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sfried

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  1. I'd also like to add that I too have been experiencing the same problem. RTX 3060 Ti under DX12.
  2. For some odd reason, since the last update, the "Use Mouse Thumb Button as Back" option on the settings screen doesn't seem to work despite being in the checked position. I know for a fact that the Mouse Thumb Button is working on my mouse, as I use the same button for Reloading (instead of using "R" on the keyboard, freeing up a key button). I made sure to check that it was nothing on my mouse's side as well. Edit: Please mark as resolved. Turns out one of my side mouse buttons was acting up. Used a deflecker/blower to clean it and now the UI works as intended again.
  3. When playing on an M1 iPad Pro using a synced Nintendo Switch Pro Controller (yes, they are now compatible with iOS, but it has not been publicized by Apple oddly enough), the prompts that would otherwise correspond on the face buttons are flipped between A/B & X/Y. The issue runs mostly on the way iOS reads Nintendo Switch Pro Controller button prompts as 1:1 representations A/B/X/Y, however their placement differs from that on an XBox One/Series controller in that the placement of A/B & X/Y are flipped. (The Pro Controller borrows its face button layout from the Super Nintendo game pad.) Here is a diagram of a Nintendo Switch Pro controller: Warframe on iOS treats the B button as the confirm button, when it should be A (this is despite the button prompt listing A as Confirm) and vice versa. A correction should be made to better represent the real button prompt based on what controller is synced to iOS. (It would also be nice too if gyro support could be added for this controller too.)
  4. I just had the exact same problem. I had to shut off my game after letting it reconnect for nearly 30 minutes.
  5. Is there a way for me to indicate I have Switch as my Primary account (in these forums)?
  6. I got my Nintendo Switch account linked to my PC and have cross-save enabled with my Switch as the Primary account. I wish to sell Prime sets and Sculptures using my Switch account balance (by playing on the Switch). Am I only limited to doing so with other Switch players despite cross-save being enabled?
  7. I've encountered this issue constantly ever since installing Warframe on Steam, and I've seen numerous posts regarding it. I'm running a desktop PC so I have no reason to believe Standby mode is activated (I also made sure of it too). I have the game set to run Full-screen upon boot, and while the splash loading screen will show it as fullscreen breifly, it swill quickly switch back to Windowed mode the moment it displays the login screen where you enter your password. I keep having to go back to options to set the game to Fullscreen every single time. I don't know if this is still a bug that hasn't been resolved...
  8. I was wondering what technique DE uses for Warframe's hair rendering, particularly for the Nintendo Switch version, as hair can tend to appear clumpy at times. I've been looking at the use of various technique developers have used when rendering hair, and came upon an article regarding volumetric shells, which is used to depict fluffy surfaces. That same article also presents a newer technique called "Adaptive shells", which produce a cleaner image, particularly at the edges, when rendering the same type of hair or fur. I also noticed that the "MobileNerf" examples and the characteristic "clumping of strands" are what's typically observed in the Nintendo Switch version, which leads me to believe DE is using this technique to save on render performance. With that said, based on the paper, "Adaptive shells" aims to produce better results and is more (or at least competitively) performant than the other methods listed, and wanted to know if DE would be willing to change the hair renderer to something that would potentially be more efficient and look better than the current implementation.
  9. I noticed the new(er) engine no longer uses dynamic resolution scaling (DRS), and has removed the variable rate shading (VRS) used in the previous engine. While the image quality (IQ) is improved, I do think the previous engine struck a good balance between image IQ and performance. I was wondering if the new engine could be further optimized by reimplementing DRS and VRS back. In addition to this, I think it would be also great if AMD's FSR2 can also be worked into the Switch version of the engine, seeing as Hello Game's No Man Sky for Switch uses it to boost image quality and further smooth out performance. Depth of Field, Bloom, Depth of Field, and Ambient Occlusion effects can also be optimized. There was paper by Adrian Courrèges which details optimized version of those effects running on Nintendo Switch, some even implemented in Dragon Quest XI for the same system. Local reflections shouldn't be an issue by downscaling screen space reflections, but the currently casted shadows are too low resolution to look good without any proper filtering. (I'm sure low-res soft-shadows would be more preferable.) Volumetric lighting is a little bit tricky, but some developers have implemented it on the system like Crytek and their Crysis Remastered Trilogy (on Switch) using Sparse Voxel Global Illumination (SVoGI).
  10. I take it this has something to do with needing to remove the previous optimizations implemented in the older engine, such as what amounted to looking like Variable Rate Shading (VRS) and Dynamic Resolution Scaling (DRS), which definitely helped make the game run quicker, and allowed for effects like curpuscular rays ("God Rays") and other of the fancier shader effects. While this newer engine version shows a noticable increase in visual quality, I do think some of the performance-saving optimizations from the past engine could help claw back performance and lead to a smoother experience. I was also wondering if Digital Extremes had access to Nintendo Switch "loading clocks" profiles found in games like Breath of the Wild/Tears of the Kingdom, which downclocked the GPU but uses the extra headroom to clock up the CPU to boost loading times, which could definitely help with matchmaking, especially with cross-platform play enabled. Another thing I'm hoping is DE could find time for is to evaluate implementing AMD FSR 2 upscaling, or at least the optimized version used in the Switch version of No Man's Sky. (Considering FSR 2 is part of an open standard, wouldn't Hello Games FSR2 implementation on that game not be a legal issue to use in Warframe's own engine?)
  11. Recently played the Whispers in the Wall campaign, and when it reaches that certain cinematic part that was featured in Tennocon (the one featuring certain licensed music), the sound effects are totally cut off, with only the music playing over it. I also encountered a similar audio mixing bug when playing The Duviri Paradox for the first time, where we witness , its clear that there are missing sound effects because only the grunting noises are heard with no audible slicing sounds. I'll report more bugs as I find them, although I would need to compare them with cuscenes from the PC version since I would need to find what was the correctly intended audio mix.
  12. FSR 2 please. I've seen Hello Games pull it off in No Man's Sky for Switch. Certainly FSR 2 can also be implemented in a game like Warframe.
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