WARFRAME Wiki

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WARFRAME Wiki
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WARFRAME Wiki

WARFRAME is a 2013 free-to-play science fiction cooperative third person shooter video game both developed and published by Digital Extremes for Microsoft Windows, Xbox One, PlayStation 4 (for both free and plus membership users), Xbox Series X/S, Playstation 5, Nintendo Switch, and was previously available within GamersFirst Live.[1]

Warframe is set in a distant future where the solar system is dominated between the Grineer, an empire race of militarized clones; the Corpus, a mega-corporation merchant cult with advanced robotics and laser technology; and the Infested, the name for a disease and its victims that devours all. The players takes the role of a Tenno, an ancient warrior created by the Orokin to battle a mysterious foe but left to slumber generations ago, until woken by an entity called the Lotus for the sole purpose of reuniting the scattered, war-torn colonies throughout the system.

The players are always pitted against enemies in superior numbers. To this end, players have at their disposal a varied arsenal of weapons both archaic and modern, and most notably, their most powerful weapon—the titular Warframe, each of which has a particular set of abilities. Despite being primarily a shooter game, the gameplay has a definite focus on the synchronization of players' arsenal, allowing for limitless creativity in combat.

New players are encouraged to check out the official Quick Start Guide and the Codex in-game to gain a preliminary knowledge of the game's mechanics.

Other Media

Soundtrack

Main article: Warframe Soundtrack

The first official soundtrack featuring 24 background music and theme songs up to Update 19 was released on July 5, 2017 on Bandcamp. Lead Sound Designer George Spanos and Composer Keith Power were credited for creating the album.

Comics

Main article: Comics

Warframe Comics illustrate the expanded universe of WARFRAME with background stories of various characters and events. They are collaboration between Digital Extremes and various third party studios including Top Cow Productions.

Podcasts

[DE]constructing is a podcast hosted by Community Manager Megan Everett and produced by Marcus Kretz that goes into the behind-the-scenes of Warframe's development. It can be streamed on SoundCloud or listened below:

Episode I - Tennogen With Kaz & Skyers (30:46)
Episode II - Animation with Tim & Elyse (34:12)
Episode III - Audio Design with George & Erich (23:51)
Episode IV - Sound Design Part 2 with George & Erich (24:30)
Episode V - Game Design With Jon & Shervin (24:35)
Episode 6 - Environment Art With Brian & Lionel (24:29)

Trello Board

As of Update 29.10 (2021-03-19), major updates have an official Trello Board for the community to track issues and feedback that the developers are working on or thinking about.

Related Software

Warframe TennoGen

Main article: Warframe TennoGen

A Steam program which allows community artists to contribute to Warframe's Steam Workshop with custom cosmetic skins of selected items in-game.

Warframe Nexus

Main article: Warframe Nexus

An official mobile companion app for iOS and Android. The app allows players to manage their Foundry builds, manage and chat with in-game friends, monitor Alerts and more.

Warframe China

Main article: WARFRAME (China)

An alternate build of WARFRAME tailored for the Mainland Chinese gaming market. The game features Mandarin voice-overs for most NPCs and earlier access to Chinese themed weapons and Warframes, with some elements such as gore removed.

Warframe Arsenal Twitch Extension

Main article: Warframe Arsenal Twitch Extension

An extension for the streaming platform Twitch for streamers to share their current WARFRAME Arsenal loadout to their viewers.

APIs

World State

Main article: World State

An official JSON-based API exposing information on active in-game events, such as various day/night cycles, active Alerts, Invasions and Market deals etc.

Drop Tables

Main article: Drop Tables

An official XML-based API exposing information on drop rates of most items obtainable in-game.

Patch History

Engine and lighting

Update 31.5 (2022-04-27)

DirectX 12 Performance and Optimizations:

Ongoing work continues on our DirectX12 render mode!

In this update, DirectX 12 runs up to 25% faster than it used to for high performance PCs. Most modern systems will run the game in DirectX 12 mode significantly faster than DirectX 11!

Comparing the same scene across different versions of the game to compare how the rendering modes compare:

  • New War DX11: 110 fps
  • New War DX12: 141 fps
  • Angels of Zariman DX12: 177 fps

The system that was used for the above testing results: Ryzen 5600X, Radeon 6900XT;  1080p Enhanced renderer with all details at maximum.

A significant memory optimization was also made, and DX12 now uses up to 200 megabytes less memory than it did previously (especially relevant for players on laptops where the memory is shared).

Update 31.1 (2022-02-09)

REFLECTION PROBE CHANGES:

We rebuilt reflections across the entire game when Enhanced Graphics Engine is enabled to use modern high quality texture format which improves the quality and punch of gold, bronze, chrome, and other metallics. This change reduces the noise, makes them more vibrant, and ultimately more balanced overall. A lot to visually enjoy during your replay (or first playthrough!) of The New War!

GENERAL CHANGES:
  • New Sky/Atmospheric technology brings a physically-plausible simulation based on time of day. Enhancing the atmospheric experience to feel more immersive and accurate when a time of day is represented.
  • Improved visuals within the Cambion Drift landscape by comprehensive efforts to have less competing emissive values on foliage. This can be attributed to reduced spore particles and reduction in the overall red color the
  • Softened the look of hair/fur while using the Enhanced Graphics Engine option (Temporal AA remains unchanged). Refined look to the shading.

Update 30.9 (2021-11-11)

  • Reflection intensity increased on metals to better match environment lighting conditions.

Hotfix 29.6.9 (2021-01-28)

  • Fixed the game freezing on startup on 3-core CPUs.
  • Fixed a secondary crash that could occur if your GPU driver crashed while running Dx12.
  • Fixed launcher auto-detection of DirectX 12 support. Previously we would have exposed Dx12 on laptops where the discrete GPU only supported Dx11 but the fallback IGP supported Dx12; ie: if you selected Dx12 you would get extremely low frame-rate because it wasn't actually using your GPU.

Hotfix 29.5.4 (2020-11-25)

DirectX 12 Beta Support:

We are pleased to bring you beta support of DirectX 12 this week!

The DirectX 12 driver should look graphically alike to the standard DirectX 11 driver, but the new driver exposes several optimizations we can use in the future. Even though Warframe’s DirectX 12 support is still in beta, you should notice slightly faster rendering on most graphics cards and faster rendering on multi-core systems!

Please keep in mind that several optimizations are still in the works. For example, the new driver does not yet support the shader cache that’s automatic in DirectX 11 drivers. This difference means that as you play, the DirectX 12 driver must convert shaders from a generic format to versions optimized for your specific model of graphics card. Depending on your system, this process could appear as micro-stutters the first time a shader is needed. Other games work around this process by forcing massive shader compiles in their launchers. We hope to avoid that as we work on a different solution.

We also hope to hammer out some bugs during our initial beta test of the DirectX 12 driver. To that end, we’re keenly interested in having crashes reported if they only occur in the new driver. If you can reproduce a crash consistently in the DirectX12 driver but can’t reproduce the same crash in DirectX 11, please report the WAR-# in this thread. Learn more about reporting crashes here.

We’re also interested in knowing what looks different with DirectX 12 enabled. Differences likely signal a bug, so if you find one, please send F6 screenshots to Support. Learn more about capturing screenshots here.

How to Participate:

Simply enable DX12 in your launcher settings!

Hotfix 29.2.2 (2020-10-06)

Enhanced Graphics Engine

Last week we included a ‘Missed Change Note’ that the ‘Deferred Rendering’ Display Option was renamed to ‘Graphics Engine’. While this is true at a base level, it’s actually more exciting than that, as it involves moving into “Next Gen’ by phasing out our old rendering engine!

