This article's documentation is for anything that uses the Source engine. Click here for more information.

Source 2006: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(→‎Third-Party: - categorizing SDK base mod and standalone mods.)
 
(181 intermediate revisions by 17 users not shown)
Line 1: Line 1:
The '''Episode One engine branch''', later named '''Source 2006''', was released in 2006 with [[Half-Life 2: Episode One]] (also known as '''Source 2006''' engine). It was obsoleted by the [[Orange Box]] branch. It requires the original HL2 'branch' of Source to operate.
{{Source topicon}}
{{Infobox engine
| title = Source 2006
| developer = [[Valve Corporation]]
| platform = {{Win|1}}
| releasedates = June 1, 2006
| sdk = {{srcsdk|1}}</br>{{srcsdk06|1}}
| previousengine = {{src04|2}}
| nextengine = {{tobbranch|2}}</br><small>(2007, 2009/MP)</small>
}}
{{LanguageBar}}
 
<span style="color:white; font-weight: bold;"> {{For|about=the Source 2006 engine branch|the documentation on Source SDK Base 2006|[[Source SDK Base]]|}} </span>
 
[[File:Source_HDR_comparison.jpg|thumb|320px|HDR, while technically introduced in {{dods|2}}, was one of the features demonstrated in {{hl2lc|2}}, a tech demo.{{Cite|2}}{{Cite|3}} These features are shipped by default with the release of {{src06|2}}. This image compares between LDR, LDR with Bloom and HDR.]]
The {{src06|4}} engine branch, also known as the '''Episode One''' engine branch, and the last '''Old Engine''' branch, was first introduced in 2006 with {{hl2ep1|4}}, with all previous games on {{src04|4}} (except {{hl2|1}}, {{hl2lc|1}}, and {{hls|1}}) upgraded to this branch. Some features of Source 2006, such as HDR rendering and color correction, are first demonstrated in 2005 with {{hl2lc|4}} and {{dods|4}} (both of them runs on a updated version of Source 2004 when initially released).
 
Source 2006 (circa July 29, 2006‎) also introduces '''[[Source SDK Base]]''' (the 2006 version of SDK Base was later renamed to '''Source SDK Base 2006'''). Mod that are based on SDK Base instead of directly on Half-Life 2 will prevent incompatible engine updates (like {{hl2|1}} upgraded to Source 2009 in 2010 on PC) from making the mod unusable.
 
It was distributed in {{Code|base source engine 2.[[gcf]]}}. While it was succeeded by the {{src07|3.1}} (also known as Orange Box) branch, Source 2006 continued receiving engine updates until December 2009, and in 2010, all first-party Valve games (except {{hls}} and {{hldms}}) were upgraded to {{src09|3.1}}. This branch requires {{hl2|2}} content to operate.
 
The engine versions for this branch are {{code|2733}} (EP1) up to {{code|4044}} ({{code|Protocol 7}}).{{Cite|1}}


The [[Source SDK|SDK]] and [[SDK Base]] game for this branch are free to all Steam users.
The [[Source SDK|SDK]] and [[SDK Base]] game for this branch are free to all Steam users.


== Features ==
== Features ==
Previously introduced since {{src04|4}} ({{dods}}/{{hl2lc}} engine update):
; [[High Dynamic Range|High Dynamic Range rendering]] {{dx9}}
: '''HDR rendering''' (also known as '''HDR lighting''') simulates brightness values outside computer monitors' actual range, before downconverting to {{WP|Standard-dynamic-range_video|Standard Dynamic Range}}. This mainly involves "blooming" colors above 100% brightness into neighboring areas and adjusting a virtual camera aperture to compensate for any over-exposure that results. HDR rendering gives gives richer colors, better contrast and finer gradients. ''Not to be confused with HDR display output''.
: Originally introduced in {{dods|4}} and {{hl2lc|4}} (runs on newer version of {{src04|1}}), but generally attributed to Source 2006.{{Cite|2}}{{Cite|3}}
; Film grain post-processing effect
: Used in {{dods|2}}.
; [[Color Correction|Color correction]]
: Alter the color balance of an image to achieve a desired effect. For example, in {{dods|2}}, the color has been adjusted to be more desaturated.
; [[Commentary System]]
: Allows DVD-like director's commentary to be embedded inside levels.
; [[mat_dxlevel|Direct3D 9 - Shader Model 3]] (DirectX 9.0+ feature level/{{code|style=2|dxlevel 95}})
: Unlocks greatly improved shader performance.
; [[BSP (Source)#Versions|BSP version 20]]
: New BSP version, with new lumps.
: [[Patching levels with lump files]] - update entity lumps, changing a .BSP file's entities without recompiling the maps.


