Voyager Elite Force 0.9.2
Fixes
- Corrupted graphics with MSAA + bloom on Adreno GPUs (and GPU hangs on some devices): the renderer was binding pipelines built for the multisampled main render pass inside the single-sample post-bloom pass — every 2D/UI draw when bloom is enabled. Some GPUs tolerated it; Adreno rendered banded garbage and could hang (
VK_ERROR_DEVICE_LOST). Pipelines for the post-bloom pass are now built correctly. The automatic MSAA disable from v0.9.1 is removed — full 4x MSAA + bloom now works on Adreno, verified on a 2016 Adreno 530 and a Snapdragon 8 Gen 2 handheld. - No more first-use effect hitches: all render pipelines are now precompiled behind the loading screen (pipeline prewarm) instead of compiling mid-game the first time a mirror, fog volume, dynamic light or transporter effect appears.
- Draw-based screen clears on older Qualcomm drivers where the native clear command races with rendering (same workaround Chrome ships).
- The multisampled framebuffer is allocated correctly when bloom needs to store it.
Known issues
See the README. If you still see corrupted graphics on your device, try disabling MSAA in Video options and please report your device + GPU driver version.
Install over v0.9.x works (same signature); your settings and game data are kept.