Please read the full details here: https://forums.warframe.com/topic/1229889-the-enhanced-graphics-engine/

Update 29.2 (2020-09-29)

Character Shader Changes

We have made significant enhancements to probe-based lighting. The results of this are dynamic objects receive better quality lighting, and metals are more responsive. Additionally, objects should now look more grounded in their environments.

Update 29.0 (2020-08-25)

  • Improvements towards hair shading when Deferred Rendering is enabled.

Hotfix 27.0.12 (2020-01-23)

  • Upgraded our compiler toolchain
    • Improved code-generation for certain types of compiler optimizations.
    • Fixed a performance regression in some rare cases for Ryzen processors.

Hotfix 25.7.7 (2019-09-26)

  • Made experimental optimizations to content update speed especially when anti-virus programs are enabled.

Update 22.20 (2018-05-17)

GPU Particles have arrived!

Did you miss our Dev Workshop!? Read it quickly here - it's short: https://forums.warframe.com/topic/952766-new-gpu-particles-and-goodbye-to-physx-fx/

We have added 'GPU Particles' which replace the no-longer-supported Nvidia PhysX Particles. These GPU Particles can be enjoyed on all Platforms with varying intensity: Off/Low/Medium/High... LUDICROUS!

Many particle FX have been converted, but we will spend some time continuing to upgrade our catalog throughout the year. Our new system is universal, works on almost all GPUs (really old ones might be out of luck), is not locked to a given manufacturer, and is not locked to PC! Console Tenno will receive this next update!

Update 19.0 (2016-11-11)

General Graphics Improvements & Volumetric Lighting:
  • Volumetric Lighting technology is here and has been implemented in The War Within quest!
  • We've also improved player lighting and added various weather effects to the game.

Update 18.5 (2016-03-04)

Lighting Improvements

Firstly, this is a sweeping change across the entire game! Please be conscious that some areas may appear overly or underlit. We will work to fix up any rough looking spots - feel free to send screenshots are way in bug threads throughout the appropriate subforums.

With Inaros, the sands of old have been swept away from U18 Warframe leaving behind a newer, more vibrant U18.5 Warframe. In many respects, 18.5 is a remastered, more HD version of Warframe with months of technical graphical improvements and artistic relighting of many parts of the game (and more to come in subsequent updates). On top of these changes are across the board rendering performance improvements we hope you'll enjoy, keep in mind that your particular hardware may benefit more and benefit less depending on your GPU, resolution and preferred graphics settings.

  • Lighting textures have been reengineered to reduce square compression artifacts and ugly color banding. You may have seen me point this out on past Devstreams.
  • All PBR materials have been recompressed with a more accurate format, new and subtle details are visible on your PBR'd Warframes, gear and in the environment.
  • Reflection Probes have been built through many areas of the game, grounding PBR materials with more accurate lighting.
  • Character and weapon lighting includes more accurate 'dual specular' lighting which means metallic surfaces are more realistic and fancy looking.
  • HDR rendering has been switched to a compact 32bit format which has improved HDR rendering performance for a wide range of GPUs.
  • Tonemapping has been adjusted to use more of the range of lighting content in the game, images have more detail, particularly richer in the darks.
  • Motion Blur and Depth of Field have been re-engineered to run faster and look better, fast moving and defocused objects no longer appear 'cut out' on their silhouettes.
  • Draw order optimizations have been applied to every object in the game, which improves overall performance, particularly in worst-case scenarios.
  • Atmospheric fog effects are now rendering in a separate lighting pass, allowing richer particle effects at distance without being 'erased' by atmosphere.
  • Particle lighting has been improved to more accurately represent the local lighting environment.
  • Wind force modelling on many particle systems increase realism as various environmental particles now respond to explosive forces and Warframe powers – you've also probably seen us showcase this in our most recent Devstream.
  • Bloom system has been softened and made more seated in the scene. The burnt-out look is replaced with a more subtle and gentle sci-fi glow.
  • Physics collision, performance and stability have all been improved, as a long-awaited upgrade of Warframe PhysX libraries has been completed.

Update 15.13 (2015-02-05)

General Improvements:

We’ve made a wide variety of improvements to Warframe in some obvious, and not-so-obvious ways. The following is a quick list of changes we’ve made, and where you’ll notice them the most!

  • Lip Sync Improvements: The Lotus, and many other characters you see in Transmissions, have had graphical improvements made to their lip sync animations.
  • Dynamic Exposure: Light sources change the way we perceive our surroundings, potentially turning a well-lit cave into a menacing cavern. Our new Dynamic Exposure will help better the immersion in Warframe, making the light sources in game far more real as you traverse environments. Seeing a consistent image across broad range of game lighting is biggest benefit of this new Dynamic Exposure!
  • Ambient Occlusion: Just like how Dynamic Exposure will change the way light is perceived in Warframe, Ambient Occlusion will do the same for shadows. By using this more intelligent shading and rendering technique we’re furthering our work on more realistic lighting, and the differences in levels with heavy or varied light sources should be quite apparent!
  • Particle System 2.0 for non-Nvidia cards: For a long time Warframe’s awesome particle effects have been locked behind Nvidia-specific graphic cards -- no more! All players should notice some increased particles attached to Warframe Abilities, and other in-game effects.
  • Reverb 2.0: Just like Dynamic Exposure will change the way we see light sources in game, Reverb 2.0 will add another layer to Warframe’s immersion. Now enemies shouting at you down long hallways will echo, and weapon fire in open amphitheatres will sound much more pronounced as the sound bounces off walls. This system is still a work in progress, but if you happen to hear a dramatic increase in sound quality then you know the reason why!
  • General PBR Updates: PBR graphical updates have been slow and steady these past few months. From weapons to Warframes and environmental textures we’ve put a lot of work into making every part of Warframe that much more visually stunning -- and we have no plans of stopping. More PBR updates will continue over the following months, so if your Orthos or Boltor Prime happens to be looking a bit sleeker it’s not just you.

Update 14.5 (2014-08-28)

Update 10.0 (2013-09-13)

  • Added new option for new experimental Multi-Threaded Rendering in Launcher Settings!

NOTE: Tenno, this is an experimental option we have introduced with the goal to improve performance on multi-core machines. Let us know if you notice higher frame-rates with this option! This option may not be for everyone, disable it if you encounter problems!

Music and audio

Update 31.5 (2022-04-27)

Audio Reverb Changes:

Our sound team has made several changes to reverb across the game thanks to a new system! This nifty new tech automatically places reverb in level zones instead of the hand placing that used to happen in every tile. This allows us to get better results because it takes into account area size and area materials. It also includes preset reverb containers that can have more types of reverb that are better suited to each area.

For example: A small, narrow vent space that opens to a small room that then opens to a larger room can each have their own custom reverb based on the size and material type of each room. Instead of hand placing each of the three reverbs, the engine is now smart enough to take into account each of the rooms automatically. This allows for greater specificity because it measures the size of each room.

This also has a performance benefit, as it enables only the required reverb sample to be loaded as needed, instead of loading all of them when a level first loads. This ultimately saves memory and allows the levels to load a bit faster!

