Black Dragon is MY Viewer, i decide which feature i want to add and which to remove, i share this Viewer to show the world that user base size is not important, i do rate quality by effort, thought and love put into the project, not some rough estimated numbers. I consider feature requests only if i you can name proper valid reasons i can agree on. It is my (unpaid) time i'm putting into this project, i'm not here to cater to every Joe's desires.

Sunday, April 15, 2018

Black Dragon 64x - Update 3.0.9 "Rolling Dragon"

We all hate boring updates don't we?

This is why this new update includes 2 weeks of banging my head against the metal wall that makes up my cozy little parcel place.

2 weeks of banging my head against the wall to bring you something that i had pretty much working right away just in the wrong order but instead chose to try all kinds of ways getting it to work just to find out once again that the solution was there from the get go. I was literally joking about this when i started.

But here it is!

THE MUCH REQUESTED (not really) CAMERA ROLLING! (Hover over it, gear icon and hit HD)

Default bound to Shift + Q/E you'll now be able to roll the camera just like you can do with a controller but now you can finally do it on keyboard too, no need for the flycam. This is something i wanted to do for a long time.

But this isn't over yet, with working camera rolling i simply had to add it to the Cinematic Camera mode too. Have a BLURURURGRGRGRGRGRGRGRUURGRGLRLRLRGR....


Amazing! And you can set how much the camera is allowed to roll, by default its set to 0.85 (roughly only 15% strength), setting it to 1 disables it and 0 allows... well see above. This is what SL always was meant to be.

Now if you excuse me ...ohwait there's still more!

I reorganized the keybindings so they'll be listed much more logically now. Both this and the new default camera roll bindings will only work if you've never changed your controls yet, you'll either have to reset them or add all extra controls manually.

Furthermore i added Intel GPU detection, the Viewer will now display on both the login screen as well as preferences that you are using an Intel GPU, if you are using one currently. If an Intel GPU is detected all options starting at Deferred Rendering down to the very last display option will be disabled and you will be unable to toggle them as they don't work anyway, at least currently, why? i don't know but the newly added shader error logging might just tell me what is happening, so if you are using an Intel GPU and you want to help me possibly fix this, open the debug settings and force enable RenderDeferred, then send me your log file (best would be in Discord because it's super easy there).

Some feedback from Skyler Mews regarding the transition time when using "Zoom In" in the radar tab was addressed and it should no longer take up to 10 seconds (1 second max now) to zoom in on someone no matter the distance.

Great news also to those very few people who cannot run the AVX version, i'll be recompiling the Viewer non-AVX sometime later, figured it would be a great time to do this.

And the rest of this update is just a big bunch of commenting, organizing and cleaning up my code. Even code wants to look fancy, even if no one ever looks into it. It brings joy to know that your stuff is well organized and looks clean.


  1. What are the differences between AVX and non AVX versions? thank you

    1. AVX has slightly improved performance at the cost of incompatibility with older hardware, no differences otherwise.