Today we’re thrilled to announce that AMD FidelityFX Super Resolution 3 (FSR 3) launches in Immortals of Aveum™ on PC as part of Patch 220.127.116.11! Now all Immortals PC players can take advantage of Frame Generation and FSR 3’s improvements in performance and image fidelity.
FSR 3 uses a combination of super resolution temporal upscaling technology and frame generation to deliver massive framerates in supported games. The key enhancement over FSR 2 is the addition of frame generation. This technology uses an enhanced version of AMD Fluid Motion Frames (AFMF) optical flow technology and temporal game data such as motion vectors to generate additional high-quality frames for a higher framerate.
For more information on this exciting new addition, check out this blog over at AMD. Console players, hang tight! We’re working closely with AMD to implement FSR 3 for console and will share more in the future.
FSR 3 is not the only thing we’ve been working on. See the full patch notes for today’s update here. Keep reading to learn about all the fixes and improvements already live in Immortals of Aveum, as well as what we’ve got in the works for the future.
Patch Updates Recap
While you slay away and build up that Immolate charge, we’re listening to your feedback on Immortals of Aveum and are continuously working to bring as many improvements to your gaming experience as possible. Patch 18.104.22.168 is just a portion of the updates already released for PC and console alike, including key fixes for DLSS, PC mouse sensitivity, console brightness, and overall performance improvements.
We’ve worked diligently to improve DLSS implementation and resolve occurrences of blurriness or ghosting. PC mouse sensitivity has been expanded so players can set the slider from 1 all the way down to 0.02, so you can lower the sensitivity even further. We’ve also added quality of life improvements, like making dialogue options clickable using the mouse.
On console, we added a Gamma Correction Slider so you can now adjust brightness to your desired levels. The underlying issue causing some console players’ experiences to be too bright or dark has also been resolved.
We’ve also been hard at work tackling various improvements to help further enhance your gameplay experience. This includes text and UI updates, such as adding text to display unspent Ascension points, refining loot spawn timing, level map and objective marker adjustments, as well as investigating and resolving stuttering occurrences and the cause of rare crashes, and further memory optimizations.
For the more advantageous players, we’ve resolved various combat encounter exploits, and prevented spells from being cast during cinematics. Sorry! (Kind of.)
Of course there are always a few odds and ends to iron out, like object placement quirks, tuning spell cooldown and animations, and investigating the cause of untimely player deaths or unexpected respawn results. Even the occasional floating soup (Kaleb’s cooking remains questionable). Check out the highlights from recent patches below!
- AMD FSR 3 has launched for Immortals of Aveum on PC!
- Increased the mouse sensitivity range so users can adjust the setting lower as needed
- Addressed DLSS compatibility issue causing blurriness for some users on PC
- Addressed DLSS ghosting that was caused when Frame Generation is on
- Fixed an issue where DLSS settings would not apply properly on game launch for PC
- Fixed issue on low and min spec PCs where some settings would be set to ultra by default, causing performance problems
- Fixed issues that sometimes occurred when changing the display resolution or display mode
- Added three graphics settings: Mesh Pool Quality, Shadow Rendering Pool Size, Render Target Pool Size
- Dialogue options now clickable using the mouse
- Fixed underlying issue that could cause console brightness to appear too dark or too bright
- Added the Gamma Correction Slider to the Display tab on console
- Improved Upscaling for better image fidelity on consoles
- Fixed an issue with the Shadow Memory Pool on console that caused lower performance or black triangles to appear for some users
- Slightly improved graphical quality on Xbox Series S
Performance & Optimization:
- Addressed an issue with Dynamic Shader Branching, improving performance on console and PC
- Various Memory optimizations on console and PC
- Fixed multiple instances and safeguarded against crashes and progression blockers
- Performance improvements, including areas where in-world Corruption is present
- Improved various instances of FPS drops and stuttering throughout the game
- Addressed areas where the game would occasionally hitch or freeze momentarily
Community Feedback & What we’re working on
A HUGE thank you to everyone who has taken the time to share their feedback, support, requests, and questions about Immortals of Aveum. We hear you, battlemages! We’re listening, we’re taking notes, and we are working hard to get everything we can into the game.
Below are some of the hot topics we’ve heard from players like you, and want to take a moment to share an update about what our team is working on. Unfortunately we can’t guarantee everything will make it into the game. As with any project, there are time, resource, and technology limitations, but if a request can’t make it into Immortals of Aveum, it’s still valuable feedback we’ll take with us for future projects.
- New Game+ – We want this as much as you do! We’re exploring how to make this happen and what it could mean for Jak’s story.
- HDR – This requires an improvement to UE5 and we’re actively looking into it and will share more details as we’re able.
- Trophies and Achievements – We’re investigating why certain trophies and achievements aren’t awarded as expected, and will be rolling out fixes as they’re resolved.
- Adaptive Triggers – Unfortunately this is not a feature that will make it into this game, but we hope to include it in future titles.
- Skippable Cutscenes – We hear you and we’re looking into solutions to let players skip most, if not all cutscenes. However, this is a particularly in-depth endeavor that will take time and we can’t promise it’ll happen at this time.
- Higher Difficulty Mode – We’re charging up our sigils and digging into various ways we could beef up the challenges for a new difficulty mode. We’ll let you know if we make it through to the other side.
- Unreal Engine 5.2 – We’re excited to dive into everything UE 5.2 has to offer! We’re looking into how upgrading the game to UE 5.2 could bring further PC optimizations, as well as overall game performance and visual fidelity improvements. Catch our team at Unreal Fest next week to find out more!
- A few other features we’re exploring include a FOV slider for consoles and Aim Assist for consoles and PC.
Your Feedback Matters
There are even more things happening behind the scenes, many of which are a work in progress. We’re optimistic about the future updates coming to Immortals of Aveum, but we’re not ready to let y’all in on the details just yet. Just know that we are reading and listening to your feedback and are continuing to work on making Immortals of Aveum as amazing as it can be.
We couldn’t make these enhancements happen without your feedback, so another huge thank you to you for playing Immortals of Aveum and taking the time to let us know how we can make it even better! If you’re playing IoA and encountering an issue that you’d like to let us know about, just go here and we’ll do our best to investigate!
Stay in Touch
If you want to be FIRST to know about updates like this, plus get insights into game lore, chat with fellow Magni, and even meet some of the dev team, then head over to our official Immortals of Aveum Discord server. You can also follow us on the other social channels by following the links below.
Need something to do while you wait for the patch to download? Check out our gameplay Deep Dives and behind-the-scenes studio footage on our YouTube channel. You can also subscribe to our newsletter, The Standup, and follow us on Twitter, TikTok, Instagram, Facebook, and LinkedIn to keep up with Immortals of Aveum. If you’re into game development and want to hear from the OG’s of the industry, listen to our original podcast series, Rise Above.
Stay tuned for more and we’ll see you on the Path!