New since Half-Life 2:
New since {{src04|4}}:
 
; Improved [[prop_static]] lighting
; [[High Dynamic Range|High Dynamic Range rendering]]
: Static props without normal maps or phong can now be lit by VRAD per-vertex, instead of at runtime based upon their [[origin]] or [[$illumposition]].
: A simulation of brightness values outside computer monitors' actual range, and of [[wikipedia:Aperture|aperture]] adjustment.
; [[Phong materials]]
; [[Phong|Phong shading]]
: Diffuse reflections for skin and other roughened surfaces on [[model]]s.
: Diffuse reflections for skin and other roughened surfaces.
; [[Choreography creation|Facial animation upgrades]]
; [[Choreography creation|Facial animation upgrades]]
: More detail and intenser shapes for close-up performances.
: More detail and intenser shapes for close-up performances.
; [[mat_dxlevel|DirectX 9 Shader Model 3]]
; [[Dynamic interactions]]
: Unlocks greatly improved shader performance.
: Dynamic interactions between NPCs using special animations.
; [[$lightwarptexture|Lightwarp textures]] {{dx95}}
: 1D textures that tint a material per-texel depending on their brightness.
; [[Detail Props#Shapes|Detail prop shapes]]
; [[Detail Props#Shapes|Detail prop shapes]]
: Improved detail sprites that sway in the breeze and bend away from nearby players.
: Improved detail sprites that sway in the breeze and bend away from nearby players.
{{Note|Some features above are only available with Direct3D 9, {{code|dxlevel 95}} (DX9.0+ level) or later.}}
== Removed features ==
[[File:HL2_Friends_menu.png|thumb|320px|right|Steam Friends menu (in {{hl2|1}}).]]
; [[DirectX]] 6.0 ({{code|dxlevel 60}}) compatibility level
: Support for DirectX [[DirectX Versions#DirectX 6.0|6.x]] GPUs has been partially dropped, but is still usable.
; Steam Friends menu (and Friends v2)
: In-game friends list & instant messaging, allowing you to chat in-game without {{key|Alt}} + {{key|Tab}} to Desktop and open Friends in Steam client. Source 2006 uses '''Friends v2''' (formerly '''Friends Beta'''), which removes Parlor Games option (a feature which allows player to play Checkers, Chess, Go, Hearts and Spades with friends), and relies on Steam API instead of Steam Tracker<abbr style="color: #8bb9e0;" title="Tracker is the original name for a separate application which was later integrated with Steam, renamed to Friends. It is first introduced with Steam Beta in 2002. Tracker (2002) and Friends (2003 - 2005) both uses Tracker servers."><sup>Note</sup></abbr> servers which has been shutdown.
: Originally present before it was eventually removed in [[Source/Engine_versions#3188|August 2007 engine update for Source 2006]] (build date July 31, 2007), as many of it's functionality are replaced by Steam Overlay which is introduced with the launch of [[Steam Community]], and the Steam update on the same day (August 6, 2007).{{Cite|4}} As of 2025, the friends feature (still works with latest Steam client) only works on Source 2004 games since 2006 (when Friends Beta was introduced), and all Source 2006 games before the "Friends" feature being removed. It can send messages to friends (the message is shown on Steam client, but not in-game). The Friends feature on older build of Source 2004 and GoldSrc (both from 2005 or earlier) no longer works, since the old Tracker server was offline.


