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Releases: luizgustavs/Pink-shadPS4
Release list
0.5.0
The version focuses on raw performance gains and we are close than never to a stable 60 fps even on higher resolutions, has more graphical problems than previous versions so its less stable overhal, if you already have very good performance on 0.4.0 maybe is better stick with that version
Changes
- Big changes on the command processor to do things in parallel and making more efficient with better cpu usage
- Reduced VRAM usage to fit better on 8GB graphics card
- Basically all shaders now render correctly
- I forget the rest again
Known problems
- Sometimes games flicks, mora than previous version
- Sometimes games loading missing some textures (just restart solves)
- Not tested on AMD this release
0.4.0
This version focuses in fixes more visual glitches and reduce VRAM usage
Changes
- Less VRAM usage, i still not sure if is possible to run under 8GB of VRAM atm
- Fixed some problems in volumetric lights, particles and broken shaders on water waves
- Removed some of commandlines which disables volumetric lights and particles so now the game has better graphics fidelity
- Some optimizations overhal for better performance
- Added neo mode and 4K native internal rendering (atm is crashing after while)
- LODs problems seens fixed
Known problems
- Some shaders related to water still broken, waterfalls, water splashs, water puddles, etc...
- Sometimes games flicks, very very rare
- Sometimes games loading missing some textures (just restart solves)
- Not tested on AMD this release
0.3.0
Changes
- Better stability overall, by now you problaby can play the full game SotC without issues
- Big performance improvement
- Launcher now injects tested commandLineArgs which gives performance boost and some fixes
- Fix for the sun overbright and some buggy particles using commandLineArgs (thanks to @flavio_moraes on Youtube to point out)
- Fixes for some others minor graphical glitchs
Known problems
- Still many
- Very memory hangry, VRAM usage is going through the roof, i am not sure if is even viable to play without at leat 12GB of VRAM
- Sometimes some textures do not load, just restart the game usually fix
- Not tested on AMD cards this time
- Some problem with LODs
- I forgot the rest
0.2.0
Performance update
This update focuses solely on eliminating idle time caused by the CPU and GPU waiting on each other, along with other performance optimizations. It is less stable than the previous version and may have more graphical glitches and lower overall stability. It also includes some fixes that may benefit AMD GPUs.
0.1.0
First release with many implementations and fixes
Crash and memory fixes to the newer upstream: CPU-owned thread and fiber stacks, Windows split protection repair, BPE heap readback guard, safer DMA fault handling and resource descriptors, PM4 command fallbacks, depth copy fixes, and device loss reporting.
Improve graphics through uniform LDS barriers and wave64 branches, early fragment tests, LOD statistics from texture bindings, and dynamically indexed T# descriptor arrays for reflections. Add a per-game workaround overlay and shader cache keys for codegen settings.
Per-game workaround keys (off by default): cpu_authoritative_stacks, preserve_split_protection, bpe_heap_guard_address, compute_loop_cap, lds_barrier_uniform_readlane, early_fragment_tests_from_z_order, lod_stats_from_bindings, dynamic_tsharp_array_size, and wave64_uniform_branches. gpu_checkpoints enables optional GPU diagnostics; extra_dmem_in_mbytes is an existing memory setting.
Add raw crash reports, NVIDIA checkpoints, guest write and draw traces, performance and CP profiling, harness instrumentation, RenderDoc capture scheduling, unit tests, and project documentation updates.