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v0.4.0 Stable
released this
2026-10-14 13:14:22 -04:00 | 198 commits to main since this release0.4.0 — the character-select stall fix, plus match captures
Two-image LessLag presents at the flush. The console trace showed the real
CSS stall: the game presents a frame only after running the next frame's whole
CPU update, 13.7 ms after submitting it (16 ms with the hand moving), and in a
two-image ring a present after the vsync costs the next acquire a full vsync.
LessLag now presents the acquired image at the end of the flush that submits
it and skips the game's later present of that index. On the console the CSS
hand sweep went from 49.9 fps with 20 % of frames over 20 ms to 59.85 fps
with 1.3 %; texture-wait p95 16.4 ms → 2.95 ms. Online matches: 59.7–59.9 fps,
0.2–0.4 % of frames over 20 ms including the stage load. Eden under a 120 %
CPU quota: p99 19–22 ms vs 32–33 ms before. Counters inrenderer-status.txt
(early_presents,early_present_skips,early_present_mismatches); install
log code 105 records a mismatch.Vanilla*in the banner. A manual selection that the cleanup hold is
running as Vanilla (the regular CSS right after a match) now readsVanilla*
in the banner, the arena lines and the settings row instead of the saved
profile name.Match capture (opt-in). Create an empty
CAPTURE_MATCHin
sd:/ultimate/ssbu_online_deluxe_rewrite/before boot: every stage load arms
the timing + API capture pair (timing-<id>.csv,api-<id>.csv, label
match_singles/match_doubles/match_training) and the capture ends
when the game leaves the stage (results screen or character select), ten
minutes at most. Both files stream to the card from the background thread,
about 4 MB per minute. The flag also installs the three read-only
CAPTURE_CSShooks. Debug view rowMatch capture; install log code 106;
tools/analyze_timing.pyandtools/analyze_render_trace.pyaccept
# reason=scene_end. The capture CSVs'enginefooter is sampled per poll
while recording, so a profile change after the capture no longer labels it
Mixed.Known, not in this release. The opponent window stays after the opponent
declines a rematch. Two online matches were classifiedofflineby the scene
hooks although the latency hook fired; manual profiles are unaffected.Assets:
libssbu_online_deluxe_rewrite.nroandmanifest.json(SHA-256 in the
manifest). Smash 13.0.5.Downloads
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