== Availability ==
== Availability ==
Game code for the 2006 branch is included in the now-deprecated [[Source SDK]] app. To compile the code for 2006 branch, see [[Compiling under VS2005]].
All Valve games introduced with {{src06|3.1}} and previous titles that are upgraded from {{src04|2}} to {{src06|2}} are now currently using {{src13sp|3.1}} or the {{tf2branch|3.1}} (previously {{src13mp|1}}).
== Usage ==
{{see also|[[:Category:Source 2006 engine branch games]]}}
The following games still run on {{src06|4}}:
=== Valve ===
* {{Code|style=2|2006}} {{Srcsdk06|4}}
=== Third-Party ===
==== Standalone ====
* {{Code|style=2|2006}} {{ship|4}} and {{shipsp|4}}
* {{Code|style=2|2006}} {{dmmm|4}}
* {{Code|style=2|2007}} {{ff|4}}
** Available in two versions, original (on {{src06|1}}) and upcoming {{src13mp|1}} version. Formerly SDK Base mod, now standalone.
* {{Code|style=2|2009}} {{NT|4.1}}
** Formerly SDK Base mod, now standalone.
* {{Code|style=2|2010}} {{Vindictus|4}}
** Heavily modified, and uses proprietary file format to store game files. Also support [[Direct3D]] (DirectX) 11, {{WP|PhysX|Nvidia PhysX}}, 64-bit.
==== SDK Base Mod ====
* {{Code|style=2|2007}} {{esilence|4}}
* {{Code|style=2|2007}} {{InsurgencyMIC|4}}
* {{Code|style=2|2007}} [[Iron Grip: The Oppression]]
== Known issues ==
{{Bug|tested={{sineps}}, {{css}} v34, {{hl2}}|All Source 2004 and 2006 games suffered from the fog bug that makes it more dense than usual, which was affected on newer GPUs (since GeForce 8000 series or newer AMD/ATI GPUs) and newer drivers. This has been fixed on NVIDIA systems since driver version "516.5x" (confirmed on RTX 3060),{{Cite|5}}{{Cite|6}} but is likely still present on AMD/Intel. This issue is not affected when using {{code|dxlevel 81}} or lower, only {{code|dxlevel 90}} or higher.
Additionally, using any D3D9 wrapper (which translates to D3D11, D3D12 or Vulkan), like {{pcgw|DgVoodoo_2|dgVoodoo 2}} (even on systems with newer NVIDIA drivers that fixes this issue) on this branch, can also cause this issue.
[[File:Source - Old Engine fog bug.jpg|240px]]
{{Note|This driver fix also makes [[VGUI]] UI (on DirectX 9 mode) [[DirectX_Versions/Screenshots#VGUI_Menus|looks dark]] exactly like DirectX 8 or lower. However, VGUI (in DirectX 9) will still look bright on {{src07|1}} and later.}}
}}
{{Bug|tested=GMOD 9, HL2 old engine|Switching resolutions in some of Source 2006 games, may cause the right side of the HUD (ammo) to be improperly scaled. Some console text such as one that displayed by enabling {{code|cl_showfps}} or {{code|cl_showpos 1}}, will be either cut off or completely hidden.}}
{{Important|All Source games prior to {{l4dbranch|1}} or {{src13|1}} are known to have slower {{key|Alt}} + {{key|Tab}} and can occasionally crash easily, especially when running on modern version of Windows.}}


* [[Half-Life 2: Lost Coast]]
== System Requirements ==
* [[Source SDK Base 2006]]
<p style="color:white; font-weight:bold">Minimum Specs :</p>
*OS: Windows [[WP:Windows 98|98]] / [[WP:Windows ME|ME]], [[WP:Windows 2000|2000]], [[WP:Windows XP|XP]] or later
*[[WP:Central processing unit|CPU]]: 1.2 [[WP:Hertz|GHz]]
*[[WP:Random-access memory|RAM]]: 256 [[WP:Megabyte|MB]]
*Nvidia GeForce FX 5700, ATI Radeon 9500 (with 128MB [[WP:Video random-access memory|VRAM]])
*[[WP:Direct3D|Direct3D]] 9.0 compatible [[WP:Video card|video card]] (with atleast DirectX 7.0 compatibility level or higher)
{{Note|As Steam dropped support for previous version of Windows, and this branch requires Steam (unlike {{src13|1}}), all Source 2006 branch games will require Windows 10 or later. Source 2006 games are still currently playable with the last version of Steam running on Windows 7/8/8.1.}}


