 before/after are welcome. Stale mode turns
    itself off in online matches.

Known issues

  • In Quick Fight, blood on the body and the mat may only show after a cut (under investigation;
    Career is fine).
  • With BB_WRITE_WINDOW=2, blood and sweat still do not show (#35). The default (mode 1) is not
    affected.
  • CPUs without BMI1/MOVBE/LZCNT (Intel Core 2nd/3rd gen) are still not supported. PR #48 is under
    review.

Credits

  • shadPS4 team and contributors: the upstream fixes above.
  • Ryu7w7 (OCTR Nitro-Fueled PC): their adaptation of those fixes to the bbport tree, which
    ours followed.
  • FelipePrado0 (SpartanPort) and the God of War III port line: the pipeline warmup and
    deferred readback designs.
  • HayatoG (inFAMOUS Second Son PC): the catalog of cross-port backports that pointed us to
    them.
  • As always: @luscamovi (AMD patches, PS4 Pro mode) and the mancelli shadPS4 fork, whose
    work this port still builds on.

UFC 3 native port 0.1.13

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@GNSB GNSB released this 21 Oct 01:39

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Intel Arc support (#52). On NVIDIA and AMD nothing changes. How to play online:
HOW-TO-PLAY-ONLINE.md.

Extract this release into a new, empty folder. Do not extract it over or inside an older
version.

Fixes

  • Intel Arc GPUs: black 3D scene (#52). On an Arc A580 the menus worked but the fighters,
    the octagon and the background were black. Intel GPUs run the game's shaders in smaller groups
    than the PS4's GPU and can produce invalid values (NaN) the console never does. This version
    turns on, only with Intel's drivers (Windows, and Mesa ANV on Linux), the shader fixes from
    mancelli's shadPS4 fork, tested there on an Arc B580:
    • shaders run in groups of 32 threads where the driver allows it;
    • extra synchronization of shared memory, also inside branches;
    • compute work declared in one dimension;
    • invalid values in colours and images are written as 0.
    • The first start on Intel rebuilds the shaders once. In the log, GPU: Intel device and
      GPU: Intel workarounds show what was turned on. BB_INTEL_FIXES=0 turns everything off,
      for a test.
    • Not yet confirmed on real Intel hardware by us: Intel Arc users, please tell us in #52
      whether the 3D scene now shows.

Known issues

  • In Quick Fight, blood on the body and the mat may only show after a cut (under investigation;
    Career is fine).
  • With BB_WRITE_WINDOW=2, blood and sweat still do not show (#35). The default (mode 1) is not
    affected.
  • CPUs without BMI1/MOVBE/LZCNT (Intel Core 2nd/3rd gen) are still not supported. PR #48 is under
    review.

Credits

  • mancelli: the Intel Arc shader fixes (shadPS4 fork, ufc4-intel-arc-2026-10-14).
  • @XAndromedaXR (PORTHEON): brought them to the UFC ports first (commit d7b35aa).
  • @Spriker201: the Arc A580 report and log (#52).
  • As always: @luscamovi (AMD patches, PS4 Pro mode) and the mancelli shadPS4 fork, whose
    work this port still builds on.

UFC 3 native port 0.1.9

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@GNSB GNSB released this 20 Oct 03:01

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

The real fix for the Career menu lag after the Super Fight / 2nd belt, a clean exit on Windows,
and a version check in every log. How to play online:
HOW-TO-PLAY-ONLINE.md.

Extract this release into a new, empty folder. Do not extract it over or inside an older
version.

Performance

  • Career menu lag after the Super Fight / 2nd belt (PR #41 by @nomadsdad; #36, #18, #38,
    #39, #40). In the Career hub the port read full-screen render targets back from the GPU at every
    GPU fence, about 26 times per frame and about 2 ms each, which held the menu at 10–30 FPS.
    • Now: only the images the game needs on the CPU (storage images and tiny ones) are read
      back. Players confirmed the menu is back to normal, on v0.1.8 too.
    • Also faster elsewhere: on an RTX 3060 laptop, scenes with 500–900 draws per frame went from
      85 to about 100 FPS.
    • To go back to the old behavior: BB_READBACK_LINEAR_ONLY=a. BB_READBACK_LINEAR_LOG=1
      logs which images are read back.
    • The 0.1.8 change for this menu (BB_DEPTH_AS_COLOR_REUSE) stays: it was not the cause, but it
      saves repeated work.

