Skip to content

v0.0.66 — HD texture cache prewarm (no more first-frame hitches)

Choose a tag to compare

@harrytyp harrytyp released this 03 Aug 18:11
· 27 commits to main since this release

v0.0.66 — HD texture cache prewarm (no more first-frame hitches)

Fixes

  • HD texture cache prewarm on room enter (Issue #14): First-time asset display caused heavy frame hitches — up to 618 ms spikes and 27 sluggish frames (200–330 ms each) when entering a room, because PNG decode + cache insert ran synchronously inside the render path every time an object changed state or a costume cel animated.
    • All object states and all animation frames of visible actors' costumes are now decoded once at room enter, so gameplay frames run from cache
    • Texture cache limits raised (object cache was only 64 entries — room objects were constantly evicted and reloaded; both caches now hold 2000)
    • Room transitions are a bit longer (the decode cost lands there), gameplay frames are smooth immediately — benchmark: 262 ms avg / 618 ms max over the first 30 frames → 75–80 ms avg / ~120 ms max after the prewarm frame

Binary Assets (this release)

  • scummvm — Linux binary (stripped, 27 MB, self-contained: SDL2 with X11 + ALSA statically linked, no system SDL2 required)
  • scummvm.exe — Windows binary (stripped, 29 MB)
  • scummvm-win-bundle.zip — Windows bundle: scummvm.exe, SDL2.dll (with audio), zlib1.dll, scummvm.ini, .bat launchers, INSTALL.txt

You also need

Build from Source

See build/BUILD.md in the repository.