Update 29.5 (2020-11-19)

NEW Advanced Reverb:

Advanced Reverb is here in what we are calling its 'Beta' launch! This is an entirely new reverb system that uses a Convolution (Impulse Response) method. What this means is that instead of using an algorithmic (Legacy) reverb for the game, we are able to use real-life spaces instead. We can feed the reverb system a recording of a real reverberant space and it will combine it with the game's sounds. So you will get a more realistic, vibrant, and deep listening experience. We've been busy adjusting the reverb setups across all tiles. So you can now experience this change across the entire game!

We also adjusted how the blending of the reverb works. When you traverse from different areas we need to blend the reverbs (think of a small space to a larger one). We used to do this based on your distance but now we calculate this based on time. This will give you a more accurate feeling of transition.

‘Advanced Reverb’ is turned on by default, you can switch back to ‘Legacy Reverb’ in the Audio Options if you desire.

Update 22.10 (2018-01-25)

  • Real-time audio mixing is now handled by our new RTPC (Real-Time Parameter Control) system, which allows greater precision and control of the game-wide mix:
    • Real-time audio mixing is now decoupled from music, so players who don’t want to play with music benefit from the new RTPC system.
    • Player speed will now adjust footstep/sliding volume.
    • Bullet sound volume when the local player is being hit by enemies is now based on Shields/Health.
    • The RTPC system also allows cleaner and more focused music during heavy combat
    • Starchat music will now be affected by the Music slider and not the SFX slider

Update 21.0 (2017-06-29)

  • Sounds are now occluded when you are not looking directly at their source. This will help when attempting to locate enemies who are closest to you at all angles.

Update 15.0 (2014-10-24)

  • Dynamic music mixing adjustments for smoother transitions.

Update 14.5 (2014-08-28)

  • Corpus Dynamic music is here! Much like the Grineer and Infested, Corpus missions now sport their own music which is dynamically generated based on mission events!
  • Update several Foley sounds: more updates to Tenno step, fixed rhythm and step events for wall running.

Update 14.0 (2014-07-18)

  • Dynamic Music Additions:
    • Dynamic Music has been added to all Grineer and Infested missions, with Corpus coming soon! The game now more ‘intelligently’ makes decisions about how to play ambient and combat music. We are using a stem approach so that players hear different parts of the music at all times!

Update 13.8 (2014-06-19)

  • New Infested Music added, experience new ambiance and battle music when facing the Infested!
  • Combat music now reduces less of the volume of ambiance and footsteps.

Update 11.3 (2013-12-12)

  • Fixed random music issues. In-game music now plays at more appropriate intervals and respects the number of AI in proximity to the player.

Update 11.0 (2013-11-20)

  • 2D and 3D weapons duck ambience by 2 dB less and duck music by 1 dB less. 2D weapons duck 3D weapons by 2dB less.

Update 10.0 (2013-09-13)

  • Mission Success/Failure music now ducks all other music.

Update 5.0 (2012-12-18)

  • The in-game music is now generated dynamically.

Accessibility

Hotfix 31.1.5 (2022-02-17)

  • Re-organized unnamed Inventory items (Operator hairstyles for example) to display at the bottom of the list, since they cannot be interacted with.

Update 31.1 (2022-02-09)

UI CHANGES:
  • Hold onto your seats: we’ve converted all Arsenal Screen rectangle icons to squares. This applies to places like the Arsenal, Operator, and Codex which previously used rectangular icons.
    • To provide some Dev insight: At the moment, we have literally thousands of duplicated icons. Each item had to support both displaying as a rectangle and as a square, but now that everything has been converted to squares, all the rectangle icons are soon to be deleted. Which will reduce the game file size once we hit the big delete button - stay tuned on that! In the meantime, if you see anything funky with icons (squished/stretched/cropped etc) please let us know.
  • The Options menu has been reworked to bring some new and reorganize the old! This is the beginning of our broader Options menu rework efforts that will continue in a near future Update, stay tuned!
  • NEW: Accessibility options now have their own tab! You’ll find respective VIDEO and INTERFACE accessibility options now live here.
  • GAMEPLAY has been renamed to SYSTEM, and CHAT has been renamed to SOCIAL.
    • Moved all networking related options to System under a Network header
    • Moved all friend/gift/party request options to Social under a Privacy header
    • Moved all chat channel options to Social under a Chat header
    • Moved all chat appearance options to Social under a Chat Appearance header
  • DISPLAY has been renamed to VIDEO.
    • Added 3 new headers: Display, Graphics, and Advanced. Respective options have been moved within the headers.
  • Added 3 new headers to the AUDIO tab: Sound, Sound Mixer, and Voice. Respective options have been moved within the headers.
  • Added 1 new header to the INTERFACE tab: User Interface (alongside HUD). Respective options have been moved within the headers.
    • Moved "Item Labels" into the "Customize UI Theme" screen.

Update 29.10 (2021-03-19)

UI ADDITIONS & CHANGES:

Spice up your HUD with your very own HUD Customization options! Choose numerous HUD elements to recolor from your Color Palettes. You can also choose from a collection of presets that range from Color Blind friendly choices to Warframe-themed presets.

Hotfix 28.0.7 (2020-06-25)

  • Tweaks to improve distinction between very saturated colors when Color Blind Compensation is enabled.
    • It’s worth noting here that our Color Blind Compensation approach is far from perfect and feedback will vary accordingly. We will continue to investigate larger scope accessibility issues!

Hotfix 28.0.6 (2020-06-24)

Color Blind Compensation

Under the Display Options tab, you’ll find a ‘Color Blind Compensation’ option that modifies game and interface colors to increase visibility for common forms of color blindness.

This setting will allow you to pick between the following options:

  • Protanopia: A setting for people with Protanopia, who have a reduced sensitivity to red lights.
  • Deuteranopia: A setting for people with Deuteranopia, who have a reduced sensitivity to green lights.
  • Tritanopia: A setting for people with Tritanopia, who have a reduced sensitivity to blue lights.

Please let us know of any issues or feedback you may have: https://forums.warframe.com/topic/1202836-the-deadlock-protocol-color-blind-compensation-megathread-2806/

Hotfix 27.0.12 (2020-01-23)

  • Increased the scan projector FX when Conserving on the Orb Vallis to address colorblind difficulty.

Update 24.4 (2019-03-08)

Controller Responsiveness Changes

In Update 24.2, we included a number of changes to increase controller responsiveness. The initial changes caused the slightest changes in trigger pressure to interrupt firing and ADS - which is being experienced predominantly with continuous fire weapons such as fully automatic and beam weapons (including Mining tools). This is due to a far too small trigger release threshold between firing and not firing.

This is, however, very effective with pistol weapons where a limited threshold allows for quick trigger taps.

With that said, this update is bringing the following changes to address the above:

We have increased the trigger release sensitivity so that there is more space for error between firing and release. This will help curb the muscle fatigue experienced with having to maintain constant pressure on the triggers as well as alleviate the accidental breaks in firing and aiming. This will require a bit more pressure to be released on the triggers before you will stop aiming and firing.

We increased trigger release sensitivity but maintained press sensitivity to strike balance between quick tap and continuous fire weapons. In other words, we have maintained the firing ease of Pistol weapons with quick trigger taps but have increased the freedom to apply various levels of pressure with continuous fire weapons.

While this has felt much better overall in testing, we know that some may find that the increase still constraints gameplay in some form. More importantly, Tenno with disabilities may also find that this limits their ability to play. So we have also added 2 new sliders in Options > Controls to adjust trigger sensitivity to your liking:

  • Trigger Press Sensitivity: Adjusts the pressure required to fire/aim
  • Trigger Release Sensitivity: Adjusts the pressure required to release fire/aim

Note: The smaller the number in the slider, the more pressure is required on the trigger. The bigger the number, the less pressure is required on the trigger.

