Edited by Hellen Wheels, 03 February 2015 - 01:00 PM.
Patch Notes - 1.3.367 - 03-Feb-2015
#61
Posted 03 February 2015 - 12:55 PM
#63
Posted 03 February 2015 - 01:07 PM
Quote
I also want to change colors on reward variant! Please, PGI, reward us with this opportunity!
#64
Posted 03 February 2015 - 01:16 PM
9erRed, on 03 February 2015 - 12:29 PM, said:
Are there any details about just what the graphics and rendering improvements were?
- Are they only related to Dx11 or both?
(some have commented on much nicer rendering of the in-game environment, is this for both the 32 and 64bit engines?)
With improvements ongoing, can we get some descriptions for the graphics settings we see in the game?
- What they actually do or will effect, if they require additional resources from the client or will/could increase/decrease the framerate.
All the settings are listed but not a single word on what they actually do. Or if changing one or more settings will require a client restart to 'lock' that setting in.
Thanks for the patch and notes.
9erRed
There are people reporting huge fps increase with this patch. (in the patch feedback section) not sure if any one used dx11 or 64bit.
Did you test it already? (I can't patch today to test myself, sorry)
If you have NVidia Geforce Experience installed, you will have details on all the settings of your games and can specify the settings in there if you want to fine-tune.
Otherwise, the settings should be around any benchmark site you can find on the net or you just google it like this:
http://www.pcgamer.c...ions-explained/
In short for MWO ingame options:
texture - set the details of the sourface texture (low = your cockpit looks like in the 90s...)
particles - set the details of weapon/fire effects (low = PPCs only have like 3 lightnight arcs, high = PPCs are a dense particle stream)
shading - set the details of light and shadow on objects
shadows - set the details of shadows on the surface by other objects (your mech creating a shadow on the ground)
#65
Posted 03 February 2015 - 01:19 PM
What does this mean?
Will consumables now be free after the initial once off purchase on a mech?
#66
Posted 03 February 2015 - 01:25 PM
#67
Posted 03 February 2015 - 01:25 PM
If you have a stockpile of consumables those will be used before you are charged for a refill.
#68
Posted 03 February 2015 - 01:25 PM
#69
Posted 03 February 2015 - 01:26 PM
Sky Hawk, on 03 February 2015 - 11:19 AM, said:
PS.. Could be something like that...
I run an XL 400 in my 3M and it is great!
#70
Posted 03 February 2015 - 01:26 PM
joelmuzz, on 03 February 2015 - 01:19 PM, said:
What does this mean?
Will consumables now be free after the initial once off purchase on a mech?
If you have say 2 instances of a particular consumable already in your inventory, the client will use those instances when auto-refilling instead of charging you for new instances.
Once those existing instances are consumed, the client will then go back to normal procedure and charge you the necessary MC/C-Bills for purchasing a refill.
Logal Dazlar, on 03 February 2015 - 01:25 PM, said:
Or that, if you want it described more succinctly.
#72
Posted 03 February 2015 - 01:45 PM
Can you tell us anything about my question regarding Dx11 performance ? (full question is in the spoiler or can be found on page 3)
Edited by El Rizzo, 03 February 2015 - 01:45 PM.
#73
Posted 03 February 2015 - 01:50 PM
#74
Posted 03 February 2015 - 01:54 PM
AA performance noticably worse too? I'm a bit tired of the game running like ******* if you touch AA (good aa, not post).
Reinstalling.
Edited by Axeface, 03 February 2015 - 01:57 PM.
#75
Posted 03 February 2015 - 01:57 PM
EDIT:
Axeface, on 03 February 2015 - 01:54 PM, said:
AA performance noticably worse too? I'm a bit tired of the game running like ******* if you touch AA (good aa, not post).
Reinstalling.
Huh. Seems not everybody got lucky.
Edited by Athalus, 03 February 2015 - 01:59 PM.
#76
Posted 03 February 2015 - 02:03 PM
The roadmap said it would be part of Feb 3rd.
#77
Posted 03 February 2015 - 02:30 PM
DarthHias, on 03 February 2015 - 11:44 AM, said:
https://static.mwome...ks_Rewards2.pdf
That´s the last I know if anyone got something more up to date please share
The rewards are now listed on every Rank in the Faction Loyality List ingame (just like as it is with the achievements in general). No need for an "external pdf" anymore
#78
Posted 03 February 2015 - 02:57 PM
Kasechemui, on 03 February 2015 - 02:03 PM, said:
The roadmap said it would be part of Feb 3rd.
My guess is it never passed internal testing or....ran out of time.
Either way, I'm just waiting for more mech lab graphical updates for the mechs that still need it. I know it's not a priority, but small things like that can also be a big deal.
Anyway, I hope PGI is also considering making the ability to have more than one drop deck that can be set up. I would love just to even have one for attack and one for defense that I can just switch between quickly rather than trying to hurry up and change my deck before the match starts. Many a drop have I had where I would select defense, with my defense mechs, only to get counter attack and ended up dropping with the wrong mechs because I couldn't swap them all and save in 30 seconds.
#79
Posted 03 February 2015 - 02:58 PM
- Notification will no longer say "Unknown has killed player" once a user dies due to an ammo explosion
#80
Posted 03 February 2015 - 03:13 PM
New map is good ,although slightly too big, but interesting.
Good job, thank You!
(it can always be better..)
Edited by ExoForce, 03 February 2015 - 03:15 PM.
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