Improving FPS and simulating the wind on paratroopers' clothes!

New technologies are coming to Enlisted! In the upcoming “Stronger than Steel” update, we are introducing official support for DirectX 12. This has allowed us to support the latest version of FSR 2.0 and opened up the possibility of implementing other new features in the future.

And for console players, there will be an option for “High performance” mode in the graphics settings.

FSR 2.0

In Enlisted, certain upscaling technologies are already available that render the frames at a lower resolution than the game settings and then upscale it to display resolution. This allows for a significant increase in FPS with minimal loss of image detail.

DX12 allowed us to implement FSR 2.0. This upscaling technology from AMD is available for any video card. You can try it by enabling DX12 in the game’s launcher.

HIGH PERFORMANCE MODE

In the upcoming update, console owners will be able to try out the new “High performance” graphic preset on previous generation consoles: Xbox One, PlayStation® 4 and PlayStation® 4 Pro.

This mode offers similar graphics quality as the “Bare Minimum” mode on PC. This gives a noticeable increase in FPS, up to 60 frames per second. The Xbox One and PlayStation® 4 version will run in Full HD, while the PlayStation® 4 Pro version will offer a 25% higher resolution, 1800p instead of 1440p.

SIMULATION OF WIND AFFECTING SOLDIERS’ CLOTHING

We are working on simulating the effect of wind and other external forces on the fabric of your soldiers’ clothing. In the upcoming update, you will see the first results on the clothing of paratroopers as they prepare to parachute into battle.

Get ready for the next major Enlisted update, commanders!

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Looks nice indeed.

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No FSR 3 /DLSS 3?

Also FSR 3 can be run with DLSS 2.

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well seem like there is some new today

Please fix the lighting too, I don’t want all windows look like black holes when viewed from the outside.

Nothing definite, nothing stimulating

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Hey, that’s pretty neat.

Nice!

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… OWWW, MAN, OWWW!!!

Why???..

(That guy is undoubtedly sterile…)

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But Performance is the Problem why dead bodies disappear after few seconds or? If thats the case i would prefer more dead bodies…
or Insignias on Uniforms which can be turned ON/OFF with harmonization mode in the settings.

well, meanwhile i play BR1 vs BR3 and getting stomped, its ok.

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Is this new map?

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Soviet para so it’s probably Seelow heights?

Although I appreciate this improvement, I respectfully believe that there are things that deserve priority work, for example Japanese lung mines that still do not work well, bipods that have not worked for years, mines in general that sink into the ground when you try to plant them (and I already made a report), the Japanese APC whose windshield is a disaster or the premium version whose side weapons do not work and the front one does not have the correct angle and a long list of bugs and problems that should have a higher priority Thank you still and I hope this is taken into account…

Question about wind on clothes, @_Movmav

  • will those effect ONLY happen when the soldier is about to jump? Or ALSO DURING the fall with parachute?
  • will those effects be shown one day, with a smaller degree, on troops on the ground? As I suspect there can be weather elements implemented such as windy days.

Thanks! Looks good.

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The red fields are not in seelow

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No idea then. The shown area is definitely not playable as the houses are super low quality. Whatever this is they don’t want us to know

we do not need more Paratrooper effects unless you’re planning to release an event on steam so people can get even more of them

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Will there be new options for players with strong pcs, too? For example an option to turn of Anti-Aliasing completely?

Except super sampling, which becomes to demanding in 1440p or 4k, every other options produces artifacts or blur effects, which can be more annoying to the eye than a image that is a bit rougher due to not being put through some filter or upscaling tech…

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Enlisted: Farming Simulator

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We’ll look at performance.

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