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RE Code Veronica Recomp Release v1.1.2

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@kastieloficial kastieloficial released this 25 Oct 21:54
· 1 commit to code-veronica since this release

Português

Compatibilidade gráfica: tela preta ao usar iluminação

  • Corrigido o alinhamento de envio das texturas cúbicas usadas pela iluminação, para melhorar a compatibilidade com diferentes instalações do Direct3D 12.
  • O teste na RTX 2080 Ti, antes afetada por tela preta/travamento ao ligar o isqueiro, não voltou a apresentar a falha na sessão reportada. O participante também conseguiu atravessar portas e entrar em combate. Esse retorno é de um teste inicial; não representa validação de todas as placas ou de todas as cenas.
  • Mantidas as correções de áudio da 1.1.1 e de sombras da 1.1. Os shaders de iluminação/sombra, a interpolação e o FSR Frame Generation não foram alterados nesta atualização.

Ainda em investigação: contornos em alguns objetos e linhas/bordas em forma de caixa nas sombras relatados na build de teste. Esta atualização não anuncia correção desses artefatos, nem da tela branca na cena dos tiros da issue #9.

Atualize pelo launcher ou extraia o ZIP completo sobre sua instalação. Abra Code Veronica.exe. O atualizador preserva saves, configurações, mods e caches. As versões anteriores continuam disponíveis para retorno. Os pacotes auxiliares de LiveSplit e Veronica PKG Extractor continuam na versão 1.0.

Se o problema persistir, anexe o novo bin/run-log.txt à issue #4 e informe a GPU e a cena afetada.

English

Graphics compatibility: black screens when lighting becomes active

  • Fixed cube-texture upload placement to improve compatibility across Direct3D 12 installations.
  • In the reported RTX 2080 Ti test, the previous lighter-related black screen/device-loss failure did not recur. The affected participant also passed through doors and entered combat. This was an initial test, not validation of every GPU or scene.
  • Retains the v1.1.1 audio fix and v1.1 shadow fixes. Lighting/shadow shaders, pose interpolation and FSR Frame Generation are unchanged.

Still under investigation: object outlines and box-shaped lines/borders around shadows reported with the test build. This release does not claim to fix those artifacts or the white-screen gunfire cutscene reported in issue #9.

Update through the launcher or extract the complete ZIP over your installation. Start Code Veronica.exe. Saves, settings, mods and caches are preserved by the updater. Previous releases remain available for rollback. LiveSplit and Veronica PKG Extractor packages remain at v1.0.

Technical details

The texture uploader aligned row pitch to 256 bytes but placed consecutive cube faces at row_pitch * row_count. For the lighting's 1×1 cube lookup textures, that produced face offsets 0, 256, 512, 768, 1024, 1280. These offsets are not portable to D3D12 environments that require 512-byte subresource placement.

The host upload-face stride is now rounded up to 512 bytes for cube textures. Buffer allocation, CPU decode destinations and CopyTextureRegion source offsets use that same stride. The 1×1 cube offsets are therefore 0, 512, 1024, 1536, 2048, 2560. The guest PS3 layout/face pitch, decoded texels, texture formats and shader calculations are unchanged. Ordinary 2D uploads and the existing 2D mip-chain path are unchanged. Cube layouts already aligned to 512 bytes retain their previous placement; a 1×1 cube requires an additional 1536 bytes of staging space. No draw passes are added, and no game-performance improvement is claimed.

The affected stable-build log recorded DXGI_ERROR_DEVICE_REMOVED (0x887A0005) with removal reason DXGI_ERROR_INVALID_CALL (0x887A0001). The test build recorded the padded uploads and no new device-loss/PSO-creation failures in the supplied session.

The affected installation returned E_INVALIDARG (0x80070057) for the D3D12_OPTIONS13 capability query. That is a failed query, not a returned FALSE capability value. Public reports demonstrate that RTX 2080 Ti hardware can expose unrestricted copies in other environments. This change uses the portable alignment instead of assuming that an optional relaxed-copy capability is available from the current runtime/driver. It is not an NVIDIA-only workaround.

Validation includes synthetic texture upload/readback checks on D3D12 WARP and RX 6700 XT, comparison against GetCopyableFootprints, preservation of all useful texel bytes, shadow-atlas regressions, retained audio-backend tests, and GUI/shared-log startup checks for EU/US/JP. These are targeted tests; they do not replace a full-game playthrough on every device.

References: D3D12 placed-subresource alignment, CheckFeatureSupport.

Original PS3 game files are not included; provide the extracted files from your own game copy.