Yahoo Search Busca da Web

  1. Incluindo resultados de

    wiki warframe
    Buscar somente wikia warframe

Resultado da Busca

  1. Welcome to the WARFRAME Wiki, a completely player-supported encyclopedia about the game WARFRAME. Our purpose is to create the most complete database about the game on everything ranging from gameplay explanations, weapon statistics, combat mechanics, to the titular Warframes and the background lore of the WARFRAME universe.

    • Warframes

      For the game itself, see WARFRAME. The Warframe is an...

    • Resources

      Resources are items that are obtained in any mission around...

    • Archwing

      For the soundtrack, see Archwing (Soundtrack). The Archwing...

    • Français

      Bienvenue sur le Wiki WARFRAME FR, une encyclopédie...

    • TR

      Warframe Wiki | Fandom ... tr:

    • UK

      Вітаємо вас в Вікі Warframe, енциклопедія яка підтримується...

    • Magyar

      Üdvözlünk a magyar Warframe wikin! A magyar nyelvű Warframe...

    • Deutsch

      Willkommen im WARFRAME-Wiki, einer vollständig von Spielern...

  2. Convocamos toda a comunidade do Warframe que apoie da forma que puder, seja adicionando novas páginas, revisando páginas ou mesmo contatando um dos Administradores para saber como ajudar. Nosso servidor no discord: Dax Comunidade Wiki PT-BR também está a disposição caso queira conversar conosco e saber como auxiliar.

    • Overview
    • Other Media
    • Related Software
    • APIs
    • Patch History
    • References
    • See Also

    WARFRAME is a 2013 free-to-play science fiction cooperative third person shooter video game both developed and published by Digital Extremes for Microsoft Windows, PlayStation 4 (for both free and plus membership users), Xbox One, Nintendo Switch, Xbox Series X/S, PlayStation 5, iOS, and was previously available within GamersFirst Live and the Discord Store.

    WARFRAME is set in a distant future where the solar system is dominated between the Grineer, an empire race of militarized clones; the Corpus, a mega-corporation merchant cult with advanced robotics and laser technology; and the Infested, the name for a disease and its victims that devours all. The players takes the role of a Tenno, an ancient warrior created by the Orokin to battle a mysterious foe but left to slumber generations ago, until woken by an entity called the Lotus for the sole purpose of reuniting the scattered, war-torn colonies throughout the system.

    The players are always pitted against enemies in superior numbers. To this end, players have at their disposal a varied arsenal of weapons both archaic and modern, and most notably, their most powerful weapon—the titular Warframe, each of which has a particular set of abilities. Despite being primarily a shooter game, the gameplay has a definite focus on the synchronization of players' arsenal, allowing for limitless creativity in combat.

    New players are encouraged to check out the official Quick Start Guide and the Codex in-game to gain a preliminary knowledge of the game's mechanics.

    Soundtrack

    The first official soundtrack featuring 24 background music and theme songs up to Update 19 was released on July 5, 2017 on Bandcamp. Lead Sound Designer George Spanos and Composer Keith Power were credited for creating the album.

    Comics

    Warframe Comics illustrate the expanded universe of WARFRAME with background stories of various characters and events. They are collaboration between Digital Extremes and various third party studios including Top Cow Productions.

    Podcasts

    [DE]constructing is a podcast hosted by Community Manager Megan Everett and produced by Marcus Kretz that goes into the behind-the-scenes of Warframe's development. It can be streamed on SoundCloud or listened below: Episode I - Tennogen With Kaz & Skyers (30:46) Episode II - Animation with Tim & Elyse (34:12) Episode III - Audio Design with George & Erich (23:51) Episode IV - Sound Design Part 2 with George & Erich (24:30) Episode V - Game Design With Jon & Shervin (24:35) Episode 6 - Environment Art With Brian & Lionel (24:29)

    Warframe TennoGen

    A Steam program which allows community artists to contribute to Warframe's Steam Workshop with custom cosmetic skins of selected items in-game.

    Warframe Companion

    An official mobile companion app for iOS and Android. The app allows players to manage their Foundry builds, manage and chat with in-game friends, monitor Alerts and more.