Gamecode for this branch is included in the Source SDK.
{{references|1=
{{ref2|cite id=1|[https://docs.google.com/spreadsheets/d/1ldzhd6vxd-03le5ymesUeG-hLWmxLpH79ajayeYDUNs/ Source Engine Build List - Google Spreadsheets]
[[Source/Engine_versions|Updated Source Engine Build List - VDC]]
}}
{{ref2|cite id=2|See [https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf PDF]. Lost Coast did not use {{code|base source engine 2.gcf}} (Source 2006 binaries), and so with Day of Defeat: Source, the latter only used it after engine update in 2006. Also {{sineps|2}}, a Source 2004 game which was built on DODS / Lost Coast version of Source 2004 engine, have non-functional HDR console command {{code|mat_hdr_level}}, but also does not support BSP 20 from DODS/Lost Coast.}}
{{ref2|cite id=3|Confirmed by downloading older versions of {{dods|1}} through [https://archive.org/details/steam2chunks Internet Archive] (Steam2 Chunks archive from 2005-2009).
The release version of DOD:S (runs on Source engine build 2497, dated Sep 8 2005), support HDR out of the box. It also have Commentary System (which is unused in this game, but later used in {{hl2lc|1}}).
Additionally the Source 2004 binaries (depot 200), aka {{code|source engine.gcf}}, used in {{dods|1}} and {{hl2lc|1}}, also had {{code|dxlevel 95}} mentioned on {{ent|dxsupport.cfg}}.
--[[User:Kr0tchet|leonidakarlach]] ([[User talk:Kr0tchet|talk]]) 09:21, 17 April 2025 (PDT)
}}
{{ref2|cite id=4|access-date=May 13, 2025|The Steam in-game overlay was silently introduced with the release of [[Steam Community|The Steam Community Update]] in August 6, 2007 as a public beta, alongside the launch of Steam Community on the same day. This update was later rolled out to all users on September 13, 2007. The in-game overlay wasn't mentioned on the changelog until Steam client [https://store.steampowered.com/oldnews/1208 September 18, 2007 update].}}
{{ref2|cite id=5|access-date=June 12, 2025|[https://www.vogons.org/viewtopic.php?p{{=}}1088622#p1088622 Source DirectX9 grey fog bug]<br>'''a0divided:''' This bug basically only happens while using DX9 with games that run on pre-Orangebox versions of Source, like Sin as mentioned above or HL2 & EP1 before the 2010 engine update.
But what's interesting is that this bug was fixed at some point by Nvidia, at least on their newer cards with the latest drivers. I currently have an RTX 3060 Laptop GPU with driver 516.5 and the fog actually works properly on DX9. Unfortunately, I think it's still bugged with AMD or Intel GPUs...}}
{{ref2|cite id=6|Verified by [[User:Kr0tchet|leonidakarlach]] ([[User talk:Kr0tchet|talk]]) 01:36, 14 September 2024 (PDT):<br>Appeared to be fixed. Using RTX 3060 (desktop) and driver version 560.81. Using something like DgVoodoo2 would break this again.}}
}}


[[Category:Engine branches]]
{{Branch-navbox}}
[[Category:First-party engine branches]]

Latest revision as of 00:08, 10 July 2025

Source 2006
Developer(s)
Release date(s)
June 1, 2006
Platform(s)
Predecessor
Successor
Orange Box branch Orange Box branch
(2007, 2009/MP)
English (en)Español (es)Русский (ru)中文 (zh)Translate (Translate)
This article is about the Source 2006 engine branch. For the documentation on Source SDK Base 2006, see Source SDK Base.
HDR, while technically introduced in Day of Defeat: Source Day of Defeat: Source, was one of the features demonstrated in Half-Life 2: Lost Coast Half-Life 2: Lost Coast, a tech demo.[2][3] These features are shipped by default with the release of Source 2006 Source 2006. This image compares between LDR, LDR with Bloom and HDR.

The Source 2006 Source 2006 engine branch, also known as the Episode One engine branch, and the last Old Engine branch, was first introduced in 2006 with Half-Life 2: Episode One Half-Life 2: Episode One, with all previous games on Source 2004 Source 2004 (except Half-Life 2, Half-Life 2: Lost Coast, and Half-Life: Source) upgraded to this branch. Some features of Source 2006, such as HDR rendering and color correction, are first demonstrated in 2005 with Half-Life 2: Lost Coast Half-Life 2: Lost Coast and Day of Defeat: Source Day of Defeat: Source (both of them runs on a updated version of Source 2004 when initially released).

