vitaRTCW

PS VITA / PSTV vitaRTCW v.0.9

vitaRTCW v.0.9 is out!

Changelog:
- Updated to latest vitaGL usage.
- Added a new cvar to set up a framecap at 30 fps. (r_framecap)
- Implemented multithreaded rendering: this will greatly improve perfromances.
- Optimized several functions in the renderer backend.
- Removed all CPU/GPU syncs that were resulting in CPU stalling and performance drops.
- Reduced the amount of memory the renderer needs.
- Added paletted jpgs support. (This fixes an issue causing some maps to fail to load with Steam data files)
- Fully reworked default bindings (Needs an update of the cfg files). The new bindings are:
-- Up Arrow: Zoom
-- Left Arrow: Prev. Weapon
-- Right Arrow: Next Weapon
-- Down Arrow: Enter/Exit crouch state
-- Cross: Jump
-- Square: Reload
-- Circle: Interact with items
-- Triangle: Enter/Exit sprint state
-- Left Trigger: Scope with scoped weapons
-- Right Trigger: Attack
-- Left Analog: Movement
-- Right Analog: Aim
vitaRTCW v0.6 is out!

Changelog (v.0.6):
  • Updated to latest vitaGL usage.
  • Added gyroscope aiming (controllable from cl_gyroscope, cl_gyro_h_sensitivity and cl_gyro_v_sensitivity cvars).
  • Made so that right analog sensitivity can be adjusted via cl_analog_slowdown cvar.
- Updated to latest vitaGL usage.
- Added a check for libshacccg.suprx existence on boot.
- Added aim assist feature for single player derived from the Android port.
- Fixed fog rendering, now renders as intended.
- Updated to latest vitaGL usage.
- Updated to GCC10 usage.
- Enabled multitexturing usage (huge performance boost).
- Enabled texture compression usage.
- Enabled executable compression (saves space on filesystem)
- Fixed dynamic lights, now they render properly (r_dynamiclight).
- Fixed several renderer related glitches (eg: sometimes garbage was rendered on screen).​
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