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No Man's Sky Beyond Update To Introduce Vulkan API On PC

No Homo's Sky Beyond Update To Introduce Vulkan API On PC

The No Man's Sky Across update will introduce the Vulkan API on PC, the update's patch notes confirmed.

The Vulkan API will replace the OpenGL API, then performance improvements are expected. Other improvements like reduced memory usage should brand the game run on PC better than it did earlier.

The full No Man's Sky Across patch notes particular all the new content coming to the game later today, as well every bit VR Support. You can find them below.

No Man's Sky Across Patch Notes
VIRTUAL REALITY
  • No Human's Sky is now fully playable in virtual reality.
  • Many interactions take been given special VR-only options, including: grabbing plants and other collectables with your easily; physically opening the cockpits of ships and exocraft; piloting starships direct with a VR stick/throttle; and punching objects to crusade harm.
  • Introduced special VR menus: including controlling Multi-Tool options via a carte embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.
GRAPHICS AND Functioning
  • OpenGL has been replaced past Vulkan. Many players, specially players with AMD graphics cards, should run into a performance comeback.
  • Pregnant optimisations to asteroid generation.
  • Significant optimisations to planet generation.
  • Improved loading times.
  • Pregnant optimisations to 2D rendering.
  • Reduced memory usage beyond the game generally.
  • Meaning optimisations to deject and terrain shaders.
  • Significant optimisations to the animation LODing system.
  • Added level-of-particular mesh optimisations to the bulk of in-game assets.
  • Significant optimisations for large bases.
  • Revised HDR support, updated output curve in line with advances in HDR calibration.
  • Adaptive and Triple-Buffered 5-Sync are now selectable from Graphics Options.
  • Players with more than i GPU can now select which is used from Video Options.
  • Many graphics settings no longer require a restart to apply.
  • The 'LOADING SHADERS' load step has been removed, improving the loading experience.
CONTROLS AND OPTIONS
  • Added back up for full rebinding of PC controls via Steam and OpenVR.
  • Reworked all settings and options pages, making graphics settings more than clear for PC players.
  • Added options to disable vignette and scanline effects.
  • Added the option to remove button holds and make all non-destructive clicks instant.
THE SPACE ANOMALY
  • Added the ability to summon the Space Anomaly to your location from anywhere in the galaxy.
  • Significantly expanded and reworked the interior of the Space Anomaly.
  • The Infinite Bibelot now serves as a hub, bringing together all the Travellers who are onboard regardless of their physical location in the universe.
  • Removed orbs from the game and replaced them with fully simulated other players, met ambiently as you explore.
  • The network player cap has been raised to between eight and 32 depending on platform and current location.
  • Added a new teleporter to the Space Anomaly. This teleporter allows players to visit the base of whatsoever other player currently on the Anomaly with them, as well as highlighting featured bases from the customs.
  • Moved multiplayer mission option to the Nexus, a new hub area in the Space Anomaly.
  • Added an interface for quickly finding other players to join on multiplayer missions.
  • Added many new types of multiplayer mission.
  • Automatic chat messages are broadcast when performing game deportment, including making discoveries, attacking pirates, installing tech, performing gestures, and fighting biological horrors.
  • Multiplayer missions at present warp players direct to the mission location equally they leave the Space Anomaly.
  • Added the power to display a custom actor banner, adjustable at the Appearance Modifier.
  • Player graves in multiplayer games will become reset to the electric current actor's system when returning to single actor.
  • A new relieve icon is used in multiplayer to highlight that while progress is saved, the player'southward current position is not.
  • Reworked the story missions to integrate Nil and Polo'south journey better with the story of Artemis.
  • Added new story content for Nada and Polo.
  • Reworked the tutorial and much of the early on game mission menses.
  • Added new and unique visuals for new NPCs aboard the Space Anomaly.
  • Added an NPC to the Space Anomaly who will exchange a different product for nanites each day.
  • Added an NPC to the Infinite Anomaly who will commutation milestone progress for nanites.
  • Added an NPC to the Space Anomaly who will exchange different categories of discovery data for nanites each day.
No Man'south Sky USER INTERFACE
  • Added a tech-tree manner display for all the technologies, products and other recipes available in the game.
  • Added technology and base part inquiry stations to the Infinite Anomaly, allowing players to scan the full tech tree, program their upgrades, and purchase new technologies with nanites.
  • Tweaked the visuals of HUD and compass markers for improved clarity and consistency.
  • Some HUD icons now shrink to reduce visual dissonance.
  • Adjusted the behaviour of compass markers while in the ship to improve reflect the reality of navigating 3D infinite.
  • Improved the UI for comparison and purchasing ships, Multi-Tools and freighters.