Fixes

  • Windows: the game no longer hangs on exit (PR #42 by @nomadsdad). After a match, quitting
    from the game's menu could leave a white window that was not responding. The process now ends
    right away, after the logs are written.
  • Version check in every log (so bug reports show the real version). The game, the GPU
    library and the Windows launcher now carry their own version.
    • The log starts with Version: game …, GPU library …, and crash reports show it too.
    • If the parts do not match (for example a new zip extracted over an old one), the log and the
      launcher show VERSION MISMATCH: … extract the release zip into a new, empty folder.

Known issues

  • With BB_WRITE_WINDOW=2, blood and sweat still do not show (#35), although it is about 20 %
    faster in heavy scenes. The default (mode 1) is not affected.
  • The 2K/4K internal resolutions are still experimental.

Credits

  • @nomadsdad: found and fixed the Career menu lag with the section profiler (PR #41), and
    fixed the Windows exit hang (PR #42).
  • @DavidSouzaLD, @Beiudo and @paulkresnik: logs and testing of the Career menu fix.
  • As always: @luscamovi (AMD patches, PS4 Pro mode) and the mancelli shadPS4 fork, whose
    work this port still builds on.

UFC 3 native port 0.1.8

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@GNSB GNSB released this 20 Oct 01:56

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Fixes for the Career menu FPS drop after winning belts, controller reconnects, blood and sweat with
BB_WRITE_WINDOW=2, and FPS going down in long sessions. How to play online:
HOW-TO-PLAY-ONLINE.md.

Performance

  • Career menu after the 2nd belt (#36, #18). The menu background that appears after winning
    titles reads a shadow map as color, and the port converted it again for every draw that used it.
    Now the conversion is reused until the shadow map changes, which gives the same pixels with much
    less GPU work. To turn it off: BB_DEPTH_AS_COLOR_REUSE=0. The log shows a
    Depth as color: … conversions/s, … reused/s line every 5 s.
  • Long sessions (#24, #32). Cached textures that the game had already overwritten were never
    freed while memory use was low, so on integrated GPUs (Steam Deck, Radeon 680M) the cache kept
    growing during a session. Textures that the game overwrote and that were not used for 60 s are now
    freed; they are uploaded again if needed. To turn it off: BB_GC_STALE_SECONDS=0. The log now
    shows a Growth (60 s): … line with the cache sizes, to find out what else grows.

Fixes

  • Blood and sweat with BB_WRITE_WINDOW=2 (#35). In mode 2 a CPU write next to GPU data could
    overwrite up to 4 bytes of that GPU data with old values. Mode 2 now checks every byte that it
    hands back to the GPU. Mode 1 (the default) is unchanged. If blood or sweat still look wrong in
    mode 2, please attach a log made with BB_WRITE_STORE_DIAG=1.
  • Crash when the controller disconnects and reconnects (#10). The port could restart SDL's
    controller system on one thread while another thread was using it. The restart is now locked, it
    waits 15 s after a disconnect so normal hot-plug can bring the controller back, and no closed
    controller is used again. The log shows Pad: disconnected / Pad: reconnected lines.

Known issues

  • These fixes were checked with automated tests and code review. If one of them does not fix your
    case, please reopen the issue with the new log; the new log lines tell us what is going on.
  • The 2K/4K experimental resolutions are still experimental.

Credits

UFC 3 native port 0.1.7

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@GNSB GNSB released this 20 Oct 00:23

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Two Career crashes fixed, and a clear message on CPUs the game cannot run on. How to play online:
HOW-TO-PLAY-ONLINE.md.

Crash fixes

  • Career crash in the "UI Update" thread (null write at guest offset 0x1a3d204; #25, #16,
    #18). When rendering fell behind, the game kept building new UI snapshots until its front-end
    heap ran dry. A UI scene built 8 times since the last frame now waits for the next frame (at
    most 250 ms). The log shows UI back-pressure (UFC-57): on. To turn it off:
    BB_UI_BACKPRESSURE=0.
  • Create Fighter crash while moving the appearance sliders or changing presets (null write at
    guest offset 0x402882 on the RenderThread; #26, probably #20). The game's 4-entry appearance
    pool could be used up before the renderer freed an entry. Now a take or a publish that would use
    it up waits for that entry to be freed (at most 250 ms). The log shows
    Appearance back-pressure (UFC-58): on. To turn it off: BB_APPEARANCE_BACKPRESSURE=0.
  • Both fixes check the game's code at startup and stay off if it does not match. If the game still
    crashes in these places, the log now prints more detail; please attach it to an issue.

