{"id":36584,"date":"2023-10-06T19:04:53","date_gmt":"2023-10-06T18:04:53","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/redfalls-latest-update-finally-adds-60fps-mode-on-consoles\/"},"modified":"2023-10-06T19:04:53","modified_gmt":"2023-10-06T18:04:53","slug":"redfalls-latest-update-finally-adds-60fps-mode-on-consoles","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/redfalls-latest-update-finally-adds-60fps-mode-on-consoles\/","title":{"rendered":"Redfall&#8217;s Latest Update Finally Adds 60FPS Mode on Consoles"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>When Redfall launched earlier this year, one of the most highly requested features was adding an option to play the Xbox Series X\/S version at 60 frames per second &#8211; and that request has finally been granted.<\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p>In <a href=\"https:\/\/bethesda.net\/en\/article\/2ruysKHwtR65wk1VSFa9XO\/redfall-game-update-2-release-notes\">a new blog post<\/a>, publisher Bethesda Softworks revealed all the new additions and changes introduced in Redfall&#8217;s second game update. The most notable addition includes a Performance Mode on consoles, allowing both Xbox Series X\/S owners to play the game at a higher frame rate. <\/p>\n<p>The addition is much needed following <a href=\"https:\/\/www.ign.com\/articles\/redfall-60fps-patch-still-mia-amid-dwindling-player-count\">a dwindling player count<\/a> in recent months and controversy ahead of release that the console versions would be <a href=\"https:\/\/www.ign.com\/articles\/xbox-version-of-redfall-capped-at-30-fps-at-launch-60-fps-coming-later\">locked at 30 FPS<\/a>. Redfall&#8217;s second major update also introduces improved performance and stability across &#8220;a wide range of hardware&#8221; configurations on PC, along with addressing several issues to graphical corruption that would occur after players with an AMD GPU would change the game&#8217;s resolution in the settings. <\/p>\n<section data-transform=\"ignvideo\" data-slug=\"redfall-video-review\" data-loop=\"\"><\/section>\n<p>Both critics and players widely panned Redfall at launch, and following its release, reports surfaced that the game had <a href=\"https:\/\/www.ign.com\/articles\/redfalls-development-was-reportedly-so-troubled-that-devs-hoped-microsoft-would-cancel-it\">a troubling development cycle<\/a>. Despite the rough start, in an interview with <a href=\"https:\/\/www.gamesindustry.biz\/pete-hines-on-starfield-bethesda-and-bugs-we-embrace-chaos\">GamesIndustry.biz<\/a> last month, Bethesda&#8217;s Pete Hines was confident that <a href=\"https:\/\/www.ign.com\/articles\/bethesdas-pete-hines-says-redfall-will-be-a-good-game-eventually-compares-it-to-fallout-76\">Redfall will be a good game eventually<\/a>, comparing its rough start to that of Bethesda Game Studios&#8217; 2018 action RPG <a href=\"https:\/\/www.ign.com\/articles\/2018\/11\/22\/fallout-76-review\">Fallout 76<\/a>. <\/p>\n<p>In our review of Redfall, <a href=\"https:\/\/www.ign.com\/articles\/redfall-review\">which gave a 4\/10<\/a>, my colleague Luke Reilly said, &#8220;Redfall is a bafflingly bad time across the board. Plagued with bland missions, boneheaded enemies, and repeated technical problems, Redfall simply wasn&#8217;t ready for daylight in this state.&#8221;<\/p>\n<p>You can check out the full patch notes below. <\/p>\n<h2><strong>Redfall&#8217;s Game Update 2 Patch Notes<\/strong><\/h2>\n<ul>\n<li>Performance and Stability\n<ul>\n<li>Enabled Performance Mode on Xbox Series X|S.<\/li>\n<li>Improved PC performance and stability across a wide range of hardware configuration<\/li>\n<li>Addressed several edge-case memory crashes.<\/li>\n<li>Addressed graphical corruption issue with changing resolution with AMD GPUs.<\/li>\n<li>Fixed an issue with resetting Game Settings to their default values while in Windowed display on a second monitor.<\/li>\n<li>The anti-aliasing setting is now hidden in Video Settings while AMD FSR 2.1 upscaling is enabled.<\/li>\n<li>Various performance improvements made to Hero abilities, weapons, and general game systems.<\/li>\n<li>Various fixes to support Hero abilities triggering properly despite environmental factors like ladders, death mist, electrocution, and more.<\/li>\n<li>Improvements to player navigation and collision across both Redfall Commons and Burial Point<\/li>\n<\/ul>\n<\/li>\n<li>User Interface\n<ul>\n<li>Weapons with silencers, or silenced muzzle attachments, now reflect their &#8220;silent&#8221; state in tooltips.