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 (for Xbox Live Gold members), PlayStation 4 (for both free and plus membership users), Xbox Series X, Playstation 5, and was previously available within GamersFirst Live. A Nintendo Switch port was announced at TennoCon 2018 and was released on November 20, 2018.
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.
- 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 album.
- 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.
- 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.
- 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.
- 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 timed boosters and gore removed.
Engine and lighting
- 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!
- 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/
- 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.
- Improvements towards hair shading when Deferred Rendering is enabled.
- Upgraded our compiler toolchain
- Improved code-generation for certain types of compiler optimizations.
- Fixed a performance regression in some rare cases for Ryzen processors.
- Made experimental optimizations to content update speed especially when anti-virus programs are enabled.
- 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.
- 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.
- 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.
- 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
- 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.
- 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
- Dynamic music mixing adjustments for smoother transitions.
- 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!
- 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:
Update: The Silver Grove
- 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.
- 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 secondsMade a micro-optimization to the damage system.
- Fixed a small memory leak that could occur when piloting a Railjack.
- Optimized initial install size slightly (~half a GB).
- This was Hotdropped yesterday!
- 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.
- 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)!
- 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/
- 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."