WARFRAME Wiki
WARFRAME Wiki
mNo edit summary
Line 44: Line 44:
 
===Music and audio===
 
===Music and audio===
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|29.5}}
  +
;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.
  +
 
{{ver|22.10}}
 
{{ver|22.10}}
 
*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 handled by our new RTPC (Real-Time Parameter Control) system, which allows greater precision and control of the game-wide mix:

Revision as of 03:00, 20 November 2020

Patch History

Engine and lighting

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 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.

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 15.0 (2014-10-24)

  • Dynamic music mixing adjustments for smoother transitions.

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

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/

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.

Misc

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)!

Hotfix 29.2.3 (2020-10-08)

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

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/

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."