

BD-1 “shell” textures disappearing randomly. Massive FPS drop after returning to Koboh open world. Nekko not saving in stable, nor saving color when summoned.

Crash when pausing the game during opening cutscene. Issues where high res textures wouldn’t load on objects directly in front of camera. Auto lock-on locked onto an enemy that knocked me off a ledge, then kept the camera locked on the enemy and wouldn’t un-lock - had to quit and restart from last save. NPCs T-posing and sliding along the ground. Bug where Cal gets stuck trying to open chests under water. Screen tearing (not nearly as bad as performance mode though) Thank you for your support, patience and, most of all, your detailed feedback! Let us know if you run into any further issues.Īlso playing on PS5 in quality mode I’ve experienced: We are hard at work on patches that will further improve performance and fix bugs across all platforms. The PC version of the game has already received the fixes coming to console on 5/2. Fixed an issue where players were getting stuck inside the Chamber of Duality if you didn’t save after leaving the chamber and die.Fixed a bug where the BD-oil VFX did not properly render.Fixed a freeze that occasionally occurred while talking to Doma.Fixed an issue with enemy AI remaining in T Pose during photo mode.Fixed issues with cinematic dialogue overlapping.Fixed an issue with registered Nekko disappearing from the stable.Fixed an issue with registered Nekko colors not saving.Fixed an issue with dynamic cloth inside the Mantis.Performance improvements across PlayStation 5 and Xbox Series X|S.Fixed crashes that were tied to skipping cinematics.Multiple crashes fixed across PlayStation and Xbox Series X|S and various areas of the game.Here are the fixes you can expect with this patch for PS5 and Xbox Series X|S: Tomorrow, 5/2, we will be releasing a patch for consoles that address various performance issues and bugs as well. You can expect more PC updates as soon as possible. We’ve released a patch for PC today to make some performance improvements for non-raytraced rendering.