  • Added a warning when trying to swap starships if you nonetheless have cargo aboard your old ship.
  • Improved the inventory page, including making inventory sub-categories more articulate.
  • Changed text scrolling to a full wraparound rather than a bounciness.
  • Reduced the amount of flower in cases that caused photosensitivity issues.
  • Refiner output readings now correctly update when more resources are added to an input slot.
  • Improved the visual fashion and clarity of the Buy/Sell filters on trade screens.
  • Improved the icons used to brandish the class of ships, Multi-Tools, and other purchasable items.
  • Updated the 'Summon Vehicles' icon on Quick Bill of fare.
  • The icons for summoning other ships in your drove at present accurately reflect the advent of those ships.
  • Updated the visuals for the in-cockpit ship screens.
  • Pregnant improvements to the conversation box, including the ability to choose whether letters are sent to your group or the entire system.
  • Moved substances, products and technologies to their own 'Catalogue', split from the Guide.
  • Added Guide entries for several new features.
  • Increased the size of icons in the Catalogue.
  • Improved the appearance of the dialog / NPC speech UI.
  • Mission notifications / objectives are no longer hidden by the build carte, inventory or refiner screens.
  • Added a new style of mission notification that gives more than context to complex mission steps.
  • The Galaxy Map has been totally overhauled for clarity and visual style.
NPCS AND INTERACTIONS
  • NPCs tin at present walk around their environments and collaborate with environmental elements.
  • Player locomotion is more responsive when running.
  • Players can now sit on chairs.
  • Improved the photographic camera treatment when sitting in a confined surface area.
  • NPCs will respond to gestures performed by the player.
  • NPCs now occasionally browse holographic creatures, ships and more on their handheld devices.
  • Added all new NPC interactions at planetary salvage sites.
  • Added all new NPC interactions at crashed ships.
  • Significantly reworked all factory and monolith interactions.
  • Changed the advantage sequence for factory interactions to permit players to choose which product recipe they would like to learn.
  • Reworked a large number of existing NPC interactions.
  • Added a range of biome specific interactions for NPCs at planetary buildings.
  • NPC pilots at present get out their ships when landing at Space Stations and Trade Outposts.
  • NPCs can now choose a chair to sit on, sit down for a while, and so continue with their day.
  • Geks occasionally swing their legs while sitting.
  • Expanded the range of NPC moods and animations.
  • Increased the richness of text interactions with boosted sound, colours and NPC animations.
  • Added unlike text printout speeds for each alien race, giving them their ain style of 'spoken language'.
  • Added a chance for guest NPCs to visit Infinite Stations, eg the occasional Korvax may be constitute in the Space Station of a Vy'swell arrangement.
  • The Trade Outpost is treated as a edifice (for the purposes of providing take chances protection), but plays correct outdoor audio ambient.
  • Added AutoTranslator technologies to the Exosuit that permit random words to be translated without being permanently unlocked.
  • Fixed an issue where }} alien speech brackets would appear on a new line past themselves.
  • Alien words are grouped together to prevent learning words very similar to ones already known (e.g. interloper/interlopers).
  • Conflicting word learning has been overhauled. Players may direct the flow of language acquisition when interacting with NPCs.
  • Players can practice using the words they know when speaking to alien lifeforms and discover the results.
Edifice
  • Reworked the Base Building Carte: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to exist in more than 1 group.
  • Solar day/night cycles are now deterministic and synced betwixt players.
  • Significant improvements have been fabricated to the base of operations part snapping system, allowing for faster and more convenient building.
  • Added a new photo-style style edifice camera to allow easier placement of complex structures.
  • Added the ability to scale some base of operations parts.
  • Added the power to rotate some base of operations parts around more than one centrality.
  • Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a dissimilar manner to generate ability for your base of operations.
  • Added wiring, allowing y'all to connect base of operations parts that need ability to your generators.
  • Removed the manual fueling of many base technologies and replaced it with power filigree requirements.
  • Added ability requirements to existing parts such as lights.
  • Added a range of logic gates and switches, allowing for creative control of powered parts.
  • Added new large-scale mineral and gas extractor base parts.
  • Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of drove.
  • Added a new Survey Device upgrade for the Assay Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.
  • Overhauled the gravity simulation, improving the experience on dead planets.
  • Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.
  • Improved the direction of base options when interacting with the base of operations computer, including improving the ability to take screenshots of the base.