\n<ul>\n<li>Silenced weapons generate less noise, and are less likely to alert nearby enemies.<\/li>\n<\/ul>\n<\/li>\n<li>Vault and Mantle indicators now display in the HUD when a surface can be vaulted over, or mantled.<\/li>\n<li>The Mission Briefing Table now better delineates between Main Missions and Optional Missions.<\/li>\n<li>Functional improvements to compass markers and objective search areas to behave more consistently.<\/li>\n<li>Historical Markers now display on the Map in their locked state once players complete the introductory missions in Redfall Commons and Burial Point.<\/li>\n<li>Improved the readability of ammo purchasing.<\/li>\n<li>Added an off-screen indicator when Brib\u00f3n is downed.<\/li>\n<li>Fixed an issue where objective search areas were blocking fast travel actions while using the Map.<\/li>\n<li>The Text-to-Speech hotkey now displays at all times when active.<\/li>\n<li>Player reporting now shows a loading indicator when submitting.<\/li>\n<li>Clarified the achievement description for Rum Runner.<\/li>\n<\/ul>\n<\/li>\n<li>Accessibility\n<ul>\n<li>Improvements to Screen Narration:\n<ul>\n<li>Narration updates when a Multiplayer Lobby state changes between Ready and Unready.<\/li>\n<li>Support when the text entry field is open. Narration updates every seven seconds if the field remains open.<\/li>\n<li>Narrates &#8220;Back&#8221; and &#8220;Friends&#8221; menu controls on all pages of the Settings menu.<\/li>\n<li>Support within the Username input field for the &#8220;Add Crossplay Friends&#8221; sub-menu.<\/li>\n<li>Fixed an issue where players would be prompted to &#8220;Press Enter&#8221; when focused on the Username input field in the &#8220;Add Bethesda.net Friends&#8221; sub-menu.<\/li>\n<li>Support for navigation control in Hero Select and System Select menus.<\/li>\n<li>Narrates game invites and friend request notifications.<\/li>\n<li>When selecting a locked difficulty, the screen describes the difficulty type as \u201cLocked\u201d.<\/li>\n<li>When selecting an unlocked difficulty, the screen narrator will narrate &#8220;Difficulty Selected&#8221;.<\/li>\n<li>Main Menu&#8217;s System tooltip displays &#8220;System&#8221; only, and will narrate &#8220;System&#8221; in both Main and System menus.<\/li>\n<li>Hover support for all buttons and links, both digital and analog inputs.<\/li>\n<li>Narration support when pings are placed or removed from the world.\n<ul>\n<li>Fixed several issues with screen narration in Bethesda.Net modals:<\/li>\n<li>Removed incorrect prompt to &#8220;Press Enter&#8221; to input email address, username, and\/or password when logging in.<\/li>\n<li>Bethesda.net account Help menu now supports proper narration.<\/li>\n<li>Narration Support in the Bethesda.Net Updated Agreement.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Exiting a Multiplayer Lobby now properly reads &#8220;Close&#8221;, instead of &#8220;Quit&#8221; or &#8220;Leave Lobby&#8221; when the Friends List is open.<\/li>\n<li>Lobby labeling now visually and audibly differentiates between Singleplayer and Multiplayer.\n<ul>\n<li>Added a secondary sensory method in the Archive to indicate focus on the scroll bar.<\/li>\n<\/ul>\n<\/li>\n<li>Improved photosensitivity work in the following areas:\n<ul>\n<li>Firing the Clacker Unrivaled weapon in ADS near a red emergency light.<\/li>\n<li>Flashing environment light bloom caused by weapon fire.<\/li>\n<li>Vampire death and disintegration.<\/li>\n<li>Remi\u2019s Cluster Bomb C4 explosions detonating in rapid succession.<\/li>\n<li>Summoning Layla&#8217;s Lift with other players standing nearby.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Gameplay\n<ul>\n<li>Numerous improvements to default Aim-Assist and Dead Zone tuning, and more options for players to customize these settings for both Controller and Keyboard\/Mouse.\n<ul>\n<li><strong>Arkane Recommendations<\/strong>:\n<ul>\n<li>For fast paced multiplayer FPS fans \u2013 Check out Medium, High, or Linear Input Response Presets as they tend to feel faster and more responsive overall.<\/li>\n<li>For slower single player FPS fans \u2013 Check out Default, Low, or Medium Input Response Presets as the slower response curves tend to feel like you have a little more precision over your aim.<\/li>\n<\/ul>\n<\/li>\n<li>Increasing\/decreasing your Controller Sensitivity from the Input Response Presets default value will directly increase\/decrease your overall left\/right turning speeds.