XCOM 2 performance patch uitgebracht

XCOM 2 heeft een langverwachte performance patch ontvangen, zo maakt ontwikkelaar Firaxis bekend. De patch moet zaken als lange laadtijden en trage animaties verhelpen. Via het officiële blog vertelt Firaxis:

The XCOM team has been working hard to improve performance, balance, and stability issues reported by our fans. We will continue to improve the XCOM 2 experience with additional updates and patches over the coming months.
Naast de verbeteringen van de prestaties voert de patch ook wat tweaks door om de game beter in balans te brengen. Een opvallende aanpassing is het zwakker maken van de Mimic Beacon. Deze granaat maakt een hologram van een XCOM-soldaat als afleiding en is voor veel spelers een belangrijk item om een missie veilig door te komen. Voortaan zal de holografische soldaat niet meer in cover gaan en altijd geraakt worden door vijandige kogels. Een stevige nerf dus, maar volgens velen was de Mimic Beacon ook wel een beetje overpowered.

Bekijk alle onderdelen van de patch hieronder. En wil je je strategie nog wat verbeteren? Check dan zeker onze strategy guide.


Added Zip Mode gameplay option. While Zip Mode is enabled animation (like step outs & gremlin movements) speeds are significantly increased. Normal movement animations are moderately increased.
Fixed an issue where shadow rendering during glam cam shot transitions was slowing down performance.
Support for nVidia SLI and AMD Crossfire.
Removed MSAA options from default presets and adjusted autodetect to target 40FPS instead of 30FPS.
Reworked Light Clipping Manager.
Particle Vertex Buffer Reallocation.
Optimisation to shadows in the Avenger.
Enable triple buffering to fix VSync performance.
Shadowed light fade out within Avenger; Disabled Post & Pre Mission cinematic lights not being used.
Disabled shadow casting from character lights w/in Avenger.
Reduced High Shadow Resolution – Reduce shadow resolution when set to HIGH to 1536, instead of 2048.
Reduces the impact count of the Avatar Rifle.
Removed a hitch that occurs when the camera enables/disables building visualiser.
Deferred profile saves to next tick. This prevents multiple calls within the same frame from creating multiple requests to save the profile.
After changing graphics settings, based on the selected preset, extra crew will be capped.
Character head mesh optimised.

Added a new recommended Steam Controller configuration with support for additional actions.
Fixed an issue where VIP units would take damage when their origin location was damaged.
Fixed an issue where Promotion Earned text appeared before action is seen on screen.
Fixed an issue that was preventing civilians from pathing to ladder tiles.
Fixed an issue where Character Pool choices like Class, Attitude, and props did not save.
Fixed an issue where weapons did not keep names and customisations upon tier bump.
Fixed an issue causing some scan timers to go into negative time.
Engineering items that are full squad upgrades are now designated in the UI.
Wet Work is no longer retroactive.
Fixed an issue where strategy project timers reset if players started building a radio relay immediately after making contact with a region.
Fixed an issue with POIs not spawning when first visiting the Geoscape if Beginner VO is turned off.
Minimised action camera obstructions.
Minimised camera look-at hopping during AI abilities.
Fixed an issue where Psi abilities did not trigger death cams.
Kill Zone now respects concealment status.
Fixed an issue where the Ever Vigilant AWC perk did not work for Sharpshooters.
Buildings don’t cut down when tabbing through units.
Fixed an exploit that skips the AI turn by spamming the END/BACKSPACE button while the Player’s last action is being visualised.
Rapid Fire and Chain Shot visualisation optimised to get the second shot to fire faster.
Fixed an issue where shot GHUD wings would close following a number of actions.
Fixed an issue where crit chance would be negatively affected by shots with a success chance greater than 100.
Graze is no longer a chance for 100% shots. Targets being shot by a concealed attacker cannot dodge.
Optimised Return Fire hits causing long delays.
Optimised AI reveals causing long hangs.
Optimised Wait actions causing long timeouts.
Optimised falling unit visualisation to timeout faster.
Updated the Geoscape save description to use the localised HQ time, instead of previously used GMT game time.
Fixed an issue with an invalid spawn point on a specific Retaliation mission plot.
Destroyed cover does not take reduce % to-hit on enemies.

New option to only use Character Pool creations until the pool is exhausted.
Bulletproofing bad saves from causing main menu crashes.
Fixed an issue causing hitches in strategy.
CookerSync and FxdBuildTool changes to get CrashDumpPerssion tool to distribute – opt to send in crash dumps to Firaxis.
Destroy soldier pawns created during after action walkup sequence.
Fix for out of bounds world data access in destructibleActor.
Fixed an issue where players gets stuck in an infinite turn loop.
Fixed an issue where armor customisations did not save.

Unit Highlighting Flash when targeting units.

Removed “Stasis Lance” from subtitles.

MULTIPLAYER: Fixes slow communications with internet players resulting in delays between actions, turns, and end-of-game screen. Added camera rotation to MP.

    petiertje's avatar

    “Added Zip Mode gameplay option. While Zip Mode is enabled animation (like step outs & gremlin movements) speeds are significantly increased. Normal movement animations are moderately increased.”

    Mooi, dat scheelt mij weer een mod downloaden 🙂 nu nog een optie om ‘Central’ zijn mond te laten houden als er weer iets negatiefs gebeurd in bepaalde missies (mensen die XCOM 2 spelen weten denk ik wel wat ik bedoel, ik probeer niet te ‘spoilen’ etc.) Nu een mod voor, maar speel liever zonder dergelijke mods.
    Verder een goede patch, veel verbetering als je het mij vraagt.