Release changelog

Every release published by adriadam10/mkw-recomp from v0.1.0 through v0.1.8, with technical summaries, asset sizes and SHA-256 hashes.

  • Latest: v0.1.8 (2026-11-11)
  • Total releases: 9
  • Total downloads: 19,736
A racing kart streaking past red and white circuit kerbs at speed
Sprint kart passing painted apex kerbs
Go-karts banking through a hairpin bend past starting grid markings at Mika Salo Circuit
Mika Salo Circuit karting hairpin and grid
Two go-karts rounding an outdoor asphalt corner at Snetterton Circuit
Outdoor karting corner at Snetterton Circuit
Macro view of the Valve Steam Deck mainboard PCB and RDNA2 APU assembly
Handheld RDNA2 mainboard assembly

Release cadence (9 builds in 3 days)

Since its first tag on November 9, 2026, adriadam10/mkw-recomp has shipped 9 releases (19,736 total package downloads as of November 12, 2026). Expand any tag below for summary notes, byte counts and SHA-256 digests:

v0.1.8November 11, 2026, 17:14 UTC

Optical-flow frame generation (Off/Auto/2x/3x/4x, #101), 21:9 & 32:9 ultrawide (#77, #40), black-race fixes on Intel ANV/Arc, Adreno Turnip and AMD Windows 26.10 (#26, #64, #105), AMD Windows mesh-as-compute (#88), sparse tile RAM fallback (#63), offline Free Roam sockets (#63), 43% faster shader setup (15.5 min Linux / 30 min Windows), incremental setup-work/obj cache, iGPU carve-out cap (#50) and NixOS CA fix (#102).

View v0.1.8 release notes on GitHub

v0.1.7November 10, 2026, 20:37 UTC

Fixes AMD Windows startup hang/freeze by translating shader switch cases cleanly (81 switch shaders compile in 84 s offline; GPL=0 no longer needed, #36/#38/#54/#20), adds 2160p (4K) resolution option (#55), fixes guest PC split-function race crash (#40), 1440p 4096 shadow-map fallback (#48), and adds GPU_CRUMBS_DRAW=1 diagnostics.

View v0.1.7 release notes on GitHub

v0.1.6November 10, 2026, 14:06 UTC

Scales large tiled course texture memory to 25% of dedicated VRAM (768 MiB to 3 GiB, fixing flat ground/plain textures on 8 GB+ GPUs, #31) and fixes GPU_MEM_LIMIT accounting on discrete cards (#28).

View v0.1.6 release notes on GitHub

v0.1.5November 10, 2026, 13:15 UTC

Adds 2–4 player local multiplayer with per-controller rumble (#23), fixes Automatic frame-rate slow motion by reporting actual GPU completion time, adds in-launcher self-updater, fixes spaces in game folder paths (#29), 4096 shadow map crash (#9), and DPI mouse scaling (#27).

View v0.1.5 release notes on GitHub

v0.1.4November 10, 2026, 09:35 UTC

Ships prebuilt zig C runtime objects to eliminate the Windows 359/360 compile hang (#2, #12) and scales shader worker processes down automatically when RAM runs low instead of crashing with BrokenProcessPool (#24).

View v0.1.4 release notes on GitHub

v0.1.3November 9, 2026, 22:48 UTC

Adds parallel C runtime linking with timeout (#2), writes detailed logs/setup.log, fixes Linux NVIDIA sparse-texture device loss (#7), and logs VK_EXT_device_fault + VK_AMD_buffer_marker breadcrumbs on GPU crashes (#4, #5).

View v0.1.3 release notes on GitHub

v0.1.2November 9, 2026, 20:16 UTC

Fixes missing gamelib.h during code generation (#1) and bundles glslc / spirv-val inside the release archive so host toolchains are not required.

View v0.1.2 release notes on GitHub

v0.1.1November 9, 2026, 18:39 UTC

First Windows 10/11 x64 ZIP package with automated SM86 shader specification generation.

View v0.1.1 release notes on GitHub

v0.1.0November 9, 2026, 18:20 UTC

Initial public release: Linux x86_64 AppImage with start screen and local setup pipeline.

View v0.1.0 release notes on GitHub