<\/li>\n<li>For players who turn up their Controller Sensitivity, consider trying out Default\/Strong\/Very Strong Aim Assist Strength and ADS Snap Strength if you would like that assistance.<\/li>\n<li>For players who turn down their Controller Sensitivity, try Very Weak\/Weak\/Default Aim Assist Strength and ADS Snap Strength presets to prevent it from feeling like you are fighting for control over your aim.<\/li>\n<li>Tinkering with the Input Response Preset setting is a great first step to help you find the controller settings that work best for you.<\/li>\n<\/ul>\n<\/li>\n<li>During the Settling In mission, Anna Creelman will now fill the player\u2019s pistol, shotgun, and assault rifle ammunition.<\/li>\n<li>Added new Vampire Nest spawns to Old Town and Sedgewick neighborhoods.<\/li>\n<li>Added a tutorial blade and Archive entry for Psychic Residue.<\/li>\n<li>Remi&#8217;s C4 no longer remains in the world after exploding.<\/li>\n<li>Various fixes for mission objective persistence.<\/li>\n<li>Added mission dialogue for Fall Like Lightning.<\/li>\n<\/ul>\n<\/li>\n<li>Combat\n<ul>\n<li>Players can now sneak up and take down unaware Cultists &amp; Bellwether enemies with staked weapons.<\/li>\n<li>Increased open world enemy population and mission encounter balancing.<\/li>\n<li>Added unique open world enemy encounters in Redfall Commons.<\/li>\n<li>Added elements of light or reflective clothing to vampire and human NPCs to aid in visibility during the night.<\/li>\n<li>Increased ammo pickups in areas surrounding the Fire Station to help new players maintain early-game resources.<\/li>\n<li>Enemies now reposition to avoid friendly fire.<\/li>\n<li>Brib\u00f3n is now guaranteed to shock nearby enemies while using Siren with the Robot Rock skill activated.<\/li>\n<li>Remi will now be alerted when&#8211;and where&#8211;Brib\u00f3n is downed.<\/li>\n<li>Fixed several scenarios where enemies could become stuck in an idle state and stop engaging with the player.<\/li>\n<li>Sights and silencer barrels have been updated to improve reticle visibility.<\/li>\n<li>Sights using a green emissive have been tuned so they aren\u2019t as bright at night.<\/li>\n<li>Scale and positioning of magazines has been improved to prevent clipping and other animation issues.<\/li>\n<li>Improved Rook combat behavior in the Black Sun boss arena.<\/li>\n<\/ul>\n<\/li>\n<li>Environment\n<ul>\n<li>References to the Burial Point district have been added into the Map, and other locations in the Redfall Commons district.<\/li>\n<li>Improved the lighting presentation in the Black Sun boss arena.<\/li>\n<li>Improved visual fidelity for psychic space butterflies, fog pockets, the Black Sun\u2019s glowing sigil, and various water effects.<\/li>\n<\/ul>\n<\/li>\n<li>Multiplayer\n<ul>\n<li>Added visually distinct player indicators and markers for Multiplayer sessions, and unique co-op ping color for each player in the squad.<\/li>\n<li>Improved player ping visibility.<\/li>\n<li>The Light&#8217;s Out achievement will now be awarded in multiplayer only if the Lost in the Fog mission is active.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<section data-transform=\"divider\"><\/section>\n<p><em>Taylor is a Reporter at IGN. You can follow her on Twitter <\/em><a href=\"https:\/\/twitter.com\/TayNixster\"><em>@TayNixster.<\/em><\/a><\/p>\n<\/section>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/redfalls-latest-update-finally-adds-60fps-mode-now-available\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>When Redfall launched earlier this year, one of the most highly requested features was adding an option to play the Xbox Series X\/S version at 60 frames per second &#8211; and that request has finally been granted. In a new blog post, publisher Bethesda Softworks revealed all the new additions and changes introduced in Redfall&#8217;s<\/p>\n","protected":false},"author":3,"featured_media":36585,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,4,6,9],"tags":[1820,1443,272,1810,271,1097,2937,30,3825,1539,82,18],"class_list":["post-36584","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-new-releases","category-pc","category-reviews","tag-adding","tag-earlier","tag-features","tag-highly","tag-launched","tag-most","tag-option","tag-pc","tag-redfall","tag-requested","tag-when","tag-xbox"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Redfall&#039;s Latest Update Finally Adds 60FPS Mode on Consoles | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Redfall&#039;s Latest Update Finally Adds 60FPS Mode on Consoles for free, here on XtremeServers. 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