Lords of the Fallen only launched yesterday, and it has been plagued by various performance and stability issues, but luckily, Hexworks has already launched the new Patch 1.1.191, which should fix some of those issues. Unfortunately, the new patch also disables the NVIDIA DLSS 3 Frame Generation in order to "prevent the crashes that some players are experiencing with their brand-new 40 series GPUs." Hexworks added that they are working with NVIDIA to deliver more stable drivers that should fix the issue.
In addition to DLSS 3 Frame Generation problems, the new patch will also check for outdated drivers at launch. It also fixes an engine error that was happening on certain NVIDIA RTX 30 and 40 series GPUs, causing the game to crash, as well as the crash after the first cinematic during shader compile. The new patch also brings some other performance, balancing, bosses, PvP, visuals, audio, and other fixes.
Update Oct 15th: Hexworks has just released yet another Patch, version 1.1.193, which brings a couple of updates, including fixes for various crashes, a workaround to the POS Calculation Crash, as well as an option to manually activate DLSS Frame Generation. You can find the full release notes for Patch 1.1.193 below.
Here are the full release notes for the Patch 1.1.193:
Sentry Report Tool
As an illustration, four of the crashes we've fixed in today's patch are direct reports from Sentry:
We've addressed a crash that could occur when the host was holding a specific item.
We've resolved a crash that could occur when enemy AIs moved sideways while targeting the player.
We've fixed a crash that could occur in very specific circumstances when spawning the destructible particles that appear when using an umbral exit point.
We've fixed a rare crash that could occur when showing the tendrils connecting the soul and its victim.
POS Calculation Crash
Regarding the crash on the first loading screen, while we await a permanent fix in collaboration with EPIC, we've discovered another workaround thanks to MitoGouken:
Go to "X:\Steam\steamapps\common\The Lords of the Fallen"
Right click on "LOTF2.exe" - Click on Properties
Go to the Compatibility tab
Activate compatibility with Windows 8
Disable fullscreen optimizations
Run this program as an administrator
This is a preferable solution to the previous workaround as it still utilizes precompiled shaders, ensuring that you won't experience micro-stutters when entering a new biome. We recommend trying this workaround first, and if it doesn't work, then you can add "-nopsos" to access the game.
DLSS Frame Generation Manual Activation
Yesterday, we globally deactivated DLSS Frame Generation after discovering through Sentry that it was one of the main causes of crashes on 40 series GPUs for the vast majority of its owners.
However, some community members have requested that we reactivate it because they were not experiencing issues and preferred the higher framerate it offers.
While we won't be activating it by default until the issue is fully resolved, we've added a way for you to manually activate it if you wish by adding in launch options "-DLSSFG".
Auto-Set Tweaks
Windowed Fullscreen with VSync is now the default setting.
The Auto-Set button now will set the game in windowed fullscreen and activate vsync.
Other Fixes
We've fixed an issue where attacking enemies from behind sometimes wouldn't apply the additional damage.
We've addressed several rare crashes in the USteamUtilsSubsystem that occurred when Steam was switched off but the game was still being played.
Here are the full release notes for the Patch 1.1.191:
Non-Updated Drivers
Lords of the Fallen is powered by UE5, a high-end technology that requires the latest GPU drivers. We've observed that the majority of crashes result from outdated drivers.
That's why, starting now, when the game launches, it checks for the installed drivers and prompts an update if they are not up to date, redirecting to the respective GPU providers: Nvidia or AMD
/!\ Make sure to restart your computer after installing the latest drivers /!\
Frame Generation Stability
Despite our eagerness to provide players with the latest technologies, Sentry noticed that Frame Generation is also leading to crashes under specific conditions.
We have decided to temporarily deactivate Frame Generation until our collaboration with NVIDIA allows us to deliver more stable drivers. This action is intended to prevent the crashes that some players are experiencing with their brand-new 40 series GPUs.
Unidentified GPU crashes
An engine error that could occur with certain 30 and 40 series GPUs, causing the game to crash even with auto-set graphics, has been partially addressed.
