
If you want to read a more general deep-dive into game asset compression, storage and loading then we have a more technical post up on our company blog here. The p3a Archive FormatIn Kuro, we are using our p3a archive format, which contains compressed assets. We do not recommend changing the default behaviour. "Always" uses the extra buffering even on NV and Intel GPUs. "Never" forces the prior behaviour even on AMD. The default is "Auto" and selects the behaviour based on the GPU vendor. This setting will show up in the file after launching the new version once and accessing its settings. If, for any reason, you want to override this automatic selection, you can do so by changing the "extra_host_write_buffering" setting in the game's "settings.yaml" file found in "%LOCALAPPDATA%/Falcom/Kuro". Regarding the GPU data transfer change, in our testing this improved performance by a significant degree on some AMD systems, but was neutral or slightly negative in its performance impact on other systems.Īs such, by default we enable this behavior only on systems with an AMD GPU and disable it on others. Adjust chapter start screens for non-16:9 aspect ratios.Fix fade effect not spanning the whole screen in non-16:9 aspect ratios when skipping events.

We have observed this to significantly improve performance on some systems with AMD GPUs.

As such, it would probably be a good idea for mod authors to prefix their files with a numeric code, e.g. The archives will be loaded in lexicographical order, with files from subsequent archives taking precedence.

More precisely, the game will load the content of all p3a archives in the "mods" subdirectory (if such a directory exists), after loading the essential archives shipped with the game. Automatically load "*.p3a" files found in the "mods" subdirectory.Colorize the PlayStation-style controller button prompt face button glyphs.

Focus on the most recently manually created save in the loading dialog even if a newer autosave exists.Add an indication of the actual render resolution to the graphics settings menu render scale selection.Improve the Japanese descriptions for some game settings.Fix the very first frame the game ever renders during initial loading being gray instead of black.Yume can now hug Van just as well at 200 FPS as she can at 60 FPS! Fix a select few instances of animations in scripted scenes not playing back correctly at high framerates.Today we are releasing an update for Kuro no Kiseki with the following changes:
