Team Cherry have released Patch 4 for Hollow Knight: Silksong bringing with it more bug fixes, along with a big change to how controllers are handled. More fixes were added since the Beta, and it’s live for everyone now.

Don’t forget to check out the GamingOnLinux guide to modding Hollow Knight: Silksong, so you can get some pretty incredible extras for it, and some to help you get through it if you’re finding it difficult.

  • Hazzard@lemmy.zip
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    14 hours ago

    Fascinating. I wonder if this would fix the original controller issues with the native Linux version. That said, I’m loathe to part with my ReShade-based HDR mod running through Proton, so I probably won’t check anyways. Maybe in a future playthrough, if someone creates a similar native Linux mod (or if the game gets native HDR support, it really helps with the colour banding on that constant spotlight in dark rooms)

    • ShortFuse@lemmy.world
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      2 hours ago

      I wrote the RenoDX mod if you’re talking about that. I don’t think there’s anything like Reshade’s addon system for Linux games. We’ve done OpenGL and Vulkan mods but that still relies on intercepting the Windows implementation. Silksong primarily needs a 16bit float render to solve most of its banding, but not sure how you can do the same on Linux.

      We avoid per-game executable patching intentionally, but sounds like that would be the best choice here. Getting the render to 16bit would solve most banding, but you’d still need to replace shaders if your goal were HDR (or fake it as a postprocess with something like vkBasalt).

      • Hazzard@lemmy.zip
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        1 hour ago

        That’s the one! Fantastic work btw, the mod works brilliantly, and does exactly what I want it to.

        Interesting to hear vkBasalt can’t do the same thing, but it makes sense that it’d be purely post-process, and your results speak for themselves that you’re doing something a little more integrated.

        Obviously I’d love either native support (Hollow Knight got native HDR with the Xbox release, IIRC), or a proper mod, but I don’t necessarily expect either from yourself necessarily (you’ve done fantastic work, which does run on Linux via Proton anyways), and I don’t expect either for at least a year or so, as the modding community sink their teeth into the game proper.

        Hopefully next year I can play a Silksong archipelago randomizer with a dedicated HDR patch and some QoL tweaks for faster runs, all on the native Linux version!

        • ShortFuse@lemmy.world
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          32 minutes ago

          Silksong might be one of the “easiest” ones if I ever did a RenoVK. Basically, you check the swapchain size, and any 8bit texture that the game tries to build that matches that resolution gets upgraded to 16bit. And done. That alone will get the SDR layers to stop banding. (We actually do 16bit float because we want above SDR level brightness, but 16uint would be a perfect, less problematic banding fix).

          I might look at vkBesalt. That’s basically how ReShade ended up building an addon system. You have to be able to inject shaders, create textures, and monitor backbuffer to do postprocess. Instead of just doing it at the end, it allows us to listen for render events and act accordingly. That’s the basis for most out mods. Every game will use DX/GL/VK commands so it’s much easier to tap into that instead of compiled CPU code.

    • Arcane2077@sh.itjust.works
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      3 hours ago

      Why would you part with it? In any case, the last few patches have mentioned fixing banding (or at least attempting to) with dithering. Haven’t tried them since I already beat the game though

      • Hazzard@lemmy.zip
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        3 hours ago

        I’d love to support a properly implemented native Linux version, if possible. I can imagine how disheartening it would be to put in all that effort for 3% of players only to find out most Linux players opted to play via Proton anyways.

        But it did launch buggy, and I’ve put effort into setting up and modding the Proton version now, so I’ll be finishing this playthrough there.