  • Added the ability to jetpack while the Build Bill of fare is open up.
  • Improved the visual furnishings of the Terrain Manipulator.
  • Unified the functionality of the Bulletin Module and the Communications Station and added a new unique art asset.
  • Added several new roof pieces, assuasive players to build complete sloping roofs.
  • Added new exocraft-sized doors that tin exist powered to open and shut automatically as y'all arroyo.
  • Added new interactable props, including customisable light boxes and audio frequency generators.
  • Added a powered Sphere Generator that allows players to generate big movable spheres.
  • Improved the visual effects when constructing base parts & engineering.
No Human being's Sky Problems FIXES
  • Increased the tolerance of trader ships participating in a freighter boxing so that they practise non report friendly burn as a crime unless the shot is fatal.
  • Fixed an issue where Watch drones would become stuck when scanning a role player who was entering and exiting their send.
  • Fixed an issue where the third person player model would never expect directly at the camera.
  • Fixed an issue where send rain audio was being played when it was non raining.
  • Added creature sounds to the weird biome creatures.
  • Fixed a Multi-Tool blitheness glitch when firing the Mining Beam from sheathed in beginning person.
  • Change Asian numerical separators to exist right format.
  • Fixed an issue where the starship can appear floating above the terrain if the thespian is spawned at a long distance from the ship.
  • Fixed a number of item duplication exploits.
  • Set for the starship HUD reading 'Moon of Unknown Planet' when the planet is known.
  • The Mining Beam is now the right colour when upgraded with a procedural upgrade module.
  • Fixed an effect where the wrong touch particles were sometimes used when shooting Picket Quadrupeds.
  • Miscellaneous text fixes.
DISCOVERY AND EXPLORATION
  • Overhauled the Analysis Visor. Scanning of flora, brute and minerals no longer begins automatically, but begins when the player holds a button while looking at the relevant object.
  • In VR, the Assay Visor becomes Analysis Way. Objects are scanned by aiming at them with the Multi-Tool.
  • Custom Markers placed from the Assay Visor now drop a physical object at the mark location.
  • Significantly overhauled the Discovery Page to show a graphical representation of the system, every bit well as close up 3D representations of all discoveries and long text entries for fauna.
  • Made collywobbles and other flying creatures much easier to scan with the Analysis Visor.
  • Added a new gear up of rare vibrant color palettes for lush planets.
  • Creature markers in the Analysis Visor now display how far away the brute is.
  • Fixed an issue where creatures would never poop once they had been scared past a predator.
  • Predator creatures no longer target and attack players when they are in an interaction.
  • Creatures will no longer attack players who are in their ships.
  • Improved the clarity and brandish of alert icons on predatory or angry creatures.
  • Fix for biological horrors not playing their expiry effects for network players.
  • Fix for wrong fauna level being displayed in the Analysis Visor.
  • Added creature mark to display their current mental state.
  • Added new wild plants to all biomes.
  • Added the ability to melt establish and beast products in a Nutrient Processor to produce a wide variety of food. Experient with combinations to create unique and complex foodstuffs.
  • Eating food provides a boost to your life support.
  • Added bait products, created in the Nutrient Processor, that allow creatures to be harvested for food products. Scan creatures to acquire their allurement preferences.
  • Killing creatures likewise allows the harvesting of several new nutrient products.
  • Added an NPC to the Space Anomaly who will judge the actor's cooking ability.
  • Renamed Coprite to Faecium.
  • Added compass and HUD icons to Faecium deposits.
  • Improved the visuals of Faceium deposits.
  • Added a base part that will concenter creatures to your base and automatically feed them.
  • Added a base of operations part that will automatically extract milk and other relevant resources from nearby creatures that are set to be harvested.
  • Throwing bait can concenter a large number of creatures to ane location.
  • Throwing specialist carnivore bait can distract and placate angry or predatory creatures.
  • Creatures that have been tamed past supplying their desired bait can be ridden. Creatures will still effort to become virtually their own business, but their routines tin exist shaped by their rider.
  • Upper body gestures may be used when seated or riding a creature.
  • The Nutrient Processor and the Portable Refiner now display a marker when they are non placed within a base.
VISUAL Polish
  • Cypher and Polo now employ a larger range of animations.
  • Improved the visuals for the Space Station entrance beam.
  • Entirely reworked and expanded the cockpits of all ships.
  • Increased the amount past which you can wait effectually the starship cockpit.
  • Added fully modelled cockpits / interiors for all the Exocraft and the Nautilon Submarine.
  • Starship exteriors can at present be seen while inside the starship.
  • Improved the particle effects for the Scatter Blaster and the Bonfire Javelin.
