GoldenEye Recomp v1.3.0-android.2
Pre-release
Pre-release
GoldenEye Recomp v1.3.0-android.2
Prerelease build of the Android handheld port + stability fixes.
Artifacts
GoldenEye-Recomp-v1.3.0-android.2-android-arm64.apk— signed Android APK (arm64-v8a).GoldenEye-Recomp-v1.3.0-android.2-linux-amd64.tar.gz— Linux amd64 bundle (run.sh+ libs).
Requirements
- Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan
vertexPipelineStoresAndAtomics; Mali is unsupported). - You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.
Changes
- chore(release): v1.3.0-android.2
- docs: record lockup root cause + Dam render-scale experiment results
- feat(diag): surface write-watch fault diagnostics in ge.log
- docs: hand off the open Thor gameplay-lockup investigation
- feat(diag): watchdog TOTAL-FREEZE trigger for everything-stopped lockups
- feat(android): enable GPU timestamps on the handheld
- feat(overlay): per-stage frame-time bars + displayed fps; render-scale combo
- fix(tools): derive net CP work in perf_report.py
- feat(tools): perf_report.py -- offline analysis of GE perf telemetry
- feat(diag): GESPIKE stage-breakdown line + guest-wait/starvation feeds
- feat(menu): 'Record Perf CSV' toggle in the VIDEO tab
- feat(diag): GESHOWN2 req/s + loop/s rates (Android)
- feat(diag): GESHOWN present-pipeline rate line
- fix(fps): make GEFPS stats match player-perceived performance
- fix(android): keep the native lib named libge.so
- fix(android): gate the unverified mouse-look port off on pad-first handhelds
- perf(android): optimized release build + split debug/release packaging
- Implemented ALOT of CEpatches
- fix(input): make mouse-look additive so the right stick works again
- feat(diag): on-screen + logged guest-FPS benchmark recorder
- fix(release): scope gh release create to origin repo explicitly
- docs: add SDD for keyboard & mouse (mouselook) PC support
Provenance
- game:
77de4b9(branchperf/arm64-handheld) - rexglue SDK:
de05de1