Source 2006 (circa July 29, 2006‎) also introduces Source SDK Base (the 2006 version of SDK Base was later renamed to Source SDK Base 2006). Mod that are based on SDK Base instead of directly on Half-Life 2 will prevent incompatible engine updates (like Half-Life 2 upgraded to Source 2009 in 2010 on PC) from making the mod unusable.

It was distributed in base source engine 2.gcf. While it was succeeded by the Source 2007 (also known as Orange Box) branch, Source 2006 continued receiving engine updates until December 2009, and in 2010, all first-party Valve games (except Half-Life: Source and Half-Life Deathmatch: Source) were upgraded to Source 2009. This branch requires Half-Life 2 Half-Life 2 content to operate.

The engine versions for this branch are 2733 (EP1) up to 4044 (Protocol 7).[1]

The SDK and SDK Base game for this branch are free to all Steam users.

Features

Previously introduced since Source 2004 Source 2004 (Day of Defeat: Source/Half-Life 2: Lost Coast engine update):

High Dynamic Range rendering (DX9 SM2)
HDR rendering (also known as HDR lighting) simulates brightness values outside computer monitors' actual range, before downconverting to Wikipedia icon Standard Dynamic Range. This mainly involves "blooming" colors above 100% brightness into neighboring areas and adjusting a virtual camera aperture to compensate for any over-exposure that results. HDR rendering gives gives richer colors, better contrast and finer gradients. Not to be confused with HDR display output.
Originally introduced in Day of Defeat: Source Day of Defeat: Source and Half-Life 2: Lost Coast Half-Life 2: Lost Coast (runs on newer version of Source 2004), but generally attributed to Source 2006.[2][3]
Film grain post-processing effect
Used in Day of Defeat: Source Day of Defeat: Source.
Color correction
Alter the color balance of an image to achieve a desired effect. For example, in Day of Defeat: Source Day of Defeat: Source, the color has been adjusted to be more desaturated.
Commentary System
Allows DVD-like director's commentary to be embedded inside levels.
Direct3D 9 - Shader Model 3 (DirectX 9.0+ feature level/dxlevel 95)
Unlocks greatly improved shader performance.
BSP version 20
New BSP version, with new lumps.
Patching levels with lump files - update entity lumps, changing a .BSP file's entities without recompiling the maps.

New since Source 2004 Source 2004:

Improved prop_static lighting
Static props without normal maps or phong can now be lit by VRAD per-vertex, instead of at runtime based upon their origin or $illumposition.
Phong materials
Diffuse reflections for skin and other roughened surfaces on models.
Facial animation upgrades
More detail and intenser shapes for close-up performances.
Dynamic interactions
Dynamic interactions between NPCs using special animations.
Lightwarp textures (DX9+ SM3)
1D textures that tint a material per-texel depending on their brightness.
Detail prop shapes
Improved detail sprites that sway in the breeze and bend away from nearby players.
Note.pngNote:Some features above are only available with Direct3D 9, dxlevel 95 (DX9.0+ level) or later.

Removed features

Steam Friends menu (in Half-Life 2).
DirectX 6.0 (dxlevel 60) compatibility level
Support for DirectX 6.x GPUs has been partially dropped, but is still usable.
Steam Friends menu (and Friends v2)
In-game friends list & instant messaging, allowing you to chat in-game without Alt + Tab to Desktop and open Friends in Steam client. Source 2006 uses Friends v2 (formerly Friends Beta), which removes Parlor Games option (a feature which allows player to play Checkers, Chess, Go, Hearts and Spades with friends), and relies on Steam API instead of Steam TrackerNote servers which has been shutdown.
Originally present before it was eventually removed in August 2007 engine update for Source 2006 (build date July 31, 2007), as many of it's functionality are replaced by Steam Overlay which is introduced with the launch of Steam Community, and the Steam update on the same day (August 6, 2007).[4] As of 2025, the friends feature (still works with latest Steam client) only works on Source 2004 games since 2006 (when Friends Beta was introduced), and all Source 2006 games before the "Friends" feature being removed. It can send messages to friends (the message is shown on Steam client, but not in-game). The Friends feature on older build of Source 2004 and GoldSrc (both from 2005 or earlier) no longer works, since the old Tracker server was offline.

Availability

Game code for the 2006 branch is included in the now-deprecated Source SDK app. To compile the code for 2006 branch, see Compiling under VS2005.

