Posted September 23, 2021
9/22/2021
NWN EE v85.8193.32 is now available for GoG Galaxy Users.
Greetings, Neverwinter Nights players and modder's!
Today we’re releasing Patch 8193.32 for Neverwinter Nights: Enhanced Edition! This update brings dozens of bug fixes and new features— including some exciting updates for content creators! Curated community content is also getting a new addition: A Hunt Through The Dark, by Markus Schlegel!
Patch Highlights
Renderer | Significant performance improvements & better shadows
New Curated Content | Play as a drow in Markus Schlegel’s campaign, A Hunt Through The Dark
Scriptable UI | Module authors can now create custom UI panels!
Apple M1 support | Owners of Apple M1 devices now will have a much better experience playing NWN:EE!
More than 100 fixes | Many other new features, script commands & fixes
Changes over build .31
This build is following the beta build from last week, and includes the following changes on top of it:
Renderer: Fixed SetTextureOverride() not working for custom content.
Nui/Scriptable UI: Fixed combo() widget not decoding UTF8 correctly.
ResMan: Fixed RESTYPE_JUI having the wrong ID, and added to nwscript.nss.
nwscript.nss: Minor text/documentation updates.
Renderer Improvements
Many improvements have been made to the rendering and shadows engine:
Greatly reduced the amount of CPU time spent on rendering shadows (50-90% less) by moving more work to the shaders and just doing things more intelligently.
Reduced buffer transfers related to rendering shadows (perf+)
Fixed some common shadow rendering issues related to "behind" stencil tests. It does not fix every issue, however, and in rare cases, some issues may become more apparent - but all in all, the benefits should outweigh the drawbacks. The old approach can be restored with using "shadowfliporder 1" in the console.
Shadow and beam volumes now use their own unique shaders.
Fixed a number of other shadow rendering issues by doing view frustrum clipping in the vertex shaders. This (beyond improving performance) alleviates issues with shadows sometimes being cut off in odd places (and similar).
The game now uses tiledata bounding box to determine lower clip of shadow volumes. This fixes shadows not being applied to geometry below the z position of the tile.
The game now adjusts shadow alpha based on the vertical distance between the shadow plane used for drawing projections and the projection source. This gives a more correct shading.
Removed the “experimental optimized shadow rendering” toggle. It is now always enabled.
Added some minor refinements that help reduce the visual oddities caused by shadows being projected by erroneous models.
Fixed dynamic shadow rendering performance dropping significantly on certain devices due to the new streaming setup.
Added new debug outputs that help content artists to debug models from within the game. This includes rendering mesh bounding boxes, pivots (centers), emitter and light ranges, as well as shadow volumes. The options are accessible through the normal debug panel (ctrl+shift+f12).
Optimized generation of shadow volumes to better fit the size of the shadow plane used for rendering shadows. Improves performance in GPU limited situations.
Fixed an issue that made shadows fade out too quickly at low view angles.
Fixed an issue with the scene manager that made geometry culling less effective.
Made the game automatically downsize textures larger than the client GPU supports (instead of just failing to render).
Optimized the size of the baked font textures to minimize texture memory footprint.
Tweaked the subsurface light algorithm and made the normal debug outputs also apply for water.
Removed some redundant GPU data buffer uploads.
Fixed soft particles reading the screen depth at an offset position, resulting in occasional halos appearing around objects.
Fixed automatic tile texture rotation (`rotatetexture 1`) causing normal and displacement maps to malfunction.
Added a new console command ‘printvertexdata’. Prints an overview of the amount of memory currently used for vertex data (model geometry) to the client log.
Fixed rendering unlit models with envmap (chargen colour picker shader issue; Halaster model issue).
Fixed object view culling not respecting visual transforms, resulting in objects sometimes not appearing if transformed into view.
Fixed some static parts being removed after having been auto-combined, resulting in erroneous shadows for some static geometry.
Fixed skinmesh bone hierarchy to initial model layout. This solves certain issues caused by skinmeshed bodyparts being dynamically attached and removed.
Fixed low quality render mode darkening water too much.