The sliders will allow you to tailor exactly how much pressure you feel is most comfortable/close to your preference of play.

Update 23.2 (2018-08-02)

  • Updated the ‘High Contrast UI Theme’ based on feedback in an effort to better aid colourblind Tenno as seen here: https://forums.warframe.com/topic/967241-pc-update-23-visual-accessibility-ui-themes-and-general-ui-feedback-megathread/?page=14&tab=comments#comment-10021100

Update 23.0 (2018-06-15)

NEW UI THEMES AND UI CHANGES!

Currently, we have exactly 131 screens in Warframe that need an artistic pass to the new style. 8 are done and ready to go they're here today! Themes similar to above are coming for the screens we have completed, and all subsequent screens will inherit whatever UI theme you've chosen (default or other purchased themes).

We have also have 2 free Themes specifically tailored for our visually impaired and color blind Tenno: the “Equinox Theme” (B&W theme) and the “High Contrast Theme”! We’d love to get your feedback on them so that we can increase Warframe’s accessibility: https://forums.warframe.com/topic/967241-pc-update-23-visual-accessibility-ui-themes-and-general-ui-feedback-megathread/

To change your UI theme, go to your Interface Options and select “UI Customization”.

Update 20.2 (2017-04-12)

  • Locked doors will now appear as ‘off’ (no color) instead of glowing red. This was causing confusion for colorblind players.

Hotfix 19.0.3 (2016-11-14)

  • Refined the contrast of the Archwing Lasers in the 3rd mission of 'The War Within' to be more colourblind friendly.

Update: The Silver Grove (2016-08-19)

  • Soft launch of colourblind door symbols! These new symbols should help you determine if a door is locked or unlocked, as they no longer rely on the sole use of colour.

Update 16.1 (2015-03-25)

  • Added colorblind pipe variants for the Trials of Vay Hek.

Update 15.0 (2014-10-24)

Colour Blind Locker changes
  • All in-game lockers have a new representation of being locked or unlocked. This new representation focuses on symbols and shapes to be accessible to our colour blind players.

Optimization

Hotfix 31.5.10 (2022-05-17)

  • Fixes towards a cache crash that could occur when aborting an update.
    • Made micro-optimizations to engine startup and level loading.
    • Improved shutdown speed when interrupting content update or quitting the game while loading a level.

Hotfix 31.5.6 (2022-05-04)

  • Made several systemic optimizations to memory usage to save over 2MB of RAM.
  • Made several insignificant optimizations to frame-rate.

Hotfix 31.5.4 (2022-05-02)

  • Fixed a DirectX 12 crash related to the driver.

Update 31.5 (2022-04-27)

  • Made several optimizations to the Infested Ship tileset.
  • Made several matchmaking improvements that addressed some rare cases where you'd try to join a full session, only to fail while connecting. In some others, it would fail to join a session that didn't have 4 players yet.
  • Made micro-optimizations to light rendering.
  • Optimized moving over Energy colors in palettes.
  • Made optimizations to dynamic lighting that might occur in rare cases.
  • Made micro-optimizations to memory usage on all platforms.
  • Made small optimizations to texture streaming for DirectX12 on PC that may help with rare crashes.
  • Made systemic optimizations to memory footprint.
  • Made performance improvements to cloaking/invisibility FX.
  • Optimized textures by decreasing unnecessarily large ones.
  • Slightly improved ship performance for players who have a lot of Noggles.
  • Optimized spot-load detector to not cause further spot-loading.
  • Optimized script testing.
  • Reduced memory requirements for our largest levels.
  • Made micro-optimizations to the Mini-map.
  • Made memory optimizations on all platforms.
  • Optimized Protovyre Apex Ephemera FX script.
  • Made optimizations to deleting and saving Warframe loadouts.
  • Improved lighting performance on Gauss’ Thermal Sunder.
  • Made small optimizations to Void Relic management screens.
  • Made general micro-optimization.
  • Fixed heavy spot loading at end of mission when owning a Necramech without the Necramech Summon equipped in gear wheel.
  • Fixed a noticeable hitch when casting Ash’s Bladestorm with the Ash Shroud Skin equipped.
  • Fixed a crash that could occur when loading the game or certain levels while using the Enhanced graphics engine with DirectX 12.
  • Fixed driver crashes that could occur in DirectX 12 on PC.
  • Fixed significant GPU performance hits when Malice uses Magnetize on a player.
  • Fixed noticeable spot loading when previewing/selecting different Companions in the Arsenal.
  • Fixed significant spot loading issue with the Null Audit mod when equipped on Hound companion.  
  • Fixed crash when toggling Enhanced Graphics on/off with Dx12 enabled.

Update 31.3 (2022-03-28)

  • Made small optimizations to memory.
  • Made optimizations to dynamic lighting that might occur in rare cases.
  • Optimized peak memory usage while loading with DirectX 12.
  • Fixed possibly rare and unlikely crash in Dx12.
  • Made micro-optimizations to Dx12 threaded rendering.
  • Made micro-optimizations to DirectX 12.

Update 31.2 (2022-03-16)

  • Made micro-optimizations to light rendering.
  • Made a micro-optimization to DirectX 12 rendering.
  • Made systemic micro-optimizations to rendering on all platforms.
  • Made DirectX 12 robust against content that could crash the driver.
  • Made numerous optimizations to level loading and texture streaming when using DirectX 12 on PC
    • On a fast PC with an NVME SSD we saw an improvement of over 10% when loading into large levels.
  • Fixed a number of crashes when using DirectX 12.
  • Fixed a crash that could occur when loading the game or certain levels while using the Enhanced graphics engine with DirectX 12.

Hotfix 31.1.8 (2022-02-24)

  • Fixed crashes when starting the game in DirectX 12 on Windows 10 systems that have managed to avoid Windows Update for since 2016.
    • We strongly encourage you to run Windows Update when you can, to avoid strange problems and security vulnerabilities on your PC!

Hotfix 31.1.7 (2022-02-23)

  • Made systemic micro-optimization to load times and improved frame-rate while streaming on Xbox or on PC when using DirectX12.
  • Continued to add diagnostics to try to isolate random DirectX 12 crashes.

Hotfix 31.1.5 (2022-02-17)

  • Fixed a rare crash that would occur when using DirectX 12 and a corrupt texture was found in the cache.

Hotfix 31.1.3 (2022-02-15)

  • Improved handling of corrupt shader caches in DirectX 12.
  • Made extremely minor micro-optimizations to resource management.
  • Made extremely minor micro-optimization to Dx11 rendering.
  • Fixed handling of a rare form of cache corruption.
  • Fixed a rare type of cache corruption where only certain files were deleted from the install.
  • Fixed a small memory leak that would occur when corrupt sound resources were detected.
  • Fixed a rare and harmless crash on shutdown that could occur if you hit Alt-F4 while loading in DirectX 12.

Hotfix 31.1.2 (2022-02-10)

  • Fixed DirectX 11 detection issues for systems that have managed to avoid an Update for Windows 7 released on February 26, 2013.
    • We strongly encourage you to run Windows Update when you can, to avoid strange problems and security vulnerabilities on your PC!

