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v0.5.0: Native renderer now supports movie playback

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@github-actions github-actions released this 25 Oct 01:36
  • Breaks existing saves: saves now go in a saves folder next to the game, as it no longer depends on the ReXGlue VFS.
  • The game's movies (the Ubisoft logo, the intro and the story movies) now play in the window, with sound.
  • A large part of the game now runs as native C++ instead of recompiled Xbox 360 code, which is a little lighter on the CPU. This build may include regressions from that move to native code.

v0.4.7.1: More readable config

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@github-actions github-actions released this 20 Oct 18:07
  • Settings are now located in a .toml file that's more readable than the shell and batch scripts that were previously included in releases
  • Native renderer now defaults to on

v0.4.7: headlight and motion blur fixes

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@github-actions github-actions released this 19 Oct 20:53
  • The headlight beam no longer lags or flickers far from the map's center (floating-point precision far from the world origin threw off its blend).
  • The motion blur is now blended smoothly at high frame rates; it used to update once a tick, which made things under it, like the headlight beam on the road, look like they ran at 30 fps.
  • Motion blur can be turned off with --motion_blur=false (on by default; see run.sh/run.bat).

v0.4.6: graphics memory fix

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@github-actions github-actions released this 19 Oct 14:41
  • Graphics memory no longer grows with every race

v0.4.5: pause menu and cockpit fixes

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@github-actions github-actions released this 19 Oct 02:08
  • The pause menu's input repeat and its sub-menus' arrow behave at any frame rate
  • Logos before boss races no longer flicker
  • Cockpit dials no longer blend incorrectly and the turbo gauge works

v0.4.4: Less work for the game thread

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@github-actions github-actions released this 17 Oct 00:36
  • The thread that runs the game and records what to draw now does about 40% less work a frame. Parts of it are now done natively instead of through the translated code, or once per game tick instead of every frame.

v0.4.3: Faster rendering and Xbox 360 gamma

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@github-actions github-actions released this 16 Oct 21:43
  • The renderer now remembers the textures and shaders each draw uses instead of working them out again every frame: about 12% less work on the render thread a frame.
  • A new --xbox_gamma option shows the game with the Xbox 360's picture tuning: hdtv looks as it does on a TV, darker in the mid-tones and shadows. It's off by default; see the notes in run.sh.

v0.4.1: Windows version (experimental)

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@github-actions github-actions released this 16 Oct 14:39
  • A Windows version: download the win-amd64 zip and run run.bat, with the same options as run.sh. It's experimental and has only been tested under Wine so far, so reports from real Windows PCs are welcome.
  • Needs a GPU with Vulkan 1.3; the README lists examples.

v0.4.0: Higher resolutions and fullscreen

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@github-actions github-actions released this 16 Oct 00:06
  • --width/--height and --fullscreen draw the game at higher resolutions, up to your screen's, with the 3D view at full resolution instead of upscaled.
  • Black bars on screens and windows that aren't 16:9. By default the game still runs at its own 1280x720.

v0.3.9: Smooth glow

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@github-actions github-actions released this 15 Oct 22:59
  • The light glow (bloom) no longer ghosts with frame interpolation: its trail now moves and fades smoothly at any frame rate.