CPU requirement

  • The game needs AVX2, BMI1, MOVBE and LZCNT: Intel Haswell (4th-gen Core) or newer, or AMD
    Ryzen. The README now says so (it said only "AVX"), and on an older CPU the Windows launcher shows
    why the game cannot start (exit code 24) instead of closing without a message (#21).

Known issues

  • The 2K/4K experimental resolutions in the launcher are still experimental. Both crash reports
    we received from them (on 0.1.5) are being looked into. If the game crashes with one of them on,
    try again without it before reporting.
  • FPS can go down over long sessions and after changing arenas (#24).

Credits

UFC 3 native port 0.1.12

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@GNSB GNSB released this 20 Oct 22:24

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Hotfix for 0.1.11: the game could close when a trophy was unlocked. Everyone on 0.1.11
should update. How to play online:
HOW-TO-PLAY-ONLINE.md.

Extract this release into a new, empty folder. Do not extract it over or inside an older
version. Your saves and trophies.json stay in the data folder.

Fixes

  • Crash when a trophy notification appeared (new in 0.1.11). The notification passed its
    icon to the graphics driver the wrong way, so the driver read garbage. It could close the game
    as soon as a trophy was unlocked, for example when signing a Career contract. Trophies were
    always saved, even when it crashed.
    • If you turned "Trophy notifications" off as a workaround, you can turn it back on.
    • BB_TROPHY_TEST=1 shows two test notifications at start (nothing is unlocked or saved), to
      check that they work on your PC.

Known issues

  • In Quick Fight, blood can show on the face but not on the body or the mat (Career is fine).
    A fix is being tested.
  • With BB_WRITE_WINDOW=2, blood and sweat still do not show (#35). The default (mode 1) is not
    affected.
  • CPUs without BMI1/MOVBE/LZCNT (Intel Core 2nd/3rd gen) are still not supported. PR #48 is under
    review.

Credits

  • As always: @luscamovi (AMD patches, PS4 Pro mode) and the mancelli shadPS4 fork, whose
    work this port still builds on.

UFC 3 native port 0.1.11

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@GNSB GNSB released this 20 Oct 18:11

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

The main menu's images now show up right away, trophies are saved and announced, and Linux gets
an AppImage. How to play online:
HOW-TO-PLAY-ONLINE.md.

Extract this release into a new, empty folder. Do not extract it over or inside an older
version.

Fixes

  • Menu images load right away (#44). Every time the main menu appeared, its tiles stayed
    empty for about 3 seconds, on every PC and on the Steam Deck.
    • Cause: when the game started a thread, the port made the new thread visible before setting
      it up. EA's thread library read an id of 0 at that moment, so a thread's timers could be
      delivered to another thread. The asset loader asked to be woken in 3 ms and slept 50–250 ms
      instead, once per image.
    • Now: a thread is set up before anyone can see it. The gap between menu images went from
      70–90 ms to about 3 ms. Other waits of the game use the same timers, so other screens may
      also feel quicker.
    • The same fix exists in PORTHEON's UFC 4 port (commit 5340e66).

New

  • Trophies (#45), offline. Unlocked trophies are saved with their date in trophies.json, in
    the same data folder as your saves and logs. The game's own trophy list shows your progress, and
    a notification with the trophy's icon appears for about 4 seconds ("Trophy unlocked: #N").
    • The trophy names are encrypted in the game files. If you have your own trophy key, put
      trophy_key=<32 hex digits> in bbport.ini and the notification shows the real name. No key
      is included.
    • "Trophy notifications" in the in-game menu (Insert or L3+R3), or
      trophy_notifications=0 in bbport.ini, turns off the notification. Trophies are still saved.
  • Linux AppImage (#49): UFC3Native-x86_64.AppImage, next to the tar.gz. It opens the same
    GTK launcher. It uses the system's Python, PyGObject and GTK 4 (same requirements as the
    tar.gz), and keeps your data, saves and logs in ~/.local/share/UFC3Native. Without FUSE, run it
    with --appimage-extract-and-run.
  • Linux logs: a System line every minute shows CPU used by other programs, clocks,
    temperatures, power and battery. It helps tell whether a slowdown comes from the port or from
    the system (#47).
  • Diagnostics for bug reports: BB_FILE_TRACE=2 (file opens and reads with timings),
    BB_EQUEUE_TRACE=1 (event queues and timers). Both are off by default.

Known issues

  • With BB_WRITE_WINDOW=2, blood and sweat still do not show (#35). The default (mode 1) is not
    affected.
  • CPUs without BMI1/MOVBE/LZCNT (Intel Core 2nd/3rd gen) are still not supported. PR #48 is under
    review.
  • The 2K/4K internal resolutions are still experimental.