Update 31.1 (2022-02-09)

  • Upgraded our compiler and have seen small optimizations across the entire codebase for a faster Warframe experience. We anticipate this to have no noticeable stability changes but we request Tenno report any oddities they encounter.
  • Made a small tweak to Dx12 startup to try to improve support for systems without the latest Windows Updates.
  • Made a micro-optimization to the Codex.
  • Made several general optimizations.
  • Made general performance improvements to Dx12.
  • Made numerous optimizations towards the Infested Corpus Ship tileset.
  • Fixed crash when aborting Dx12 startup.
  • Made systemic micro-optimizations to PC rendering.
  • Optimized away a few single-frame hitches and potentially fixed a rare crash.
  • Made numerous optimizations towards the Defense arena in the Grineer Settlement tileset.
  • Fixed a minor hitch every time a player jumped into K-Drive, Necramech, or Operator.
  • Made micro-optimizations to Navigation startup.
  • Made small optimizations to level streaming and loading and fixed an ultra-rare crash that could occur for hosts.
  • Made a micro-optimization to loading in Dx12 and the classic engine.
  • Fixed crashes and excessive performance hitches when Grendel consumed an exorbitant amount of enemies and proceeded to vomit them out (90+ enemies). In the name of performance, we’ve added a limit of 40 enemies that can be eaten by Grendel at any given time, and spread out the vomiting of large numbers of enemies.
    • Test Cluster crash report/fix.

Hotfix 31.0.9 (2022-01-20)

  • Improved CPU performance on Dx12 by improving CPU core utilization, most significantly noticeable in Railjack missions or Free Roam levels.
  • Made the launcher's cache optimize feature also clean up crash reports that might have failed to submit in the past (for some extreme cases this might be hundreds of MB of wasted space).
  • Optimized away a few single-frame hitches and potentially fixed a rare crash.
  • Optimized game startup, particularly when a Quest is active.
  • Fixed crashes when failing to launch the game.

Hotfix 31.0.8 (2022-01-12)

  • Added GPU preference setting to launcher to override Windows defaults and defaulted it to High Performance.
    • If you were running on battery when you launched Warframe it may have selected your laptop's IGP instead of your discrete GPU but since we don't switch GPU selection while running, reconnecting your laptop's power wouldn't actually switch to your discrete GPU so you'd suffer terrible performance until you restarted.
    • If you run into problems with the High Performance default you can get the old behaviour by changing GPU Preference to "Let Windows Decide".
  • Smoothed out hitches on while loading or streaming levels on PC running DirectX 11.
  • Optimized peak memory when using DirectX 12 on PC and eliminated small hitches that would occur during level and texture streaming.
  • Made many systemic micro-optimizations that saved approximately 15MB of RAM.
  • Made SIMD optimizations to core math routines to improve performance for all platforms.
  • Made a micro-optimization to DirectX 12 prefetching on PC.
  • Improved cache-density of some frequently used data to improve performance.
  • Upgraded some internal compression code to improve performance.
  • Improved overall performance in Dojos that have many Transporters.
  • Made performance improvements to Caliban’s Fusion Strike.

Hotfix 31.0.7 (2022-01-07)

  • Made micro-optimizations to reduce hitches in DirectX 12 on PC.
  • Made micro-optimizations to load times on PC when using DirectX 12.
  • Made micro-optimizations to game startups.
  • Made minor bug fixes to DirectX 12 shutdown.

Update 31 (2021-12-15)

  • Made micro-optimizations to reduce hitches in DirectX 12 when using the Enhanced Graphics Engine.
  • Optimized severe stutters that could occur in DirectX 12 on PC in some situations.
  • Optimized the Railjack HUD.
  • Optimized performance related to Noggles.
  • Made multiple micro-optimizations to the memory footprint.
  • Made systemic micro-optimizations to level loading.
  • Optimized several aspects of Transmission updating.
  • Made system micro-optimizations for PC, Xbox, and Playstation.
  • Optimized small stutters that could occur in DirectX 12 on PCs with fast SSDs.

Hotfix 30.9.3 (2021-11-12)

  • Made a micro-optimization to some AI code.

Update 30.9 (2021-11-11)

  • Optimized Vauban’s Bastille vortex to fix dips in performance.
  • Fixed significant framerate drops when Nidus "Larva" ability grabs large groups of enemies.
  • Fixed a nasty hitch that would occur periodically in Sanctuary Onslaught missions.
  • Optimized several small hitches when standing near certain level triggers (i.e Navigation on the Railjack).
  • Optimized changing Wear and Tear in the Orbiter interior appearance tab.
  • Fixed micro-hitches that could occur when loading into missions.
  • Optimized pathfinding for low-core systems.
  • Made some systemic micro-optimizations to the UI-system.
  • Made several UI loading optimizations.
  • Made minor performance optimizations across the game.
  • Made data optimizations for the Cambion Drift.
  • Optimized loading times.
  • Made micro-optimizations to rendering.
  • Made micro-optimizations to level loading.
  • Made micro-optimizations to game startup and level loads.
  • Made systemic micro-optimizations to multi-core support.
  • Optimized small hitches that would occur when a Quest did a screen fade.

Hotfix 30.8.3 (2021-10-18)

  • Optimized some serious performance problems in certain Railjack missions.
  • Optimized a modest hitch that would occur when opening the Railjack Tactical overlay.
  • Optimized frame-rate while streaming to or from an Open Zone mission.
  • Optimized a small hitch that would occur when jumping to Archwing or deploying a K-Drive.
  • Fixed a large hitch that would occur when your Railjack took too much damage.

Update 30.8 (2021-10-04)

  • Made micro-optimizations to memory footprint and rendering on all platforms.
  • Made micro-optimizations to level loading.
  • Made a micro-optimization for Windows.

Hotfix 30.7.6 (2021-09-23)

  • Optimized hitches that would occur when flying into a mission in DirectX 12.

Hotfix 30.7.5 (2021-09-16)

  • Made micro-optimizations to reduce hitches in DirectX 12.
  • Made a micro-optimization to rendering.

Hotfix 30.7.4 (2021-09-14)

  • Made systemic micro-optimizations to rendering on all platforms.
  • Made several micro-optimizations to DirectX 12 rendering.

Update 30.7 (2021-09-08)

  • Made systemic micro-optimizations to engine and level loading.
  • Optimized out some hitches when using DirectX 12.
  • Made micro-optimizations to DirectX 12 memory footprint.
  • Made micro-optimizations to game startup when running DirectX 12.
  • Optimized out many small hitches when using DirectX 12.
  • Fixed a bug that would cause certain shadows to malfunction in DirectX 12 on PC.
  • Made systemic micro-optimizations to DirectX 11 rendering.
  • Made a micro-optimization to level loading and streaming.
  • Made a micro-optimization to UI rendering.
  • Made a micro-optimization to Depth of Field rendering.
  • Made micro-optimizations to the fog rendering.
  • Made some systemic micro-optimizations to memory footprint.
  • Made systemic micro-optimizations to shadow rendering on all platforms.
  • Made some micro-optimizations to particle-system rendering.
  • Made micro-optimizations to rendering on all platforms.
  • Made systemic micro-optimizations for all platforms.
  • Fixed an inconsequential graphical inconsistency that may have caused a few micro-stutters on DirectX 12.