EPIC has promptly provided us with a patch that includes additional fail-safes to prevent those crashes, and it's been integrated to resolve most of these crashes.
We've also observed that quite a few players enable settings that their rigs cannot handle, especially in terms of VRAM. If you experience instability, low frame rates, or even crashes (especially DX12 crashes), simply click on "AUTO-SET" within the Graphics Settings, and this will most likely resolve your issues.
Crash after first cinematic
An issue with the engine code related to the calculation of Pipeline State Objects (PSOs) has been identified in Sentry. This issue resulted in crashes when shaders were being compiled after the first cinematic of the game.
EPIC has been swift and efficient in providing a solution, which has now been integrated into the game and should resolve the majority of cases.
However, if the issue still persists, we've provided a workaround to allow you to access the game. Please note that this workaround may result in some micro-freezes the first time you enter a new area of the game. To deactivate PSOs calculation, please follow these steps:
a. Right click on the game in your Library
b. Click on Properties
c. In the General tab, enter the following modifier in the Launch Options text box: -nopsos
Please refer to our Performance Troubleshooting Steps if you are still experiencing issues.
Other Updates in the Patch
Performance
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In addition to DLSS 3 Frame Generation problems, the new patch will also check for outdated drivers at launch. It also fixes an engine error that was happening on certain NVIDIA RTX 30 and 40 series GPUs, causing the game to crash, as well as the crash after the first cinematic during shader compile. The new patch also brings some other performance, balancing, bosses, PvP, visuals, audio, and other fixes.
Update Oct 15th: Hexworks has just released yet another Patch, version 1.1.193, which brings a couple of updates, including fixes for various crashes, a workaround to the POS Calculation Crash, as well as an option to manually activate DLSS Frame Generation. You can find the full release notes for Patch 1.1.193 below.
Here are the full release notes for the Patch 1.1.193:
Sentry Report Tool
As an illustration, four of the crashes we've fixed in today's patch are direct reports from Sentry:
We've addressed a crash that could occur when the host was holding a specific item.
We've resolved a crash that could occur when enemy AIs moved sideways while targeting the player.
We've fixed a crash that could occur in very specific circumstances when spawning the destructible particles that appear when using an umbral exit point.
We've fixed a rare crash that could occur when showing the tendrils connecting the soul and its victim.
POS Calculation Crash
Regarding the crash on the first loading screen, while we await a permanent fix in collaboration with EPIC, we've discovered another workaround thanks to MitoGouken:
Go to "X:\Steam\steamapps\common\The Lords of the Fallen"
Right click on "LOTF2.exe" - Click on Properties
Go to the Compatibility tab
Activate compatibility with Windows 8
Disable fullscreen optimizations
Run this program as an administrator
This is a preferable solution to the previous workaround as it still utilizes precompiled shaders, ensuring that you won't experience micro-stutters when entering a new biome. We recommend trying this workaround first, and if it doesn't work, then you can add "-nopsos" to access the game.
DLSS Frame Generation Manual Activation
Yesterday, we globally deactivated DLSS Frame Generation after discovering through Sentry that it was one of the main causes of crashes on 40 series GPUs for the vast majority of its owners.
However, some community members have requested that we reactivate it because they were not experiencing issues and preferred the higher framerate it offers.
While we won't be activating it by default until the issue is fully resolved, we've added a way for you to manually activate it if you wish by adding in launch options "-DLSSFG".
Auto-Set Tweaks
Windowed Fullscreen with VSync is now the default setting.
The Auto-Set button now will set the game in windowed fullscreen and activate vsync.
Other Fixes
We've fixed an issue where attacking enemies from behind sometimes wouldn't apply the additional damage.
We've addressed several rare crashes in the USteamUtilsSubsystem that occurred when Steam was switched off but the game was still being played.
Here are the full release notes for the Patch 1.1.191:
Non-Updated Drivers
Lords of the Fallen is powered by UE5, a high-end technology that requires the latest GPU drivers. We've observed that the majority of crashes result from outdated drivers.
