Build 3075 - VETR V2
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| S24 Borderlands Style :) |
S24 Experimental Build Shadows, Shaders, and the Occasional Fireball
This build is technically optional, but it does fix a control‑XML bug and folds in several deeper changes that were overdue for a test flight. It’s not a headline release — more of a “quietly ambitious” one — but it pushes the client forward in ways I’m intrigued by.
VFX Overhaul — The Truly Experimental Part
This is where the fun begins.
The VFX system has been rebuilt to run on OpenCL compute, offloading the heavy lifting to the underused portion of your GPU — the same region typically tapped by DLSS or AI routines. On top of that, the logic now batches operations and uses OpenGL interop to sample render textures directly. No more CPU–GPU round‑robin.
The result:
Around 50% better performance
Frametimes scale with the number of layered effects
Far less overhead
A lot more headroom for future experiments
It’s experimental, yes, but it’s the kind of experiment that occasionally produces something brilliant.
Big Drops or Rapid Fire?
I’m still gauging whether people prefer:
Larger, polished milestone releases
Or the “I built this at 2AM, try it if you dare” experimental builds
Part of why I keep every major S24 release on SourceForge is because some setups simply can’t run anything past certain release points. That’s fine. I make no apologies for it — the TPV landscape is broad, and my approach isn’t meant for mass‑market appeal. Plenty of other clients serve that purpose.
At the same time, I’m not trying to be so niche that the viewer becomes a single‑use tool. The whole point of this project is to explore the “what ifs” while staying ahead of the official codebase.
Sometimes that means explosive crashes. Sometimes it means absurd stability. Both outcomes are part of the charm.
This client is a playground for speculative ideas, GPU experiments, and the occasional accidental masterpiece. Whether you’re here for the stability, the chaos, or the curiosity, I appreciate you.
Much love, KL



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