Update 30.5 (2021-07-06)

  • General system micro-optimizations.
  • Optimized Dojo initialization time.
  • Made micro-optimizations to world-state synchronization.
  • Made some micro-optimizations to object creation code.
  • Made micro-optimizations to Void Storm missions.
  • Made micro-optimizations to kill tracking.
  • Improved pixel-sharpness of the Launcher on high-resolution displays.
  • Fixed potential small memory leaks throughout the game.
  • Optimized memory footprint for all platforms.
  • Optimized an effect texture to save 300K of RAM.
  • Optimized memory footprint in the Orb Vallis.
  • Optimized memory footprint when spawning enemies.
  • Optimized when opening up the Gear Wheel.
  • Optimized memory footprint in all levels.
  • Made Ayatan Sculptures dynamically load if needed rather than keeping all loaded all the time to save ~3.5MB.
  • Optimized plant and foliage rendering for all platforms.
  • Optimized away 2MB of heap memory for all platforms.
  • Optimized code-size slightly for all platforms.
  • Optimized memory use for all platforms.
  • Made systemic micro-optimizations throughout the game.
  • Made optimizations to HUD with missions that have blinking markers.

Hotfix 30.3.5 (2021-06-10)

  • Made some systemic micro-optimizations to post-processing.
  • Made systemic optimizations to rendering.
  • Made some micro-optimizations to Dx11 rendering on PC.
  • Made a micro-optimization to backdrop rendering.

Hotfix 30.3.3 (2021-05-28)

  • Made systemic micro-optimizations to level loading and streaming.
  • Reduced the game's system load when minimized.
  • Improved handling of a very rare and specific type of cache corruption.
  • Fixed a crash that could occur in very exotic cases of cache corruption.
  • Fixed a memory leak that would occur if you alt-tabbed out of the game while full-screen

Hotfix 30.3.2 (2021-05-27)

  • Improved graceful handling of DirectX 12 crashes that may be caused by OBS Studio.

Update 30.3 (2021-05-25)

  • Fixed some potential hitches when accessing various Friends lists on the Orbiter.
    • This also fixes spot-loading with Sentinel weapons if you had no Sentinel equipped and Necramech equipment if you didn't have the Necramech Summon equipped.
  • Fixed a large amount of spot-loading when returning to the Dojo from a mission.
  • Loading optimizations, mostly aimed at new consoles.
  • Improved compression of Codex Fragment artwork.

Update 30.2 (2021-05-12)

  • Made dramatic optimizations to the Interception HUD (roughly 10x faster).
  • Made systemic micro-optimizations to core-gameplay code by refactoring data visualization systems to eliminate more code in retail builds.
  • Made numerous systemic micro-optimizations to the UI and HUD code.
  • Improved stability for systems using out-dated Razer Chroma drivers.

Hotfix 30.0.8 (2021-04-27)

  • Ongoing micro-optimizations to improve overall game performance.
  • Made some micro-optimizations to core gameplay scripts.

Hotfix 30.0.3 (2021-04-15)

  • Optimized performance for a number of network connections.
  • Fixed random crash on game start with DirectX 11 renderer.

Update 30.0 (2021-04-13)

  • Improved networking performance for all platforms.
  • Made optimizations towards the Grattler FX that were affecting GPU time.
    • We’ve also scaled down the Grattler projectile size to further improve performance.
  • Made a micro-optimization when opening the Invite panel.
  • Made micro-optimizations to some core engine code.

Hotfix 29.10.8 (2021-03-31)

  • Made micro-optimizations to Dojo loading.
  • Made a micro-optimization to the World State Window.
  • Made a micro-optimization to a Crew management interface.
  • Made micro-optimizations to opening the Navigation screen.
  • Made optimizations to Particle Effects that could occur outside the active area.
  • Made a micro-optimization to the code that handles Zephyr's Tornados absorbing damage.

Update 29.9 (2021-02-23)

  • Made systemic micro-optimizations to DirectX 12 rendering and reduced prefetch micro-stutters.
  • Made a micro-optimization to DirectX 11 and 12 rendering and prefetching.

Hotfix 29.8.1 (2021-02-18)

  • Optimized stutters and hitches that could occur on low-end systems when arriving in a mission.
  • Made a few micro-optimizations to Dx12 rendering.
  • Made a micro-optimization to the rendering system.
  • Made a micro-optimization to abilities that move enemies (Vauban's Vortex etc).
  • Optimized memory footprint of large levels.

Update 29.8 (2021-02-11)

  • Improved auto-vsync's handling of dropped-frames.
    • Auto-vsync works by monitoring the current average frame-rate to decide if you're currently running fast enough to hit your display's refresh-rate: if your system can't keep up we disengage vsync. The theory is people generally prefer a bit of tearing to jerky frame steps; this is absolutely critical if you're being crushed below 30FPS because the next vsync step would lock you to 20FPS. This approach works quite well in a lot of cases because on modern displays quite often the tearing isn't even visible (and if you're playing Windowed or Borderless the system will likely hide this completely).
    • The problem is that you can poison that average with a really bad over-budget frame and it will disengage vsync for a few seconds until the average settles back down again. You could see this easily if you went to your arsenal from the ESC menu, waited for a second, and then exited -- there'd be a really bad hitch and then as the camera moved back to where you were standing in your ship it would tear because vsync was disabled.
    • The new code uses a simple filter on the average frame-time calculation to ignore these bad frames (https://en.wikipedia.org/wiki/Winsorized_mean if you're curious). We're still going to optimize the causes of the dropped-frames but in the meantime this should greatly diminish the ugliness they cause.
  • Enabled systemic micro-optimizations for PC builds (using SSE3 since our minspec has required it for a long time).
  • Fixed a memory bloat that could occur when running in Dx12.
  • Eliminated hitch when loading the World State Window.
  • Made many, many optimizations to rendering on all platforms.
View List

Enjoy this little dump of integrations that accumulated through this rendering optimization process.

  • Optimized the memory footprint of Dx11 rendering
  • Made numerous optimizations to DirectX 12 rendering
  • Made a micro-optimization to Dx12 rendering
  • Made a micro-optimization to Dx11 rendering
  • Made systemic micro-optimizations to rendering on most platforms
  • Made micro-optimizations to rendering on all platforms
  • Made a micro-optimization to Dx12 rendering
  • Made a completely pointless optimization to postFX setup
  • Made systemic micro-optimizations to rendering on all platforms
  • Made a number of micro-optimizations to Dx12 Rendering
  • Made a micro-optimization to rendering on all platforms
  • Made a few micro-optimizations to rendering on all platforms
  • Made micro-optimizations to rendering on all platforms
  • Made micro-optimizations to Dx11 rendering
  • Made systemic-micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to rendering on Windows
  • Made systemic micro-optimizations to rendering on all platforms
  • Made micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to rendering on all platforms
  • Made micro-optimization to DirectX 12 rendering
  • Made micro-optimizations to rendering on all platforms
  • Made micro-optimizations to rendering on all platforms
  • Made several micro-optimizations to Dx12 rendering
  • Made micro-optimizations to rendering on all platforms
  • Made systemic micro-optimizations to Windows, XB1, PS4 and PS5
  • Made micro-optimizations to the Enhanced Renderer
  • Made a micro-optimization to rendering on all platforms
  • Made a micro-optimization to rendering on all platforms
  • Made a micro-optimization to rendering on all platforms
  • Made a tiny micro-optimization to rendering on all platforms
  • Made a pointless micro-optimization to open-world rendering on all platforms

Hotfix 29.6.9 (2021-01-28)

  • Fixed a secondary crash that could occur if your GPU driver crashed while running Dx12.
  • Fixed launcher auto-detection of DirectX 12 support. Previously we would have exposed Dx12 on laptops where the discrete GPU only supported Dx11 but the fallback IGP supported Dx12; ie: if you selected Dx12 you would get extremely low frame-rate because it wasn't actually using your GPU.

