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Warframe - Switch hotfix #3 now live, fixes controller deadzone issue and more

by rawmeatcowboy
19 December 2018
GN Version 5.0

We knew that a hotfix was coming to Warframe on Switch, and the good news it that hotfix is now live! Check out the full patch notes below.

Welcome to Hotfix 3! The main goals of this Hotfix are to fix Controller deadzone issues and help with performance and crashes. We are working away on 'Fortuna' for the next major Nintendo Switch release!

Changes:

Volumetric Lighting can now be toggled on the Switch for better performance!
Motion Controls can now be used on the loading screen to fly your Landing Craft!
Motion Controls can now be used in 'Decorate' mode!
Added in a re-center option when using motion controls. Not bound by default.
Improved load times when going from Cetus to the Plains and back again

Fixes:

Fixed an issue with Ambient Occlusion not being properly grayed out and remaining toggelable when playing undocked
Fixed crashes in Cetus and the Plains of Eidolon when playing in Chinese and other non-English languages.
Fixed numerous crashes.
Fixed issues with audio of Titania's Razorwing and Excalibur's Exalted Blade.
Fixed an issue where motion controls would not be enabled when switching from docked to undocked gameplay
Fixed an issue where purchasing the Fluctus in the Market also rewarded a dev-only erroneous weapon.
Fixed the "Mask of the Revenant' Quest Key being unobtainable.

Controller Fixes:

We have improved controller responsiveness in a number of ways!

We increased controller responsivity in a number of ways:

One major issue addressed in this patch is the fixing of an issue where almost 50% controller input was required before a hip-fire camera manipulation could be executed. We’ve decreased coded deadzones to allow for more refined, precise aiming and removed the inherited velocity when shifting directions. Players should now notice an immediate falloff in camera movement once input is no longer applied to the control sticks.

Additionally, we have added a number of mathematical improvements regarding the ramp and acceleration curves used to interpolate control stick input. This should make the camera manipulations feel much smoother and allow for a closer approximation of circular movement, compared to the very ‘square’ like motions we had previously.

We’ve also increased the amount of vertical movement seen when manipulating the control stick to reduce the amount of asymmetry between it and horizontal movement. There is still a bias towards the horizontal plane, but moving the camera up/down should not feel so drastically different when now compared to left/right movement.

[Link]