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JSRF-PC beta 1.2

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@spriteice spriteice released this 29 Oct 10:21
e5b5397

Thanks to JuMatt for the original port. You need your own, legally acquired copy of the game: the standalone USA (NTSC-U) disc. Setup is in the README.

This is a major performance release. The game runs smoother everywhere, and most of all in Game Mode on SteamOS. On the ROG Xbox Ally X, the frames shown late fell from 21 to 455 a test run to 2 to 7, plugged in, on battery, and in a window, and no frame took longer than 50 ms in play. Tested on Linux and Windows.

During testing, the game's main thread in The Garage went from 39–58% of a CPU core to 9–15%, and the GPU thread from 17–29% to 9–15%. In 99th Street, the main thread went from 21–40% to 19–26%, and the GPU thread from 36–59% to 25–44%.

Added

  • Performance menu: Developer > Performance has what the engine does for speed, each on and ticked by default, to untick and compare: GPU queue, Sleep while waiting for the GPU, Compressed textures direct, and on Linux, Use P cores and Display pacing.
  • Use P cores: On a processor with two kinds of cores, as the ROG Xbox Ally X has, the game's two busiest threads run on the fast ones. It leaves the clocks and the power profile as they are. (Linux)
  • Sound logging: Developer > Logging > RECOMP_APU_CHANNELS logs when one side of the sound goes quiet, with what each voice was playing at the time, to help find the bug where sound comes from one side only.
  • xemu's sound: Developer > Engine switches > RECOMP_APU_MIX=xemu plays the sound as xemu does, to compare when testing. The game's own sound stays the default.

Fixed

  • Uneven frame pacing: The game's frames drifted against the display's refreshes, so sometimes one showed twice and the next not at all, which felt choppy and sluggish in Game Mode. Frames are now timed by the display's refreshes. (Linux)
  • Stutter entering a level: Entering a level held one frame for up to a fifth of a second while its textures were made. Textures are now made several times faster, and entering a level takes under 30 ms.
  • Slowdown during certain effects: The spray can's effect and the sewer's splashing water made new shaders as they faded, which slowed the game down. They make none now.
  • Busy menus: In the menus and The Garage, the game spun while it waited for the graphics, using up to two thirds of a CPU core. It now sleeps while it waits, and the menus respond better.
  • Missing scenery on Kibogaoka Hill and in the Fortified Residential Zone: Rails, rafters, walkways, and stacked houses weren't drawn. (JuMatt, upstream 0.5.7)

Changed

  • GPU queue on: The game prepares its next frames while the last ones are drawn, as b1.1's experiment did, now by default. It moves from Developer > Experimental to Developer > Performance > GPU queue. If you turned the experiment off again in b1.1, the queue stays off: tick GPU queue to turn it on.
  • CPU profile: Developer > Logging's RECOMP_CPU_PROFILE now works on Windows too.
  • GPU profile: Developer > Logging's RECOMP_GL_PROFILE also logs the graphics card's own time for each frame.
  • Timeline log: A diagnostic log that was always on is now off, which nearly halves a run's log. Developer > Logging > RECOMP_GL_TIMELINE turns it on.
  • Shader cache: The shaders changed, so the first start after updating shows "Building shaders" for longer than usual, once. The cache is kept.

Known issues

  • Jet boost in widescreen: In 16:9, the boost effect is stretched and not drawn correctly, with black bars around the picture.
  • Half a pixel off: Some elements may appear half a pixel out of place, a side effect of the fix for graffiti on walls.
  • Sound from one side: Between menus, sound sometimes comes from one side only. If it happens to you, a log from a run with Developer > Logging > RECOMP_APU_CHANNELS ticked helps find it.
  • Music in the Graffiti picker: Sometimes the music stops in The Garage's Graffiti picker. It comes back in gameplay.
  • Black screenshots: Snipping Tool captures the game as black in full screen. Playing in a window (F11) may get around it. (Windows)
  • Graffiti menu icons on AMD: On some AMD graphics, the left and right icons in The Garage's Graffiti menu stop working when selected again. (Windows)
  • Free camera in a scene: With the free camera on (F8), it still steers the view in the scene where other skaters head off, as Poison Jam do in Shibuya Terminal.

Reporting a bug

Open an issue and attach the log from the run where it happened. The latest run is last-run.log, and the five before it are kept as run-<date>.log:

  • Linux: ~/.local/state/jsrf-pc/, and its logs folder (portable mode: portable/logs/)
  • Windows: %LOCALAPPDATA%\JSRF-PC\, and its logs folder (portable mode: portable\logs\)

Starting the game again renames last-run.log, so if you've played since, attach the run-<date>.log from that time.

Downloads

Platform File
Linux x86_64: SteamOS, Ubuntu 22.04+, and most modern distros. Extract it and run jsrf-pc. JSRF-PC-b1.2-linux-x86_64.tar.gz
Windows 10 or 11, x86_64. Extract it and run JSRF-PC.exe. JSRF-PC-b1.2-windows-x86_64.zip

SHA-256:

e3974376fe9d8bc111e633de53357ea2ef02c18400cc7032a34b8474478844a5  JSRF-PC-b1.2-linux-x86_64.tar.gz
8bb4dadeccf1cdf7c4876192aef8fefd654ee1c6b9b72ec7185abf8f9e0c69d9  JSRF-PC-b1.2-windows-x86_64.zip