During the past few months we have been recovering and tweaking more than ~130 environmental textures from original sources, and now we are transplanting them back into the game 15 years later. Many scenes and props now look crisp and more detailed than their sixth-generation, compressed counterparts.

The Eurocom and Anibyte artists originally painted their images at bigger sizes, but due to serious console and memory limitations at the time they had to be downsized and compressed to Heliopolis and back.
These upgrades mostly cover common gameplay elements; like buttons, statues and levers and, more specifically, Heliopolis Exterior, Anubis Wall, Abydos Canals and the Uruk Intro. We will probably keep adding more original assets in zones that still need some care, like the Lost Temple, some Mummy dungeons and Luxor.

Modern computers are much more capable than a PlayStation® 2 or GameCube™. Enjoy playing Sphinx as it was originally meant to be seen, it holds up pretty well.


Also, here is the complete cumulative changelog since our last announcement:
2018-01-30 (Tuesday)
- German translation improvements by @MagicianMana.
- Make the health Gold Ankh UI indicators scalable by the TextHudObjScaling key in the section of Sphinx.ini, too. As requested by @DaxterSpeed.
- Add a texture override (hudRotatorSelect.png) for the golden highlight frame around the currently selected item in the pop-up rotator of the HUD. This one has higher resolution and it doesn't look half as stretched as the original one, specially after making that list wider a few weeks ago.
- Disable the EGXGL_ATTRIB_DIVISOR_INSTANCING / glVertexAttribDivisor hack, it didn't seem to help. It was disabled by default; let it autodetect, as intended: http://steamcommunity.com/app/606710/discussions/0/1621726179559230606/
- Disable glObjectLabel'ing again to improve performance.
- Update the Windows version of the SDL2 (to 2.0.7) and OpenAL Soft (to 1.18.2) libraries. Don't link/import the SDL2 library symbols by ordinal anymore; do it by name, because it breaks dragging and dropping new SDL2.dll versions that don't share export order.
- Let the user choose if she wants to bound/restrict/confine the mouse cursor within the window borders through a new InputGrabbed key in the section of Sphinx.ini. It is set to 1/TRUE by default. Suggested by @DaxterSpeed.