Hotfix 29.6.8.1 (2021-01-25)

  • Fixed performance issues that started when everyone was set to opt-in to DX12 Beta Mode in the Launcher. Whoops! It’s opt-in for a reason.

Hotfix 29.6.8 (2021-01-25)

  • Reduced the number of DirectX12 micro-stutters that would occur mostly right after loading into a new area.
  • Optimized download speed for fresh installs from the Epic Online Store or from the stand-alone installer.
  • Made some micro-optimizations to rendering on all platforms.
  • Made micro-optimizations to DirectX 11 and DirectX 12 rendering.
  • Optimized away several MB of memory used by DirectX 11 to track shaders.
  • Optimized away 7 MB of memory used by DirectX 12 to track shaders.
  • Optimized DirectX 12 shader memory footprint and run-time performance.
  • Fixed memory leak that would occur when running the Enhanced Rendering in DirectX 12.

Update 29.5 (2020-11-19)

  • Remastered pre-computed reflections in many levels to improve quality and reduce disk footprint
  • Eliminated a bunch of spot-building when loading into Plains of Eidolon (saves ~0.5s).
  • Made a micro-optimization to the dynamic music system.
  • Made some micro-optimizations to weapon effects.
  • Made a micro-optimization to Armor items that were running unnecessary FX scripts.
  • Made a micro-optimization to the Input bindings code.
  • Added shadow casting light to Excalibur’s Exalted Blade when Deferred Rendering is enabled.
  • Made optimizations to the memory used by the Codex.
  • Made optimizations to the memory used by the Star Chart.
  • Made a micro-optimization in cases where Coba or Scrambus could not spawn.
  • Made systemic micro-optimization to all gameplay code.
  • Optimized memory use after steaming away from a regions
  • Made performance improvements to Oberon’s Hallowed Ground by drastically cutting down the amount of network traffic it sends per cast.
  • Fixed a potential performance issue where checking for out of range enemies on the Cambion Drift was happening every frame after 8 seconds instead of every 8 seconds
  • Made a micro-optimization to the damage system.
  • Fixed a small memory leak that could occur when piloting a Railjack.

Hotfix 29.2.3 (2020-10-08)

  • Optimized initial install size slightly (~half a GB).
    • This was Hotdropped yesterday!

Update 27.3 (2020-03-24)

  • Further performance improvements towards Titania’s Lantern when cast on a large group of enemies. This particularly affected systems set to Low Particle Quality.
  • Improved cache optimization to clean up even more space in the download cache.
  • Improved world-state synchronization for Alerts, Sorties and other global events (there may have been up to a minute of desync).
  • Optimized backdrop rendering performance in all levels.
  • Fixed Codex generation randomizing the block order of the Fragment entries (this should be deterministic to avoid updating several MB of resource for no reason).
  • Improved game synchronization in hostile network environments.

Update 23.0 (2018-06-15)

  • Following what we started in our previous mainline, we’ve made thousands more micro-optimizations to hundreds of scripts, including Warframe Powers, Precepts, Enemy Logic, Weapon Behaviors, Game-Modes, and the UI.

Hotfix 16.5.9 (2015-05-21)

  • Huge shader memory optimization (DirectX 11 sees reductions up to 500MB!). This is intended to solve rampant out-of-memory errors for 32bit Windows, especially when entering large levels and relays. Memory reduction has also improved load times for all platforms.

Networking

Hotfix 31.0.4 (2021-12-21)

  • Added an option to the launcher to disallow the use of network caches (these are allowed by default because they can greatly accelerate updates but on some networks these caches can be misconfigured and cause lengthy stalls in the launcher). The launcher will now restart the update process when changing allowed network caches.
  • Added a workaround for Network Not Responding warnings at the Navigation console when stuck on misconfigured networks.

Hotfix 29.6.8 (2021-01-25)

DTLS Roll-Out

We are testing some new network code out in this Hotfix. Even though we’ve tested it extensively on the Test Cluster we need more coverage!

The primary goal of these changes is to improve networking for Xbox players by replacing some proprietary network code; when these changes make it to Xbox they will enable our automatic proxy service that already helps players with Strict NAT and other network problems on other platforms (this is something we’ve wanted to get to Xbox players for a long time).

The added advantage of this new code is that it should be more secure and more robust on networks that corrupt network packets (we already defend against this to some degree but the new code is more thorough). This won’t make your ping any better but if something is mangling network packets we might be able to avoid it causing bugs in the game.

We’ll be monitoring the roll-out closely and will be able to disable quickly if we encounter problems. Please comment any related issues you have in this thread - thanks!

Hotfix 27.1.2 (2020-02-18)

  • Rewrote how Navigation caches the active session counts to reduce latency and reduce server load (it should now update roughly 5x as frequently).

Update 27.0 (2019-12-13)

  • Improved network protocols to improve matchmaking, presence, and game-invitations in certain Eastern European regions without open access to the internet.

Update 24.4 (2019-03-08)

Client-Authoritative Changes
  • Swapping weapons as a Client will now feel more responsive because we've made it Client-Authoritative.
  • Automatic Doors have been made Client-Authoritative. Previously there were cases of door not opening in tandem with the Host if any latency was experienced.

Update 15.12 (2015-01-30)

Additions:

Network Compression and Congestion Control changes are being made to Warframe! What does this mean for the average player? The tl;dr is that better Network Compression means lower latency during Missions, and a lot less stress on your bandwidth! If you’d like to know more about the technical side of this exciting update, please read the full explanation: here

Strict NAT Improvements:

Strict NAT is a problem that affects a small portion of our playerbase, but for friends that want to play together having multiple layers of Strict NAT can be an issue. Earlier this week (and with more work in this update) we’ve begun to test a solution that will help players suffering from Strict NAT better connect with friends without needing to worry about their own network configurations. For more on this exciting update, please read the full explanation of our NAT testing: here

Update 14.5 (2014-08-28)

  • Added support for the NAT-PMP Protocol in an effort to reduce networking problems. See our Developer Workshop for more information: https://forums.warframe.com/index.php?/topic/298424-nat-pmp/?p=3396439#entry3396439

Hotfix 14.1.4 (2014-08-06)

  • We've made some networking port changes! See here for the official word

Update 11.1 (2013-11-27)

  • Improved networking code to work around the OS delaying network port reuse; previously some users were forced to use arbitrary ports which rendered UPnP or manual port-forwards useless and prevented connections.

Misc

Hotfix 31.5.10.1 (2022-05-17)

  • Fixed a crash that could occur if the game failed to boot up properly.
  • Fixed a crash that would occur while using certain types of guns (eg. Phage).

Update 31.3 (2022-03-28)

  • Fixed more cases of incorrect capitalization for:
    • Certain missions in the World State Window (Disruption Void Missions, Kuva Survival, and Sanctuary Onslaught).
  • Fixed issue with Epic launcher where items purchased in the in-game Market would only show as ‘owned’ after relogging. It will now show that you own the item immediately after purchase.
    • This also fixes not seeing an item displaying as ‘owned’ in the detailed view.

Update 31.2 (2022-03-16)

  • Fixed a rare crash that could occur when loading between levels.
  • More fixes towards filepaths showing up in TennoCon item names.
  • Fixed more text case issues across the game.
  • Fixed more inconsistent use of capitalization throughout the game, notably in the following areas:
    • ‘Favorites’ colors section in the Arsenal.
    • Squad overlay loadouts.
    • World State Window.
    • Pop-up message when you leave a Clan.
  • Fixed issues with converting German ß to upper or lower case:
    • Now all ß to SS will be in upper conversions.

