![]() ![]() Breath of the Wild was a launch title for the Switch, as well as the final Nintendo-produced game for the Wii U.īreath of the Wild received acclaim from critics, who deemed it to be one of the greatest video games of all time. Announced in 2013, the game was initially planned for release as a Wii U exclusive in 2015, but was delayed twice prior to its release on March 3, 2017. The title's gameplay and mechanics constitute a departure from the series' usual conventions, featuring an open-world environment, a detailed physics engine, high-definition visuals, voice acting, and the ability to play through the game's dungeons in any order the player chooses. The game is a part of the The Legend of Zelda series, and is set in Hyrule and follows amnesiac protagonist Link, who awakens from a 100-year slumber to a mysterious voice that guides him to defeat Calamity Ganon. The Legend of Zelda: Breath of the Wild is an action-adventure video game developed and published by Nintendo for the Nintendo Switch and Wii U video game consoles. GX2: Graphic packs now support overwriting the format of textures GX2: Compiling shaders from the transferable shader cache is now done multi-threaded (if ARB_parallel_shader_compile is supported) ![]() GX2: Extended shader archive format to support cache files larger than 4GB GX2: Fixed data corruption occuring under rare circumstances in vertex/uniform data cache GX2: Optimized decoding and handling of index data (utilizing SSE2) GX2: Slightly optimized OpenGL backend by reducing the number of GL function calls ![]() GX2: Fixed a bug that caused graphic pack shaders always being loaded as pixel shaders instead of their respective type GX2: Added support for vertex attribute format=0x07, nfa=2, signed=0, endian=0 GX2: Shader dump debug option will now also dump shaders from the transferable shader cache GX2: Added support for mip-mapped 3D textures GX2: Experimental support for texture readback GX2: Fixed a bug in GX2SetPixelSamplerBorderColor() GX2: Added API GX2SetVertexSamplerBorderColor() General: Added game profile option 'disableGPUFence'ĬPU/JIT: Overhauled FPR register management, reducing the number of load/store operationsĬPU/JIT: Fixed an unsafe optimization that could lead to floating-point stores being optimized awayĬPU/JIT: Implemented instructions CREQV, LWBRXĬPU/JIT: Recompiler will now inline small functions General: Added game profile option 'GPUBufferCacheAccuracy' General: Added command line option -ud to enable upside-down render mode Go to for the password key Included with the BOTW Package: ![]()
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