Credits

  • @SercanDmr: the reports and Steam Deck logs behind the menu fix, the trophies and the
    AppImage (#44, #45, #47, #49).
  • @XAndromedaXR (PORTHEON): their UFC 4 port had the same thread setup fix.
  • As always: @luscamovi (AMD patches, PS4 Pro mode) and the mancelli shadPS4 fork, whose
    work this port still builds on.

UFC 3 native port 0.1.10

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@GNSB GNSB released this 20 Oct 15:35

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Local multiplayer with two controllers, louder voices on stereo outputs, fewer GPU hangs and safer
saves on Windows. Most of this release is ported from PORTHEON by @XAndromedaXR, a GPL fork
of this port that also runs UFC 1, 2 and 4. How to play online:
HOW-TO-PLAY-ONLINE.md.

Extract this release into a new, empty folder. Do not extract it over or inside an older
version. The first start rebuilds every shader once, so the first loading screens are slower.

New

  • One player per controller (offline). Every controller after Player 1's is now its own PS4
    user (players 2 to 4), so a second controller can pick a fighter as Player 2, even with two
    identical pads or Parsec's virtual controllers.
    • On by default. The in-game menu (Insert or L3+R3) has the switch "One player per
      controller" and shows which pad is which player. local_multiplayer=0 in bbport.ini, or
      BB_LOCAL_MULTIPLAYER=0, turns it off.
    • If Player 2's controller disconnects, Player 2 stays signed in for 30 seconds and gets the
      same controller back when it reconnects.
    • Online play still uses a single local player.
  • Louder voices and commentary on headphones and stereo speakers. The game mixes in 7.1. The
    port now folds it to stereo itself, without the extra scaling that left voices at about a third
    of their level. BB_AUDIO_DOWNMIX=sdl restores the old mix.
  • Master volume: BB_VOLUME (10 to 400, in percent; default 100), with a limiter so that loud
    moments do not distort.

Fixes

  • Fewer GPU hangs ("device lost", code 23).
    • Every loop in a translated shader now stops after 65,536 iterations in a row. A garbage loop
      count in the game's data can no longer run until the driver resets the GPU.
      BB_SHADER_LOOP_GUARD=0 turns this off, for testing.
    • Image copies and tiling passes are checked against the size of their buffers and images. A
      copy that would go past the end is dropped, and the log says so (Copy check: …).
    • GPU crash reports now name the texture involved.
  • Fewer GPU readbacks. When the game copies memory (with memcpy/memset) next to data the
    GPU wrote, the port now knows exactly which bytes the copy wrote. It no longer reads those
    pages back from the GPU or marks the write site as a slow one. BB_HOST_COPY_EXTENTS=0 turns
    this off.
  • Windows: "damaged save" after a Career save. If another program (often an antivirus) had a
    save file open, replacing it could fail and leave the two halves of a save from different
    moments. The port now retries, using a rename that works on open files. If it still cannot
    replace the file, the previous save stays intact and the log says so.
  • A damaged game file is now named instead of crashing (#31). If
    samplegame/data/common/config/memory.cfg (or videoheap.cfg) in your game folder is empty or
    damaged, the game check now says which file it is, and asks you to extract the game and the
    1.14 update again. Before this, the game closed right at start with no clear reason.

Known issues

  • With BB_WRITE_WINDOW=2, blood and sweat still do not show (#35). The default (mode 1) is not
    affected.
  • CPUs without BMI1/MOVBE/LZCNT (Intel Core 2nd/3rd gen) are still not supported. PR #48 adds a
    translation for them and is under review.
  • The 2K/4K internal resolutions are still experimental.

Credits

  • @XAndromedaXR (PORTHEON): the shader loop guard, the copy bounds checks, libc copies
    without readbacks, one player per controller, the stereo fold and volume, and the Windows save
    fix are ported from PORTHEON's GPL code (commits 44edf33, d1108a7, aadb446, ef8e40a,
    074f3cd, 373a633, a6727af, add2b9c).
  • @daffarst: logs for the startup crash (#31).
  • @SercanDmr: Steam Deck logs and reports (#35, #47).
  • As always: @luscamovi (AMD patches, PS4 Pro mode) and the mancelli shadPS4 fork, whose
    work this port still builds on.

UFC 3 native port 0.1.6

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@GNSB GNSB released this 17 Oct 17:03

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Smoother fights with fewer GPU readbacks, a Windows launcher that fits small screens, and
./ufc3.sh --play on Linux. How to play online: HOW-TO-PLAY-ONLINE.md.

