ALPHA STATUS / LAJKTO ENGINE AND PROTOCOL X - Protocol X 0.0.0.3 and Lajkto Engine are unfinished ALPHA software in active development. The game and engine are not fully tuned; bugs, crashes, incomplete features and compatibility changes may occur. - On Android, UI orientation handling works. Portrait is currently recommended because landscape can overload the renderer and crash the game until rendering is fully tuned. - Windows shaders are distributed as authenticated AES-256-GCM Lajkto containers. - The ZIP contains no standalone decryption key or build-secret file. - The existing Lajkto Engine Licence Terms 1.1 (Czech decisive text) are included verbatim and published beside the downloads. TEMPORARY WINDOWS SIGNING NOTICE - Windows 0.0.0.3 is temporarily available as an unsigned development build. - Before extracting: right-click the downloaded ZIP -> Properties -> check Unblock -> Apply. - We are implementing trusted Authenticode signing for future public Windows releases. PROTOCOL X 0.0.0.3 SETTINGS - Rebuilt settings into separate Video, Performance, Audio, Controls and Multiplayer sections. - Performance: CPU worker count Auto or exact 1-127, plus multi-GPU mode. - Audio: source/AI compute and Master, SFX, UI, Ambience and Music volume controls. - Controls: mouse sensitivity, invert Y and current keyboard mapping overview. - Video: display, FPS, quality, VSync, dynamic resolution, ray tracing and upscaling. REAL PERFORMANCE MEASUREMENTS - Radeon RX 570 8 GB: 400-450 FPS - GeForce GTX 1050 Ti 4 GB: 150-200 FPS - Blackview Explore 2: 70-80 FPS - DOOGEE V20: 30-40 FPS PROTOCOL X 0.0.0.2 ENGINE PERFORMANCE - Multi-thread CPU runtime expanded. Auto mode uses logical CPU threads minus one worker reserved for the main/game thread. - Tested on 24 logical threads: 23 render workers active. - Visibility/LOD classification and shadow classification run in parallel; clustered-light preparation overlaps batching work. - Worker configuration supports up to 127 worker threads with a safe single-thread fallback. EXPLICIT MULTI-GPU - Linked Vulkan physical-device-group path remains available for compatible AMD/NVIDIA adapters. - NEW: Lajkto Explicit Unlinked mode can use two separate Vulkan GPUs even when the AMD/NVIDIA driver does not expose a linked CrossFire/SLI device group. - NEW: direct cross-adapter VRAM bridge uses a D3D12 shared texture imported into Vulkan on both GPUs; the final image no longer has to travel through a CPU framebuffer copy. - Split-frame workload is divided by projected screen region; seam-crossing objects remain on both GPUs. - Auto mode keeps the second GPU in standby and engages it only after sustained load exceeds roughly 70% of the target frame budget. - Explicit mode keeps both GPUs active continuously. - Automatic single-GPU fallback remains available if the secondary worker/compositor fails. - Hardware validation: 2x Sapphire Radeon RX 570 8GB Samsung, PCIe 3.0 x16 + PCIe 3.0 x4. - 60-second explicit two-GPU Protocol X stability run completed with 0 VK_ERROR_DEVICE_LOST events and no renderer crash. - Multi-GPU scaling is workload-dependent; Auto deliberately stays on one GPU when a scene is already faster on the primary adapter. - Temporal FSR/DLSS remains conservative with split-frame multi-GPU where cross-device temporal history would be unsafe. REAL PERFORMANCE MEASUREMENTS - GeForce GTX 1050 Ti 4 GB: 150-200 FPS - Blackview Explore 2: 70-80 FPS - DOOGEE V20: 30-40 FPS PROTOCOL X 0.0.0.1 VERSIONING - Public game builds use 0.0.0.N: 0.0.0.1, then 0.0.0.2, 0.0.0.3, ... - Multiplayer protocol numbering is separate. This build uses network protocol v4. REAL DEVICE PERFORMANCE - Blackview Explore 2: 70-80 FPS - DOOGEE V20: 30-40 FPS PROTOCOL X - DEVELOPMENT BUILD 2026-09-01 // PROTOCOL v4 V4 HIGHLIGHTS - Multiplayer menu/pause fixed on Windows and Android. ESC / Android pause no longer gets closed every frame after match start. - Lobby map selection: Service Junction // Prototype or Blacksite Kappa // Freight Deck. - Shared server world remains authoritative for machines, tasks, items, mobs and mission completion. - Blacksite Kappa floor slabs rebuilt without positive-area overlap / z-fighting. - Kappa wall runs rebuilt with deliberate human-sized door openings. - Removed duplicated baked status panels; machine screens now have physical relay/filter housings. - Backup battery and clean filter use server-selected search variants across four physical supply racks each. - Toggleable north-up minimap: M on Windows, MAP button on Android. Item pickup position stays hidden until found. - Protocol v4 is not network-compatible with older v3 clients. PROTOCOL X - DEVELOPMENT BUILD 2026-09-01 HIGHLIGHTS - Multiplayer protocol v3 - FIND LOBBIES -> WAIT -> JOIN/READY -> synchronized MATCH START flow - Dedicated server authoritative player transforms - ENet/UDP transport, reliable control messages + fast snapshots - New co-op map BLACKSITE KAPPA / KAPPA FREIGHT DECK - New cargo atrium, reactor wing, bio-containment, utility hub and life-support vault - Mission items, mob spawns, collisions and co-op HUD adapted to Kappa - Windows + Android clients - Vulkan-first Lajkto Engine - FSR 3.1 plugin live-dispatch path - Hardware/software GPU/software CPU ray-tracing modes - Experimental LNAR generative-audio subsystem with built-in audio fallback STATUS Active development prototype. Features and save/network compatibility may change. WINDOWS DISTRIBUTION HOTFIX - Portable ZIP now bundles app-local MSVC runtime DLLs (MSVCP140, MSVCP140_ATOMIC_WAIT, VCRUNTIME140, VCRUNTIME140_1) - Added START_PROTOCOL_X.cmd with Vulkan-driver preflight and visible error output - Fresh web-download package smoke-tested successfully on Windows / RX 570 MULTIPLAYER WORLD REPLICATION v3 - Canonical shared mission/world state published by the dedicated server - Machine state/colors and task completion replicate to every client - Battery/filter pickup and installation are shared and disappear for everyone - Mob HP/death and positions are shared; non-authority clients no longer simulate independent copies - Mission timer and mission completion are synchronized - Objective progress and mob damage are monotonic to survive dropped UDP world updates - World simulation authority automatically fails over when the authority player disconnects - Remote co-op player upgraded from a body/head proxy to a procedural full operator with torso, helmet, arms, hands, legs and boots - Local Save/Load/Restart disabled during an active network match to prevent client-side world divergence