  • Increased the scale of starships. Landing pads and docking areas across the galaxy have been expanded to cope with the new larger ships. As a result, landing pads in existing bases have been refunded.
  • Improved the visual detail on fighters, haulers and shuttles.
  • Added ramps to the front of the Space Station balustrade platforms.
  • Fixed a number of bug where copse and rocks could not be run over past Exocraft.
  • Merchandise Outposts at present take ladders to climb upward to the platform.
No Man's Heaven QUALITY OF LIFE
  • The Exosuit torch can now be turned on whatever the fourth dimension of 24-hour interval.
  • While the Pulse Engine is engaged, the central send screen now displays a clearer message about fuel use.
  • Technology tin now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.
  • Engineering can now be moved after installation.
  • Significantly overhauled the system for pinning instructions for building technologies, products and base of operations parts.
  • Added the ability to pivot a substance and receive directions for where to find information technology.
  • Removed the Advanced Mining Light amplification by stimulated emission of radiation requirement from large trees on lush planets.
  • Added an Antimatter Reactor base of operations part that generates antimatter over time.
  • Added specific efficient Starshield Batteries for employ in starship combat.
  • Added 'Warp Hypercores', a big hyperdrive fuel unit with 5 times the capacity of a regular Warp Cell.
  • Increased the base mining speed of the Mining Beam.
  • Stock-still a problems that acquired resource notifications to stack upward while playing without the HUD.
  • Reduced the length of time resources notifications are displayed when you accept multiple resources stacked up.
  • Added alerts when new items are encountered or recorded to the Catalogue.
  • Added the Optical Drill, a Mining Axle upgrade that increases the resource gained from mining.
  • Added the Launch Organization Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.
  • Added an actress slot to the starting Multi-Tool.
  • When installing an upgrade module, the correct inventory is automatically selected.
  • Adjusted the probabilities of low, medium and high security planets in Normal Manner.
  • Adjusted the timers of Sentinel patrols on lower security planets.
  • In normal mode, immune some planets to never spawn Sentinel drones.
  • Added a take chances to collect geodes when mining rocks or asteroids. Geodes tin be analysed to extract large quantities of substances.
  • Increased the base speed of all Refiner units.
  • In normal mode, increased the slot storage limit for substances from 250 to 10,000.
  • Increased the wealth levels at which higher tiers of pirates will assail.
  • Increased the base energy levels of the Mining Axle and the Terrain Manipulator, allowing for less frequent recharging.
  • Replaced the 'Find specific building' component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Infinite Station Cartographers.
  • Navigation Data tin can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.
  • Using the Terrain Manipulator to mine basic ground volition award silicate powder, which tin exist used to refine glass.
  • Added a annotation on the interaction characterization of NPCs that have already been visited.
  • When craftable products are the current mission objective, they are automatically pushed to the top of the product list.
  • Adjusted the frequency of rare asteroids.
  • When ownership a freighter, information technology at present comes with some basic cargo already in the inventory.
  • Increased the minimum speed while in infinite combat, creating amend combat handling in most conditions.
  • Increased the maximum speed while flying in space.
  • Added a caste of curlicue when banking in planetary flying.
  • The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.
  • Added a cockpit throttle indicator to show electric current thrust settings.
  • The 'Shields Down' message is no longer displayed when claiming an abandoned transport.
  • The 'How to land the ship' notification no longer displays immediately after planetary takeoff.
  • When charging the Pulse Engine, the current autopilot target marker is now highlighted.
  • Missions now add hints to highlight the relevant items in the build and crafting menus.
  • Inventory popups are at present airtight automatically if you click outside of them.
  • Tweaked the weighting of mission selection in the mission board to requite a meliorate range of bachelor missions.
  • Increased the likelihood of procedural upgrade modules being relevant to the histrion's current tech setup.
  • Added several new environmental protection Exosuit upgrades.
  • Ammunition is automatically promoted to the meridian of the crafting listing if players try to reload but have no available ammo.
  • Increased the default stack size for Ammunition.
  • The Mining Beam now has a much higher base heat chapters.
  • Reworked the Mining Beam overheat mechanic: the beam now cools downward correctly rather than instantly resetting; the Mining Beam does more impairment as it approaches max heat

No Human being'due south Sky is now available on PC, PlayStation 4 and Xbox 1.

Source: https://wccftech.com/no-mans-sky-beyond-vulkan/

Posted by: websterobabounceept.blogspot.com

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