Performance

  • Exact write ranges (PR #13 by @SinLeeke). When the game writes into memory next to
    GPU-written data, the port now knows the exact bytes the write touches instead of guessing with a
    16-byte margin, so writes that only sit beside GPU data no longer force a GPU readback.
    • On by default: the exact range of the game's memcpy/memmove/memset.
    • Opt-in with BB_WRITE_WINDOW=2: guest stores are decoded too. On a GTX 1650 at 1080p,
      fights went from 51.5 FPS with alternating 8/30 ms frames to 60–64 FPS, and readbacks dropped
      from about 25/s to about 4/s. On Linux: BB_WRITE_WINDOW=2 ./ufc3.sh. On Windows: set the
      environment variable before starting SacredFire.exe.
    • Details: WINDOWS-EXACT-WRITE-WINDOWS.md.
  • New BB_GUEST_FPS_LIMIT (off by default), also from PR #13. It is a frame limit applied on
    the game's own thread, so it adds no input latency, unlike BB_FPS_LIMIT, which holds finished
    frames.

Launchers

  • Windows: on screens shorter than the launcher (768p laptops, or 1080p at 125 % scaling and
    above), the window now fits the screen and scrolls, so Play, Stop and the log can be reached
    (#14). On screens where it already fit, nothing changes.
  • Linux: ./ufc3.sh --play starts the game directly with the settings saved in the launcher
    (game folder, name, language, video and online mode), without opening the window and without
    needing GTK, like SacredFire.exe --play on Windows (#12). BB_GAME_DIR overrides the saved
    folder, and ./ufc3.sh --play /path/to/CUSA06534 still works.

Known issues

  • At 150 % scaling on a 1366-pixel-wide screen, the Windows launcher is about 20 px wider than
    the screen.
  • With BB_WRITE_WINDOW=2, some frames over 33 ms remain in some fights when the game reads
    GPU-written data.
  • Keep the log folder on a local disk for the best FPS.

Credits

  • @SinLeeke: exact write windows and the guest frame limit (PR #13), with measurements on a
    GTX 1650.
  • @SercanDmr: the --play request for Linux (#12) and the readback report (#15).
  • @waghrudraksh: reported the Windows launcher cut off on a laptop screen (#14).
  • As always: @luscamovi (AMD patches, PS4 Pro mode) and the mancelli shadPS4 fork, whose
    work this port still builds on.

UFC 3 native port 0.1.5

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@GNSB GNSB released this 17 Oct 01:41

Native EA SPORTS UFC 3 port (PS4 CUSA06534, update 1.14) for Windows and Linux.
No game files are included: you need your own dump of the game and its 1.14 update.

Write windows are back on Windows, blood and sweat are back, two new launchers, and online
rematches work. How to play online: HOW-TO-PLAY-ONLINE.md.

Performance

  • Write windows on by default on Windows again (and single-stepped writes on Windows and
    Linux). UFC-48 made them coherent, which fixes the 0.1.4 heap corruption that forced them off.
    On an RTX 3060 laptop a Career fight goes from about 30 to 60–70 FPS.
  • Logs written to a network drive with frame statistics on no longer stall the GPU thread
    (readbacks.csv is flushed once a second instead of on every readback).

Graphics

  • Blood and sweat on hits are back (missing since 0.1.3; BB_PREUPLOAD=1 again), with the
    created fighter's skin still correct.

Crash and freeze fixes

  • Fixed a GPU hang (device lost) when changing hair/head repeatedly in the Career fighter editor.
  • Possible fix for AMD freezes and closes (late EOS labels were being dropped). AMD users:
    please report
    whether this helps.
  • Validated on Windows: second fight and career contract without a crash.

Launchers

  • Windows: new UFC 3 dark/gold look (your dump's own artwork in the banner), a log folder
    setting, and Offline / Join server / Host server for online play.
  • Linux: new GTK launcher with the same Offline / Join / Host modes
    (python3 launcher/ufc3_launcher.py, or ./ufc3.sh with no arguments).

Online

Experimental

  • 2K (2560x1440) and 4K (3840x2160) internal resolution in the launcher's resolution list.
    In game, choose VIDEO → RESOLUTION → Favor Resolution (the option only appears in these
    modes). Validated on Linux only.

Known issues

  • Fights on Windows still run below Linux.
  • Keep the log folder on a local disk for the best FPS.
  • "Clear shader cache" recompiles every shader on each start: leave it off.