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Patch History[]

Engine and lighting[]

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 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 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!

Accessibility[]

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 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 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!

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

Misc[]

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 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."
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