Ship autopilot now obeys the first law of thermodynamics.Player character no longer gets stuck when walking slowly up or down stairs.Fixed a softlock caused by jumping out of a grave.Changes and bug fixes to certain behaviors in the Starlit Cove.Buffed reaction times during certain dark sequences.Improved public transit between two islands beneath a starry sky.Added a wine cellar to the Endless Canyon.Moderate revisions to Shrouded Woodlands level design.Added a distracting way to exit a certain cove after it's filled with water.Echoes of the Eye's conclusion now significantly less subtle.Numerous revisions to visual clues and ship log entries pertaining to "the bottleneck" in Echoes of the Eye.Playing Echoes of the Eye no longer requires a photographic memory.Significant changes to Starlit Cove level design.Thank you to our PS5 players for your understanding and support as we tackled this issue. ![]() This should result in a smooth framerate and clean image quality. If your display supports Variable Refresh Rate (VRR), we highly suggest using the Dynamic/60fps Render Mode. The Dynamic/60fps Render Mode is the same settings profile as before the hotfix, and remains as close to 2160p at 60fps as possible, but framerate drops may cause judder as before on non-VRR displays. Use this mode if you want the highest resolution and don’t mind a lower framerate. The 2160p/30fps Render Mode is similar, but instead locks the game at 2160p (a.k.a. ![]() This mode reduces the resolution across the game to a locked 1440p and 60fps, eliminating judder. With this update, the default Render Mode is now 1440p/60fps. Render Modes provide different options for visual fidelity and framerate, allowing players without VRR-enabled displays to have a smooth experience. As a solution for the judder/stutter issue on the PS5 version of Outer Wilds, we’ve added a PS5-specific feature called Render Modes.
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