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UniWiki:Patch Notes/Patch Notes - Version 23.01: Difference between revisions

From EVE University Wiki
m Update status.
Add patch notes for 2025-08-14.1, 2025-08-18.1 and 2025-08-27.1. Transform and Clean-up.
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🤝 - Indicates a change inspired by the player's feedback or suggestions.
🤝 - Indicates a change inspired by the player's feedback or suggestions.
: Empty patch note sections had defect fixes only.
: Empty patch note sections had defect fixes only.
== Patch Notes for 2025-08-27.1 ==
=== Features & Changes ===
==== Audio ====
* {{PatchNoteStatus|ignore|The Visual Damage System and hangar Fire BOBs are accompanied by audio, so you can enjoy the sound of your ship as it burns, ignites or gets extinguished. Fire audio adapts to ship speed.}}
=== Graphics ===
==== Smart-Light-System ====
* {{PatchNoteStatus|ignore|Introduction of the new Smart-Light-System to improve ship lighting performance and reactivity.
** Smart-Light-Sets handle all components for light prefabs, including flares, point lights, cone lights, and beam effects.
*** They inherit colors from SOF and can change dynamically based on variables and states they are authored to.
*** Optimized for better system performance and fewer draw calls.
*** Allows shared visual "recipes" per race/faction, triggered by ship state (e.g., warp, docking, combat).
*** Supports animated instanced meshes for future space scene effects such as debris fields and enhanced explosion debris.
** The first batch of ships utilizing the Smart-Light-System in this update is: all cruisers.}}
==== Visual Damage System ====
* {{PatchNoteStatus|ignore|Smoke & Fire VFX have finally returned for ships in hull damage (player ships as well as NPC's), their last known sighting was sometime pre-EVE: Trinity expansion.
** Fires appear at specific hull thresholds and respond dynamically to ship movement (always starting though when entering hull damage).
** Fire VFX are disabled on Medium/Low shader settings to maintain fleet fight performance, and do not load at all.
** Smaller ships have larger fires in relation to ship size, and the larger the ship, the more fires there are (smaller in size in relation to the ship), going up to 7 fires on a titan.}}
* {{PatchNoteStatus|ignore|Smoke & Fire VFX have also now been added to structures that made sense to start with: Citadels, Refineries, Moon Miners, Skyhooks, Navigation Structures, Industrial Arrays, and Outposts.
** Here 10 fires will appear, roughly corresponding to each 10% of Hull damage (as there is a chance a fire can spawn twice in one location).
** As with Ship fires, these exist only on High Shader Quality.}}
==== New Hangar Visualizations ====
* {{PatchNoteStatus|tbd|Fire BOBs: When a ship enters a hangar with hull damage and thereby with fires, Fire BOBs will fly into the rescue to put out the fires, making sure your egregious lack of proper fire containment safety protocol does not spread to the rest of the station.
** If you undock without repairing hull damage, then fires will re-ignite.
** Extinguished fires will continue to emit gas/smoke until such a time you repair the ship.}}
* {{PatchNoteStatus|tbd|Repair BOBs: When you utilize in-hangar repair, Repair BOBs will fly in from all directions and repair your ship over a period of 30 seconds.
** This is purely visual, if you undock immediately after the repair goes through then you will undock repaired.
** This will only happen for full repairs, partial repairs will not trigger animations.}}
* {{PatchNoteStatus|tbd|Repair and Fire BOBs have models and color schemes corresponding to the station owner's faction. Fire BOBs (of course) all have the fire engine color scheme of Iceland.}}
== Patch Notes for 2025-08-18.1 ==
=== Features & Changes ===
==== Graphics ====
===== Upscaling =====
Upscaling is a rendering technique that allows the game to be drawn at a lower resolution and then intelligently scaled up to match your display's native resolution. This reduces the workload on your graphics card, helping to improve performance while maintaining high-quality visuals. The result is smoother gameplay with higher frame rates, particularly valuable in large fleet fights or other demanding scenarios where your system may be limited by GPU performance. Upscaling is particularly effective for players using lower- and mid-range graphics cards who want to run at higher resolutions or graphical settings than would otherwise be viable.
Frame generation takes the upscaling process one step further by creating an additional frame where possible, increasing the frame rate further.
Modern upscaling techniques have come a long way since we since we introduced FSR 1 with Uprising in 2022. This update brings more up-to-date solutions from NVIDIA, AMD, Intel and Apple.
Beyond performance improvements, upscaling can also reduce power usage. By lowering the load on the GPU, it helps keep systems cooler and, on mobile or portable setups such as laptops, can extend battery life. This makes upscaling not only a performance booster but also a useful tool for players who want to balance visual fidelity with system efficiency.
====== Windows ======
The client must be running in DX12 for the following upscalers to work. The available upscalers are:
* NVIDIA DLSS Super Resolution with Frame Generation. The version of DLSS Super Resolution that is available will depend on your NVIDIA hardware and OS settings. If your system has a GeForce RTX 50 Series GPU, then the latest DLSS 4 Super Resolution is supported. DLSS is an NVIDIA only solution that is recommended for NVIDIA users.
* FSR 3 with Frame Generation. It supports the AMD Radeon™ RX 5000 Series and above, NVIDIA GeForce RTX 20 Series and above and Intel Arc Alchemist GPUs. FSR 3 is recommended for AMD based GPUs.
** If you have a slightly older GPU, then FSR 3 without frame generation will work on the AMD Radeon™ RX 590 and above and the NVIDIA GeForce® GTX 10 Series and above.
* Intel XeSS 2 is supported by the Intel Arc Alchemist series, Intel Xe-LP integrated graphics, AMD Radeon RX 6000 Series and above, and the NVIDIA GeForce® GTX 10 Series and above. XeSS is recommended for Intel based GPUs.
* The existing AMD FSR 1 solution. This provides a basic upscaling option for older hardware and operating systems that don't have the required features to support a more modern solution. It is available in both DirectX 11 and 12.
====== macOS ======
* macOS 13 (Ventura) and above has a high performance upscaler supplied by Apple called "MetalFX". While available for both Intel and Apple Silicon based systems, Apple Silicon benefits from a more advanced version that has a higher quality output.
* FSR 1 has been deprecated on macOS systems - on some systems you may need to manually select MetalFX.
====== General upscaling notes ======
* Some settings such as Anti-Aliasing will be disabled by some upscalers. This is intended, as this happens as part of the upscaling process.
* Upscaling can only give you more FPS when the GPU is the limiting factor in your system.
* There is no 'best' upscaling technique that is recommended for every client due to the vast number of computer configurations and in-game activities. We encourage you to experiment with the different upscaling solutions and choose one you are happy with.
* The "Upscaling Setting" will allow you to vary the image quality against performance. It is normal to get small visual differences between non-upscaled and upscaled renders. In some situations, frame generation may introduce some small artifacts but allow for a higher frame rate.
* If V-sync does not behave as you expect, try toggling 'hardware-accelerated GPU scheduling' in Windows. Let us know on the forum if this impacts you.
===== Ray tracing =====
Ray tracing is a modern rendering technique that simulates the physical behavior of light. Instead of relying on approximations, it calculates how rays of light travel from a source, interact with objects, and ultimately reach the camera. This makes lighting and shadows appear more natural, precise, and consistent with how light behaves in the real world.
For EVE Online, ray tracing is applied specifically to shadows, further improving the shadow system introduced in 2023 . Raytraced shadows provide far greater accuracy than older methods, producing sharper edges, smoother gradients, and dynamic changes that reflect the movement of ships, stations, and other objects.
Raytraced shadows are an optional feature that can be enabled in the client's graphics settings by selecting"Raytraced"under"Shadow Quality."It is supported on the following systems:
====== Windows ======
* Windows 10, October 2018 Update (version 1809) and above
* Windows 11}}
* A GPU which supports DirectX Raytracing (DXR)NVIDIA RTX 20 Series and above
* AMD Radeon RX 6000 series and above
* Intel Arc Alchemist series
====== macOS ======
* macOS 12 Monterey or above
* An Apple Silicon based system
== Patch Notes for 2025-08-14.1 ==


== Patch Notes for 2025-08-12.1 ==
== Patch Notes for 2025-08-12.1 ==