NWN EE v85.8193.32 is now available for GoG Galaxy Users.
Greetings, Neverwinter Nights players and modder's!
Today we’re releasing Patch 8193.32 for Neverwinter Nights: Enhanced Edition! This update brings dozens of bug fixes and new features— including some exciting updates for content creators! Curated community content is also getting a new addition: A Hunt Through The Dark, by Markus Schlegel!
Patch Highlights
Renderer | Significant performance improvements & better shadows
New Curated Content | Play as a drow in Markus Schlegel’s campaign, A Hunt Through The Dark
Scriptable UI | Module authors can now create custom UI panels!
Apple M1 support | Owners of Apple M1 devices now will have a much better experience playing NWN:EE!
More than 100 fixes | Many other new features, script commands & fixes
Changes over build .31
This build is following the beta build from last week, and includes the following changes on top of it:
Renderer: Fixed SetTextureOverride() not working for custom content.
Nui/Scriptable UI: Fixed combo() widget not decoding UTF8 correctly.
ResMan: Fixed RESTYPE_JUI having the wrong ID, and added to nwscript.nss.
nwscript.nss: Minor text/documentation updates.
Renderer Improvements
Many improvements have been made to the rendering and shadows engine:
Greatly reduced the amount of CPU time spent on rendering shadows (50-90% less) by moving more work to the shaders and just doing things more intelligently.
Reduced buffer transfers related to rendering shadows (perf+)
Fixed some common shadow rendering issues related to "behind" stencil tests. It does not fix every issue, however, and in rare cases, some issues may become more apparent - but all in all, the benefits should outweigh the drawbacks. The old approach can be restored with using "shadowfliporder 1" in the console.
Shadow and beam volumes now use their own unique shaders.
Fixed a number of other shadow rendering issues by doing view frustrum clipping in the vertex shaders. This (beyond improving performance) alleviates issues with shadows sometimes being cut off in odd places (and similar).
The game now uses tiledata bounding box to determine lower clip of shadow volumes. This fixes shadows not being applied to geometry below the z position of the tile.
The game now adjusts shadow alpha based on the vertical distance between the shadow plane used for drawing projections and the projection source. This gives a more correct shading.
Removed the “experimental optimized shadow rendering” toggle. It is now always enabled.
Added some minor refinements that help reduce the visual oddities caused by shadows being projected by erroneous models.
Fixed dynamic shadow rendering performance dropping significantly on certain devices due to the new streaming setup.
Added new debug outputs that help content artists to debug models from within the game. This includes rendering mesh bounding boxes, pivots (centers), emitter and light ranges, as well as shadow volumes. The options are accessible through the normal debug panel (ctrl+shift+f12).
Optimized generation of shadow volumes to better fit the size of the shadow plane used for rendering shadows. Improves performance in GPU limited situations.
Fixed an issue that made shadows fade out too quickly at low view angles.
Fixed an issue with the scene manager that made geometry culling less effective.
Made the game automatically downsize textures larger than the client GPU supports (instead of just failing to render).
Optimized the size of the baked font textures to minimize texture memory footprint.
Tweaked the subsurface light algorithm and made the normal debug outputs also apply for water.
Removed some redundant GPU data buffer uploads.
Fixed soft particles reading the screen depth at an offset position, resulting in occasional halos appearing around objects.
Fixed automatic tile texture rotation (`rotatetexture 1`) causing normal and displacement maps to malfunction.
Added a new console command ‘printvertexdata’. Prints an overview of the amount of memory currently used for vertex data (model geometry) to the client log.
Fixed rendering unlit models with envmap (chargen colour picker shader issue; Halaster model issue).
Fixed object view culling not respecting visual transforms, resulting in objects sometimes not appearing if transformed into view.
Fixed some static parts being removed after having been auto-combined, resulting in erroneous shadows for some static geometry.
Fixed skinmesh bone hierarchy to initial model layout. This solves certain issues caused by skinmeshed bodyparts being dynamically attached and removed.
Fixed low quality render mode darkening water too much.
Post edited September 23, 2021 by pen311