Hotfix 31.1.8 (2022-02-24)

  • Fixed more icons appearing stretched after the great icon “squarification” treatment:
    • Plains of Eidolon Conversation Emblem icon.
    • ‘Unidentified Item’ icon in the end of mission screen.

Hotfix 31.1.7 (2022-02-23)

  • Fixed text issues with pickups that originated from the capitalization changes, as mentioned in hotfix 31.1.6.
    • Pickup notifications in HUD will now be capitalized for things that do not have custom formatting applied, such as the messages used for who killed who in Conclave.
  • Fixed ‘CORRUPTED’ prefix appearing in all caps in corrupted enemies name UI.
  • Fixed more icons appearing stretched after the great icon “squarification” treatment:
    • Vallis Beast and Bird Emblem

Hotfix 31.1.6 (2022-02-17)

  • Missed Change: Re-capitalized active Warframe, Pet, and Weapon names, meaning anything that you renamed in full CAPS would be restored. We’re looking into why this has caused some text issues with pickups.

Hotfix 31.1.5 (2022-02-17)

  • Re-organized unnamed Inventory items (Operator hairstyles for example) to display at the bottom of the list, since they cannot be interacted with.
  • Fixed more icons appearing stretched after the great icon “squarification” treatment:
    • Resource icons on the ‘cancel build’ popup screen when canceling a building foundry item.
    • All Specter icons in the Codex.

Hotfix 31.1.3 (2022-02-15)

  • Made several case text changes across the game to unify capitalization across the board. For example:
    • “HILDRYN CHASSIS” is now “Hildryn Chassis”.
    • Since this touched text across the game, if you come across any issues please report them! Some text may still be intentionally fully capitalized, but if you see any “HaRrOw PriMe sysTEms” please let us know.
  • Fixed several icons appearing stretched after the great icon “squarification” treatment:
    • Extractor icons in the Select window when deploying an Extractor via Navigation.
    • Archwing Weapon ‘action’ icons.
    • Dojo room building resources icons (except for Credits and Thermal Sludge).
    • Orb Vallis Conservation Emblem icon.
    • Harrow Chassis in the End of Mission screen.

Hotfix 31.1.2 (2022-02-10)

  • Fixed rare crashes that could occur when the engine attempted to repair cache corruption.

Hotfix 31.0.11 (2022-01-25)

  • Fixed a Dx12 crash that could occur when lingering in the Pause Menu.
  • Fixed UI overlap when opening the Pause Menu while using the Polychrome.

Hotfix 31.0.10 (2022-01-20)

  • Fixed a Dx12 crash when switching between Fullscreen and Windowed.
  • Fixed a Dx12 crash that could occur in The War Within Quest if Enhanced Rendering was enabled.

Hotfix 31.0.8.1 (2022-01-12)

  • Fixed issue with volumes across the game that was causing multiple crashes to occur (notably during Eidolon hunting).
    • This was part of a not-ready-to-be-released feature that snuck into the last Hotfix without thorough enough testing.

Hotfix 30.9.5 (2021-11-18)

  • Fixed a crash that could occur related to DirectX 12 optimizations for Railjack and other levels.

Update 30.8 (2021-10-04)

  • Fixed a rare crash in the Presence, Relay, Town, and Dojo servers.
  • Fixed a rare crash that could occur if you put your laptop to sleep immediately during game startup.
  • Fixed a case of memory corruption that could cause all kinds of weird crashes.

Hotfix 30.7.3 (2021-09-10)

  • Fixed HDR mode not being initialized correctly if the game started in borderless mode.

Hotfix 30.7.2 (2021-09-09)

  • Fixed several rare crashes that could occur when running DirectX 12 on a slower machine.

Update 30.5 (2021-07-06)

  • Fixed a crash that could occur when running with debug drivers on a Windows 7 machine.

Hotfix 30.3.4 (2021-06-02)

  • Fixed update failures for a small subset of players. (thanks to Raid0u for helping us diagnose this)
  • Fixed crash in new aspect ratios.

Update 30.1 (2021-04-29)

  • Fixed another crash occurring if your real world headset was unplugged/reconnected during a mission.

Hotfix 29.6.9 (2021-01-28)

  • Fixed the game freezing on startup on 3-core CPUs.

Hotfix 29.6.8.1 (2021-01-25)

  • Fixed a crash related to the Sound changes as described in the Great Ensmallening Part 3.

Hotfix 29.6.8 (2021-01-25)

Ensmallening Part 3: Mesh Accuracy + Sound Fidelity.

Tenno,

We bring you Part 3 of the ensmallening. By now you already know about Part 1 and Part 2, but now we will go into how we are changing Mesh Accuracy and Sound Fidelity.

We expect the download size to be 7 GB with an estimated 3.6 GB of savings overall, meaning the game just got 3.6 GB smaller in file size! These numbers may vary slightly.

Mesh Accuracy:

A big part of the Ensmallening Part 3 is how Meshes are changing. Not only are we reducing filesize, we are also significantly improving quality.

Sound Fidelity:

This one is for the audiophiles!

We are making some changes to the way we handle encoding of Warframe’s audio. We are replacing xWMA with OPUS and a new ADPCM encoder! ADPCM will provide less noise and brighter mids. It also has improved spatialization so that the full audio mix just feels more alive.

In general, Opus will really improve the way you hear Warframe’s accompanying music. We also expect this to improve general synchronization and any start up lag! Stay tuned for a future Devstream where we go over this in a bit more detail, too, for the audiophiles out there!

Hotfix 29.3.1 (2020-11-04)

The Great Ensmallening Part 2 - Texture Remaster!

While part one of our first update touched our Lightmap compression, Part 2 brings us to the rest of Warframe’s TEXTURES! This update is a 10.6GB patch to free up 8GB of HDD space.

But wait, there’s more! As a bonus to touching every texture in Warframe, we used this opportunity to ask ourselves “is there anything else we can do to improve textures since we are going through all the work of touching them for compression anyways?” The answer: Yes! In short, we have also made improvements to how detailed the game looks overall. Take a look for yourself (download them and go back and forth for best effect)!

Update 29.1 (2020-09-17)

The Great Ensmallening - Phase 1

This update is a bit larger than normal (6.9GB) because it contains the first phase of our efforts to save you disk space! We didn’t quite save as much as earlier tests had suggested but it looks like this should save people at least 5GB after everything is finished.

Note that when downloading the update the launcher will do an automatic optimize pass before downloading more (this is necessary to free up space for the new remastered content).

For full in depth details please visit The Great Ensmallening Dev Workshop: https://forums.warframe.com/topic/1223735-the-great-ensmallening/

Update 14.5 (2014-08-28)

Hotfix 9.2.2 (2013-07-24)

  • Relocated a number of our servers from the playwarframe.com domain to warframe.com where they will have new updated SSL certificates. This should assist with self-help method we have in place if things don't function properly.

Hotfix 7.8.1 (2013-04-24)

  • All Cheaters will now be Banned. No Exceptions!
    • Hacking/Cheating bans are now automatic. Our existing cheat/hack detection code that has been tracking hacks and is now configured to take action automatically. Do not run hacking programs while playing Warframe. You will be banned.
    • Keyboard macros (such as Logitech keyboard/mouse macro software), teamspeak3 overlay, FRAPS, gdipp or SweetFX are not considered hacks/cheats.
    • Banned players will get a message stating that they have violated the "End User License Agreement."

References

See Also


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