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LibertyRecompAndroid 0.5.9
A performance release: faster game code and a lighter renderer. Install over the previous version; your saves and settings are kept.
What changed
- Faster game code. The recompiled game code keeps vector math in CPU registers instead of going through memory between instructions. Multiply-add math now runs as one fused instruction, the same way the Xbox 360 did it. The build is also tuned with a fresh profile of real gameplay.
- Lighter renderer. The render worker now prepares shader constants and texture bindings ahead of time, so the thread that records each frame for the GPU does much less work per draw. Some internal diagnostics that ran every frame are now off.
- Better GPU culling. Depth clears no longer turn off the Adreno driver's early depth rejection (LRZ) for whole render passes, and blending that changes nothing no longer disables it either.
- Less waiting between game threads. Short waits on game locks no longer give up the CPU right away.
- GPU turbo in Performance test settings: keeps the Adreno GPU at its highest clock (more heat and battery use). It is turned back off when the game exits normally.
Measured on a Retroid Pocket 5 (Snapdragon 865), compared with 0.5.8.1
- At the starting save point, recording a frame for the GPU takes about 7.4 ms instead of about 10 ms.
- In a heavy scene (under the bridge), it takes about 28.5 ms instead of about 33 ms, and the frame rate is 28.5 to 29.3 FPS. That scene is still limited by the CPU.
Results on other devices will differ. If something looks or runs worse than in 0.5.8.1, please open an issue with a debug log (Play (Debug Log) in the launcher).