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SSX 3 recomp v0.2.0

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@koenhendriks koenhendriks released this 22 Oct 06:19

The PC upgrade release: HD textures, anti-aliasing, a longer draw distance, sharper shadows, the HUD at the edges of a widescreen, 5.1 audio, motion blur and a modern race camera — each one a launcher option.

No game files are included. You need your own copy of SSX 3 for the Xbox, PAL version, as files: default.xbe and the data folder next to it (for example extracted from your disc image with extract-xiso).

How to play

  1. Download SSX3-recomp.zip below and unzip it anywhere.
  2. Run launcher.exe, press Browse and pick the folder with default.xbe.
  3. Pick your settings, then press Play.

New

  • HD textures: Bl4ckH4nd's HD texture pack for SSX 3 (GBAtemp), included with permission and matched to the Xbox textures (Peaks 1 and 2). On by default; the "HD textures" box turns it off.
  • Anti-aliasing: MSAA up to 8x, with smoothed cut-out edges (trees, fences, crowds). Default 4x.
  • Texture filtering: anisotropic filtering up to 16x and mipmaps for the game's own textures.
  • Draw distance: up to 2x the original view (default 1.5x).
  • Shadow quality: rider shadows drawn on the GPU at up to 8x the original resolution.
  • HUD at the screen edges in widescreen: the leaderboard, timer, meters and radio box sit at the edges instead of in the 4:3 middle.
  • Motion blur (off by default): camera and speed blur; your rider and the HUD stay sharp, other riders blur by their own motion. By Corné Dorrestijn (@cornedor).
  • Modern race camera (off by default): smoother follow, look-ahead, roll, speed FOV and landing shake. By Corné Dorrestijn (@cornedor).
  • 5.1 surround output, and a correct stereo downmix.
  • Fast boot: the title and "checking hard disk" waits pass four times as fast.
  • 60 FPS everywhere: the game's own drop to 30 FPS (Metro City's tunnels) is overridden.
  • Faster GPU rendering (combiner shaders specialised per state, by Corné Dorrestijn (@cornedor)): far less GPU time per frame at high resolutions.

Fixed

  • Long triangles and slabs pointing at the rider for a frame (start gate, pipes): vertices exactly on the camera plane were placed at the screen centre.
  • Widescreen HUD elements jumping between the screen edge and the middle; the "$" of the money counter split from its amount; panels stretched from the screen edge while sliding in.

Also in the source

  • Linux x86-64 build with its own launcher (see the README), and an experimental web build (WebAssembly + WebGPU, by Corné Dorrestijn (@cornedor); docs/WEB.md).

Requirements

  • Windows 10 or 11, 64-bit
  • A graphics card with Vulkan support and an up-to-date driver
  • Windows "N" editions: the Media Feature Pack

Controls

Xbox/XInput controllers work without setup; plug in two or more before pressing Play for Multi Play. Keyboard (player 1): Enter = Start, Z X A S = A B X Y, arrows = d-pad, numpad 8/4/2/6 = left stick, 1 / 3 = triggers (remap in keys.ini). F11 or Alt+Enter: fullscreen. F3: FPS counter.

SHA-256 of SSX3-recomp.zip: 030ce44d94a3cd207dd862ee2d77d0a4926f740ca689def2cdbceccd2f41d51d