Update x64 client with base room rendering fixes
Ship REM-Client c36a43e1f2d99bc7ddfb968e75272f4e71ade01c. Clear ray tracing instances and temporal history between base rooms, and add independent room GI quality with a one-ray Low default and SSAO fallback. Release x64 builds, GI budget checks, Freeport 9 room transitions and REM menu saving were validated. Runtime/data hashes match the Lutris installation across 11,143 files; original SAVE files remain unchanged. Preserve the five upstream story arc commits already on this branch.
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@@ -1,11 +1,12 @@
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REM-Client test build (64-bit)
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REM-Client test build (64-bit)
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date: 2026-11-08 19:34
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date: 2026-11-08 20:49
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commit: c238ef4a6b2386ba0dd4016951dbd22df267397f (main)
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commit: c36a43e1f2d99bc7ddfb968e75272f4e71ade01c (main)
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subject: Jump tunnel fixes
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subject: Scope base-room ray tracing caches and add independent GI quality
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tree: clean; committed source matches tested build manifest
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tree: clean; committed source matches tested build manifest
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build: OK (Release|x64: client, RP8/RemGfx, GPU regression)
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build: OK (Release|x64: client, RP8/RemGfx; quality regression and Freeport 9 live checks)
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jump tunnels: smooth light, viewport-correct refraction, batched geometry, separate gate/hole profiles
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base indirect light quality: Off (SSAO) / Low / High / MAX; default Low (1 ray per pixel)
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tunnel quality: Low / Medium / High / Ultra; default High
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High restores the former 2-ray room budget; space lighting budgets remain unchanged
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renderer sha256: 5b6478f77b03e5406cab1c54ef7f67d85d1dfa46310aefb6e14de49bfdef1b46
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room transitions discard old room instances and temporal history; reusable BLAS allocations remain cached
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source manifest sha256: 1d9b165d7ffc51e8f50a56c1f255cc7cb6a03aac3049de112eef1bd8b688fa29
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renderer sha256: cc654f64ea7efc493e6da753b515bfecb4e8f351b1fc08dbb0037f8fe7007eaf
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source manifest sha256: 7dfc95ec35830ffd89102f766b1c0b70c47f55ae7c3be2d264224374476a0290
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@@ -174,3 +174,8 @@ CaptureMax = 20
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ExitAfterFrames = 0
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ExitAfterFrames = 0
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; diagnosis: write every draw of frame N (state, material, lights, textures) to remgfx.log
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; diagnosis: write every draw of frame N (state, material, lights, textures) to remgfx.log
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DumpFrame = 0
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DumpFrame = 0
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; Base rooms: independent indirect-light ray budget (0 off/SSAO, 1 Low, 2 High, 3 MAX).
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; Low keeps bounce lighting with fewer samples, averaged by TAA / FSR / DLSS.
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; The global RtGi switch and strength still apply; space quality is unchanged.
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BaseRtGiQuality = 1
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