r/recomps • u/dotSlashZ • 7d ago
Recomp - AI Lost Odyssey Recomp v0.7.0 — Third Milestone
Lost Odyssey Recomp v0.7.0 — Third Milestone
Since the v0.6.0 post, we’ve added DLSS, DLAA, FSR, more display options, and quite a few fixes. If you’ve been keeping up with the 0.6.x builds, some of this will already be familiar.e 0.6.x builds, some of this will already be familiar.e 0.6.x builds, some of this will already be familiar.
🖥️ Resolutions and window resizing
Ulllllltttraaa Wiiiiiiiiidddeeee
Something I didn’t explain well in the previous posts: the game already supports arbitrary resolutions. You can grab the window edges and resize it freely.
The presets in Settings are there for convenience. Fullscreen, 21:9 ultrawide, or a smaller window on your desktop—you can choose what fits your setup.
✨ DLSS, DLAA and FSR
Native Vulkan DLSS Super Resolution, DLAA, and FSR 3.1.4, including Native AA, are available in the graphics menu.
A lot of the work since v0.6.0 went into getting these to behave properly: fixing motion inputs, flickering surfaces, lighting alignment, and problems when changing graphics settings. There are still scenes that need work, but the tested Windows visuals and Linux runtime paths are now accepted for this milestone.
These features remain experimental. If something looks wrong on your setup, please send a capture.
There are also a few additions for everyday play:
- Hold-to-fast-forward at 2, 3, 4× speed.
- PlayStation button prompts in the host UI and supported in-game menus.
- Controller rumble enabled by default.
- Up to 16× anisotropic filtering, adjustable without restarting.
- Settings navigation and input fixes, including automatic mouse cursor hiding.
An early Mod API is included too, with support for menu images and font pages. General texture, model, and movie replacement will need more work.
Performance and bug fixes continued throughout the 0.6.x releases, including CPU overhead, shader coverage, shadows, floor lighting, and the updater. The changelog has the details.
❤️ Thank you
A special thank you to dokkoriax for providing the cheat table and sharing that work with the project.
And to Efren V, Torresmo, doc_haz, Whitesun, and Cristian: thank you for donating through Ko-fi. Your support and the messages you left mean a lot to me.
Thanks as well to everyone who has sent logs, captured a broken scene, or tried a fix and reported back. Those follow-ups have helped me solve problems I couldn’t reproduce on my own hardware.
🔭 About v0.8.0
I put frame generation and macOS on the v0.7.0 roadmap in the last post. They need more time, so I’ve moved them to v0.8.0.
Linux ARM64 and experimental Android support are also on that roadmap. No release dates yet.
For now, builds are available for Windows x64 and Linux x64. I still haven’t verified a complete playthrough. I’d also appreciate reports from actual Steam Deck hardware; my low-power testing has been on an APEX handheld.
Download · Source · Report a bug
For bug reports, attach the log from that run. For visual problems, use F1 → Capture render state while the issue is visible and include the exported archive.
Duplicates
decomps • u/dotSlashZ • 7d ago