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Overcooked! All You Can Eat: profile, Unity shader keys and a Frame rate choice (patches 0054–0056) - #372

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TeeJayBaker wants to merge 2 commits into
LNPANDY:mainfrom
TeeJayBaker:overcooked-profile

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@TeeJayBaker

@TeeJayBaker TeeJayBaker commented Nov 1, 2026 •

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Fix or feature

  • Fix
  • Feature

What and why

A profile for Overcooked! All You Can Eat (0100F28011892000, update 1.0.11 = v720896, Unity 2019.4.11f1), carried as three patches until seedds/nxnative#836 lands. Refs #369.

  • 0054: three optional profile keys in shader_split.py (unity_tier, unity_skip_keywords, unity_skip_passes) that leave out the Unity programs the player never draws: other hardware tiers, keyword variants the game data never enables, and the editor-only Meta pass. Without the keys nothing changes.
  • 0055: the game's profile. With the keys its split goes from 520,394 shaders (2.3 GB package) to 45,221 (198 MB). It also sets depth_mode zero and present_interval display (60 fps). The game note has the evidence for each cut and its limits.
  • 0056: a launcher Frame rate choice (30 / 60 fps, DM_PRESENT_INTERVAL) for a profile with present_interval display and no fps_target: Overcooked and Monster Train 2, which had no 30 fps choice outside an env file.

GAMES.md, GAMES.zh-CN.md and both READMEs get the row and count 95 profiles. The GAMES.md gallery is not regenerated: its images link to upstream's pinned commit, which does not have this screenshot yet.

Checked

  • Tests: python3 tools/engine.py check (37 patches apply cleanly to c5fe6b5dbcb2), tools/tests. In engine/: test_unity_tier.py, test_launcher_settings.py, test_settings.py, test_game_profile.py, test_pso_offline.py, lint with 0 new findings. test_docs.py fails only on test_gallery_is_current, as on main without these patches.
  • Run on a Mac: built with the NSP script and played on an M1 Pro, macOS 26.7.2. 35 minutes at 30 fps through the menus, two DLC world maps and a level on each, with no shader missing from the map. Then 4.5 minutes at 60 fps (59.9–60.0 fps) from an app built with this profile; its pipeline archive was accepted, 1.5 s before the first frame. Not checked: iOS, every level, game speed at 60 fps against a clock, online play.

Screenshots

None, no visible change.

Scope

  • No engine file (dm/, scripts/, docs/, ref/) is added to the repository: a change there is a patch in patches/ (a commit in engine/, then tools/engine.py export, and tools/engine.py check passes), with its Upstream-Status
  • A fix to the engine or a game profile also goes to seedds/nxnative as a PR in parallel: this PR's patch says forwarded seedds/nxnative#..., or pending until that PR is open
  • No keys, game files or data extracted from a game in the change or the attachments

…054, 0055)

0054 adds three optional profile keys to shader_split.py (unity_tier, unity_skip_keywords,
unity_skip_passes) that leave out the Unity programs a player never draws; 0055 is the game's
profile, which uses them to cut its split from 520,394 shaders to 45,221, and plays at 60 fps
on the Mac. Both are forwarded as seedds/nxnative#836. The games table and the READMEs count 95
profiles.

Refs LNPANDY#369.
@github-actions github-actions Bot added documentation Improvements or additions to documentation patch-queue Changes the patch queue or the upstream pin labels Nov 1, 2026
… games (Overcooked, Monster Train 2)

Forwarded as part of seedds/nxnative#836. Refs LNPANDY#369.
@TeeJayBaker TeeJayBaker changed the title Overcooked! All You Can Eat: profile and Unity shader keys (patches 0054, 0055) Overcooked! All You Can Eat: profile, Unity shader keys and a Frame rate choice (patches 0054–0056) Nov 1, 2026
@v0lumehi v0lumehi added the nice-to-have Goes into the next release if it is ready in time label Nov 1, 2026
@v0lumehi v0lumehi modified the milestones: v1.1.1, v1.1.2, v1.1.3 Nov 1, 2026
@v0lumehi

v0lumehi commented Nov 2, 2026

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Thanks for the profile. The size of the diff (78k lines) looks like the shader tables and screenshots, is that right? It is in v1.1.3. Engine changes go to seedds/nxnative first, as CONTRIBUTING.md and patches/README.md describe. Could you open the matching pull request there and put its number in the patch header (Upstream-Status: forwarded seedds/nxnative#N)? If you cannot, tell me and a maintainer sends it. The patch number is given out when the pull request merges, so you do not need to chase it.

@TeeJayBaker

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Yes, nearly all of it is patch 0055's generated tables: shader_map.tsv (about 45k lines) and pso_pairs.tsv (about 29k), plus about 3.7k lines for the gallery screenshot as a binary patch. The hand-written parts are small: 0054 is 238 lines and 0056 is 175.

The upstream PR is seedds/nxnative#836, already in the patch headers.

@v0lumehi

v0lumehi commented Nov 2, 2026

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Thanks for the explanation of the size: generated tables and one binary screenshot, small hand-written parts. That is fine. The engine moves to a newer pin for v1.0.2, so the three patches may need a refresh afterwards. I will write here when the bump is in main. The patches wait for seedds/nxnative#836. It stays in v1.1.3.

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