![]() ![]() When using Lumen, we recommend running with an up-scaler enabled on the “Performance” preset and Lumen on Medium or High due to the minimum quality difference. There are several scalability options to make Lumen perform well on most hardware. We decided to have Lumen disabled by default even on the ultra-preset due to its high demand on the hardware. This new rendering feature will make the world and factory more grounded which can result in more intense & realistic scenes. Lumen is a Global Illumination system that improves lighting and reflections. Rocks, Cliffs and Conveyor items will be using Nanite for the time being. Due to complications we only decided to convert a part of our content to Nanite. With Unreal Engine 5 comes Nanite, a new way of rendering complex meshes allowing for high visual quality. For user experience we added several presets: Performance, Balanced, Quality & Insanity. We also support TSR (Temporal Super Resolution) which is Epic’s implementation of upscaling technology combined with anti-aliasing. We added a lightweight anti-aliasing method known as FXAA (Fast approximate anti-aliasing) which allows for better performance on lower end machines or for people that don’t like the effect that the previous default anti-aliasing technique had. Upscaling (DLSS, XeSS, FSR)Īdded several upscalers for any hardware that supports them. ![]() With this we implemented contextual key bindings in the options, allowing for much more granularity and control over your control scheme across different contexts like the build mode, driving vehicles, using equipment, etc. Enhanced Input SystemĪ new system we switched to with Unreal Engine 5 is the Enhanced Input system. With this we also reworked all vehicle sounds, eliminating many issues and overall improving quality and consistency. The manual driving of vehicles has been redone and we made improvements in feel and usage of the different vehicles. With UE5 comes an all-new physics simulation called Chaos, we’ve reworked our vehicles to use this instead of our previous implementation. With world partitioning in UE5 the level streaming should be much more flexible compared to the tile-based system we used before, reducing hitches that you will have encountered where these tiles used to intersect. Jace talked about the upgrade in depth in one of our earliest Update 8 videos check it out for more info! : World partitioning So again please back up your saves and let us know about any differences that you encounter while playing Update 8. With this come many reworks and updates of systems that should improve aspects of the game, We’ve put a lot of effort into stabilising the game and performance before the Early Access release, but there might very well be things that we’ve missed. However, If you haven’t been keeping up with the patch releases at all, there are a LOT of new things to go through, so grab a snack/drink and let’s get started. If you have been following along through Experimental, everything in this patch notes will be already known to you, as this build has little or no changes from the latest Experimental from last week, but you can still give them a look as there might be a new thing or two you didn’t know about ![]() Our community manager Snutt has prepared a new video for you all which goes over what’s new in Update 8 so be sure to check it out If you are experiencing issues, want to give us some feedback, or just post any cool ideas you might have, please let us know over at our QA/Questions Site: We always enjoy reading all your comments after a big update like this. We’ve spent the last few months trying our best to stabilize as much as we can so you all can have a good experience when Update 8 releases on Early Access, with that being said, It never hurts to BACK UP YOUR SAVES :) Today Update 8 is now available on the Early Access version of Satisfactory for everyone to try out and have fun with it! This update showcases the combined efforts of the studio over more than a year worth of work with both Unreal Engine 5 and Update 8 as a whole, so there are a LOT of changes that have happened since Update 7 released on Early Access.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |