Warframe has been updated to version 1.94 on PS4, 1.002 on PS5. The official update patch notes are for version 29.5.5 revealing the various changes.
Digital Extremes has made a huge list of the changes that are available in this patch. They can be read from here. We have only shared the optimizations that are a part of this update which can be seen below.
Warframe Update 1.002 PS5 and 1.94 PS4 Patch Notes 29.5.5
- Made numerous micro-optimizations to scene rendering.
- Optimized Local Reflections.
- Optimized Visibility Culling speed and memory footprint slightly.
- Made systemic micro-optimizations to the animation system.
- Made a micro-optimization to the Foot IK system.
- Made a micro-optimization to HUD rendering.
- Minor quality improvements for hair rendering.
- Made a micro-optimization to the Health and Shield display on the HUD.
- Made systemic micro-optimizations to game-code using scripts.
- Made systemic micro-optimizations to physics sweep queries.
- Made a micro-optimization to animation inverse kinematics.
- Made systemic micro-optimizations to the script runtime.
- Made a micro-optimization to the perception system.
- Made a micro-optimization to the damage system.
- Made a micro-optimization to the effects system.
- Made some micro-optimizations to level loading.
- Made a micro-optimization to the sound system.
- Made a micro-optimization to the script system.
- Made a micro-optimization to text localization.
- Made a micro-optimization to flash rendering.
- Made a micro-optimization to UI rendering.
- Made a micro-optimization to loading.
- Optimized a small memory leak that would occur in certain Railjack missions.
- Fixed a tiny memory leak that would occur when killing Jen Dro in The Index; while inconsequential for regular play this leak showed up in an automated stress-test that pits Brokers vs Executioners for hours at a time.
- Optimized terrain rendering.
- Some fun facts: Terrain rendering optimization reduced cost ~30% (Deimos) ~50% (Plains of Eidolon) by grouping triplanar layers together per triplane and sharing texture gradients.
- Optimized geometry on the Cambion Drift to improve framerate.
- Optimized rendering slightly when Bloom is disabled.
- Improved detection of run-time errors in the script system.
- Made a micro-optimization to splash effects on the water surface.
- Made systemic micro-optimizations to the memory allocator.
- Made a micro-optimization to the physics system.
- Made a micro-optimization to the effects system.
- Made a micro-optimization to the script runtime.
- Eliminated a bunch of spot-building when loading into Plains of Eidolon (saves ~0.5s).
- Made a micro-optimization to the dynamic music system.
- Made some micro-optimizations to weapon effects.
- Made a micro-optimization to Armor items that were running unnecessary FX scripts.
- Made a micro-optimization to the Input bindings code.
- Made optimizations to the memory used by the Codex.
- Made optimizations to the memory used by the Star Chart.
- Made a micro-optimization in cases where Coba or Scrambus could not spawn.
- Made systemic micro-optimization to all gameplay code.
- Optimized memory use after steaming away from a regions
- Made performance improvements to Oberon’s Hallowed Ground by drastically cutting down the amount of network traffic it sends per cast.
- Fixed a potential performance issue where checking for out of range enemies on the Cambion Drift was happening every frame after 8 seconds instead of every 8 seconds
- Made a micro-optimization to the damage system.
- Fixed a small memory leak that could occur when piloting a Railjack.