v1.35.0
qdm12/dnsv1.35.0Aug 21, 2026by github-actions[bot]
Upgrading?
AI Summary
This release addresses visual consistency issues related to frame rates across various effects, ensuring particles, graticules, and blurs behave correctly regardless of machine speed.
Key Highlights
- Fixed particle ribbon trails to last the same duration at any frame rate.
- Panorama graticule no longer brightens or smears with machine speed.
- Ascend's horizon wake rises at a frame-rate independent speed.
- Diffusion blur is now measured in seconds for consistent smoothing.
- Feedback backgrounds no longer change brightness with the frame rate.
New Features
- Fixed particle ribbon trails duration
- Fixed Panorama graticule smearing
- Fixed Ascend horizon wake speed
- Fixed Diffusion blur timing
- Fixed feedback background brightness
Full Release Notes
### Fixed - **Feedback backgrounds no longer change brightness with the frame rate.** The 14 effects that accumulate particles into a trail — Cascade, Tesla, Mycelium and others — settled at about half their intended brightness at 30 fps and double at 120. Measured on Cascade: 47.7% spread across 30/60/120 fps, now 6%. Nothing moves at 60 fps. - **Particle ribbon trails last the same time at any frame rate.** Cleave, Tide and Vessel measured their trails in frames, so a trail running 267 ms at 60 fps stretched to 533 ms at 30 and shrank to 133 ms at 120. - **Panorama's graticule no longer brightens or smears with the frame rate.** Its centre and edge guides were drawn at a fixed strength per frame, and its echo drifted a fixed distance per frame, so the reference line the effect exists to provide got both stronger and wider the faster your machine ran. Brightness spread across 30/60/120 fps drops from 59% to 1%. - **Ascend's horizon wake rises at the same speed on any machine.** The afterglow climbed a fixed distance every frame rather than every second, so it travelled twice as far per second at 120 fps as at 60. Brightness spread across 30/60/120 fps drops from 14% to 2%. - **Diffusion blur is measured in seconds now**, so Protea's bodies, Sumi's ink and Polycephalum's network smooth at the same rate however fast the machine runs. Protea's brightness spread across 30/60/120 fps drops from 41% to 18%. ## Downloads | Platform | File | Notes | |----------|------|-------| | **macOS** | `.dmg` | Universal binary (Apple Silicon + Intel) | | **Linux x86_64** | `.tar.gz` | glibc 2.35+ (Ubuntu 22.04+, Debian 12+) | | **Windows x64** | `.zip` | Windows 10+ | ## Getting started **macOS**: Open the DMG, drag Fosfora.app to Applications (or run directly). Signed and notarized. **Linux / Windows**: Extract, run `fosfora` from the extracted directory. The `assets/` folder must be next to the binary. ## Requirements - **GPU**: Vulkan (Linux/Windows) or Metal (macOS) - **Audio**: Built-in mic or line-in for audio-reactive visuals - **NDI®** (optional): [NDI® SDK runtime](https://ndi.video) for network video output - **Video playback** (optional): `ffmpeg` on PATH for media layers --- NDI® is a registered trademark of Vizrt NDI AB.
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