That's why, starting now, when the game launches, it checks for the installed drivers and prompts an update if they are not up to date, redirecting to the respective GPU providers: Nvidia or AMD
/!\ Make sure to restart your computer after installing the latest drivers /!\
Frame Generation Stability
Despite our eagerness to provide players with the latest technologies, Sentry noticed that Frame Generation is also leading to crashes under specific conditions.
We have decided to temporarily deactivate Frame Generation until our collaboration with NVIDIA allows us to deliver more stable drivers. This action is intended to prevent the crashes that some players are experiencing with their brand-new 40 series GPUs.
Unidentified GPU crashes
An engine error that could occur with certain 30 and 40 series GPUs, causing the game to crash even with auto-set graphics, has been partially addressed.
EPIC has promptly provided us with a patch that includes additional fail-safes to prevent those crashes, and it's been integrated to resolve most of these crashes.
We've also observed that quite a few players enable settings that their rigs cannot handle, especially in terms of VRAM. If you experience instability, low frame rates, or even crashes (especially DX12 crashes), simply click on "AUTO-SET" within the Graphics Settings, and this will most likely resolve your issues.
Crash after first cinematic
An issue with the engine code related to the calculation of Pipeline State Objects (PSOs) has been identified in Sentry. This issue resulted in crashes when shaders were being compiled after the first cinematic of the game.
EPIC has been swift and efficient in providing a solution, which has now been integrated into the game and should resolve the majority of cases.
However, if the issue still persists, we've provided a workaround to allow you to access the game. Please note that this workaround may result in some micro-freezes the first time you enter a new area of the game. To deactivate PSOs calculation, please follow these steps:
a. Right click on the game in your Library
b. Click on Properties
c. In the General tab, enter the following modifier in the Launch Options text box: -nopsos
Please refer to our Performance Troubleshooting Steps if you are still experiencing issues.
Other Updates in the Patch
Performance
- The lingering VFX from the Barrage of Echoes eyeball explosion could persist for an extended period, potentially impacting performance if abused.
- The two gap-closing attacks of the Bringers of Stillness and Scarlet Shadows have been slightly nerfed to reduce their punishing nature when attacking from their own shadow.
- The damage output of Charred Spirits in the Lower Calrath has been slightly nerfed, reducing it from 80 to 64. This adjustment is made to compensate for the fact that these Charred Spirits are the most aggressive among the "walking corpse" type enemies.
- All "walking corpses" have had their charged attack damage reduced from 1.18 to 0.8. This change has been made because their animations did not accurately reflect the danger of the hit. Additionally, their anticipation animations have been slightly adjusted for better readability.
- The hitbox of the Sunless Skein working forces has been better adjusted, as it was felt that it was spawning just a few frames too early.
- The Barrage of Echoes (eyeball umbral spell) has received an additional failsafe to ensure they always explode upon hitting any environmental element.
- Adjusted the hit direction of some projectiles to prevent the player from hit-reacting in an undesired direction. This change is purely cosmetic.
- Ruiner's fire shield attack and jump knockdown attack have been slightly reduced in damage. However, his standard damage has been slightly buffed from 81-95. This adjustment aims to maintain the challenge while reducing the occurrence of one-shots in later regions of the game.
- The Spurned Progeny has undergone a minor adjustment to ensure that he never interrupts one of his combos, regardless of the player's actions.
- The arena where the trio of secret bosses is concealed at a hidden location has been adjusted to enhance their navigation within the space. Additionally, they are now capable of exiting the column in their shadow form. In essence, these changes make them more formidable adversaries.
- To provide more options when facing a skilled "parrier," we have disabled the ability to parry other players' kicks.
- Photo Mode no longer has a small black line in the bottom right corner.
- After an optimization, the Pieta chest armor has regained the correct IDs for the tincts, allowing tincts to be properly applied to it.
- Fixed a nanite mesh on the 3D Gallery background that was incorrectly set up, eliminating white dot artifacts.
- Umbral stigmas now have a more pleasant sound for their activation and deactivation.
- Steam Deck now features a virtual keyboard.
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