All Valve games introduced with Source 2006 and previous titles that are upgraded from Source 2004 Source 2004 to Source 2006 Source 2006 are now currently using Source 2013 Singleplayer or the Team Fortress 2 branch (previously Source 2013 Multiplayer).

Usage

The following games still run on Source 2006 Source 2006:

Valve

Third-Party

Standalone

SDK Base Mod

Known issues

Icon-Bug.pngBug:All Source 2004 and 2006 games suffered from the fog bug that makes it more dense than usual, which was affected on newer GPUs (since GeForce 8000 series or newer AMD/ATI GPUs) and newer drivers. This has been fixed on NVIDIA systems since driver version "516.5x" (confirmed on RTX 3060),[5][6] but is likely still present on AMD/Intel. This issue is not affected when using dxlevel 81 or lower, only dxlevel 90 or higher.

Additionally, using any D3D9 wrapper (which translates to D3D11, D3D12 or Vulkan), like Pcgw icon.png dgVoodoo 2 (even on systems with newer NVIDIA drivers that fixes this issue) on this branch, can also cause this issue.

Source - Old Engine fog bug.jpg

Note.pngNote:This driver fix also makes VGUI UI (on DirectX 9 mode) looks dark exactly like DirectX 8 or lower. However, VGUI (in DirectX 9) will still look bright on Source 2007 and later.
  (tested in: SiN Episodes, Counter-Strike: Source v34, Half-Life 2)
Icon-Bug.pngBug:Switching resolutions in some of Source 2006 games, may cause the right side of the HUD (ammo) to be improperly scaled. Some console text such as one that displayed by enabling cl_showfps or cl_showpos 1, will be either cut off or completely hidden.  (tested in: GMOD 9, HL2 old engine)
Icon-Important.pngImportant:All Source games prior to Left 4 Dead engine branch or Source 2013 are known to have slower Alt + Tab and can occasionally crash easily, especially when running on modern version of Windows.

System Requirements

Minimum Specs :

Note.pngNote:As Steam dropped support for previous version of Windows, and this branch requires Steam (unlike Source 2013), all Source 2006 branch games will require Windows 10 or later. Source 2006 games are still currently playable with the last version of Steam running on Windows 7/8/8.1.

References

References
2. See PDF. Lost Coast did not use base source engine 2.gcf (Source 2006 binaries), and so with Day of Defeat: Source, the latter only used it after engine update in 2006. Also SiN Episodes SiN Episodes, a Source 2004 game which was built on DODS / Lost Coast version of Source 2004 engine, have non-functional HDR console command mat_hdr_level, but also does not support BSP 20 from DODS/Lost Coast..
3. Confirmed by downloading older versions of Day of Defeat: Source through Internet Archive (Steam2 Chunks archive from 2005-2009).

The release version of DOD:S (runs on Source engine build 2497, dated Sep 8 2005), support HDR out of the box. It also have Commentary System (which is unused in this game, but later used in Half-Life 2: Lost Coast). Additionally the Source 2004 binaries (depot 200), aka source engine.gcf, used in Day of Defeat: Source and Half-Life 2: Lost Coast, also had dxlevel 95 mentioned on dxsupport.cfg. --leonidakarlach (talk) 09:21, 17 April 2025 (PDT).

4. The Steam in-game overlay was silently introduced with the release of The Steam Community Update in August 6, 2007 as a public beta, alongside the launch of Steam Community on the same day. This update was later rolled out to all users on September 13, 2007. The in-game overlay wasn't mentioned on the changelog until Steam client September 18, 2007 update.. Retrieved on May 13, 2025.
5. Source DirectX9 grey fog bug
a0divided: This bug basically only happens while using DX9 with games that run on pre-Orangebox versions of Source, like Sin as mentioned above or HL2 & EP1 before the 2010 engine update.

But what's interesting is that this bug was fixed at some point by Nvidia, at least on their newer cards with the latest drivers. I currently have an RTX 3060 Laptop GPU with driver 516.5 and the fog actually works properly on DX9. Unfortunately, I think it's still bugged with AMD or Intel GPUs.... Retrieved on June 12, 2025.

6. Verified by leonidakarlach (talk) 01:36, 14 September 2024 (PDT):
Appeared to be fixed. Using RTX 3060 (desktop) and driver version 560.81. Using something like DgVoodoo2 would break this again..