SDL release-3.4.16 Released
SDL 3.4.16 lands as a stable bugfix release, and it is squarely aimed at smoothing out edge cases that can trip up shipped games and engine tooling. The biggest practical fixes touch the GPU API, where depth-format sample count support is now checked correctly, and Apple platforms, where SDL_QueryGPUFence() now returns the expected value. On macOS, windows no longer linger after SDL_Quit(), which matters for clean shutdown and editor-style workflows.
Input and device handling also got a meaningful cleanup. SDL now reports SDL_PenInputFlags in SDL_PenProximityEvent, vertical high-resolution mouse wheel scaling is fixed on evdev, and Nintendo Joy-Con stick calibration is corrected. On Android, SDL_HINT_ANDROID_AAUDIO_INPUT_PRESET replaces a hard-coded camcorder preset, giving developers control over microphone input behavior instead of forcing one default.
There are also a few platform-specific rendering and compatibility fixes: BMP loading now handles images under 8 bits per pixel with odd widths, textures no longer render at half opacity on PS2, and WM_TAKE_FOCUS has been removed from WM_PROTOCOLS for X11 windows. For teams maintaining cross-platform code, this is the kind of release that reduces weird one-off bugs without changing the overall API surface.
- what
- SDL 3.4.16 stable bugfix release with fixes for GPU, input, windowing, and platform-specific behavior.
- who
- SDL project maintainers on GitHub.
- when
- Released as SDL release-3.4.16.
- impact
- Developers should pick it up for fixes to Apple GPU fences, macOS shutdown, Android audio input, X11 window protocols, and controller/mouse edge cases.
Stable maintenance release fixes several cross-platform bugs.
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