    Warframe China

    An alternate build of WARFRAME tailored for the Mainland Chinese gaming market. The game features Mandarin voice-overs for most NPCs and earlier access to Chinese themed weapons and Warframes, with some elements such as gore removed.

    World State

    An official JSON-based API exposing information on active in-game events, such as various day/night cycles, active Alerts, Invasions, Market deals, Reset timers, etc.

    Drop Tables

    An official XML-based API exposing information on drop rates of most items obtainable in-game.

    Public Export

    Official endpoints that provide JSON-based API exposing some information on in-game items and their respective icon assets.

    Engine and lighting

    Hotfix 35.5.3 (2024-04-04) •Increased the overall luminosity of the Orbiter to better account for shadows and player’s Decorations. •Improved lighting in the Orbiter Arsenal by balancing the shadows so that they aren’t so dominant. •This was a prevalent feedback point from players as it was causing colors to appear darker than what is seen in the color palette, making it rather difficult to fashionframe. •Improved lighting in the walkway of the Transference room to fix the lighting looking blocky. •Improved the lightning when transitioning between the Landing Craft and the Orbiter in the Drifter Camp. •Fixed broken lighting on the portal between the Landing Craft and the Orbiter in the Drifter Camp. •Fixed issues with reflections and gaps in the GI Lighting volumes. •Fixed reflection volume line appearing in the glass materials in the Helminth room. •Fixed Decorations with reflective glass-like surfaces showing up as bright low-resolution circles. •Fixed the Arsenal, Transference Room, and Helminth Room not being lit properly when Dynamic Lighting is disabled in settings. •Fixed several Decorations having very little lighting on them when the Graphics Preset is set to low, notably: •Prex Cards •Argon Pegmatite •Agkani Stone •Ludoplex •Fixed issues of GI lighting volumes clipping through into other levels in the Albrecht’s Laboratories tileset. •Fixed the water surface in the Helminth room having an unnatural blue tint caused by GI lighting. Hotfix 35.5.1 (2024-03-27) •Adjusted GI Lighting in the Orbiter to improve lighting on various Decorations. •Also fixed an issue with the glass shelves appearing translucent in the Personal Quarters. •Fixed issues with the new GI Lighting in the Obiter, Railjack, and login screen that caused crucial real-time lights not to appear based on certain Video Settings. •Fixes towards Fog of War being white instead of its original default gray with the new GI Lighting system in Orbiters. Update 35.5 (2024-03-27) GI VOLUME LIGHTING UPDATES The Orbiter, Railjack, and Drifter Camp have had their lighting system updated to the new GI Volume tech that was first introduced in the Whispers in the Walls update. However, all three locations will continue to receive tweaks to perfect the now-present GI Lighting. Players will find the Orbiter, Drifter Camp, and Railjack lighting composed of real-time, contrasting lighting elements. We aim to integrate GI Volume lighting to best enhance the spectacle of these areas by portraying the shadows, colors, and character and environmental lighting more closely to how you’d imagine them. To be more specific, our GI Lighting creates better parity between how characters and the environment interact with bounced or ambient lighting. Additionally, the interior of your Orbiter uses many more sources of real-time direct light, much more than before! Whereas previous surfaces may have used little real-time contributions via baked-in lighting, the uptick in dynamic lighting and improved parity from our GI system allow objects to be more accurately lit within their surroundings, whether moving or static. More dynamic lighting typically means better, more interesting dynamic shadows. The goal is to achieve greater accuracy in character and object lighting within their surroundings! The Drifter Camp has introduced new Volumetric Fog systems to enhance the area's feel. With GI Lighting, characters will be more accurately lit relative to their environment. These lighting systems combined create a new Drifter Camp feel. While this is the same system we used in Albrecht’s Laboratories, this is the first time we’ve tailored it to an outside landscape! We’ve further developed this Volumetric Fog system to better suit outdoor environments. Here, the sun bursts through layers of fog and vegetation, while the Orbiter’s lights illuminate the murky fog in front of the Liset’s teleporter. Other GI Volume Lighting Updates: •Enabled GI lighting for “glass”/transparent materials on Warframes. Includes (but not limited to) Gara’s glass parts, Sevagoth Glaukus’ transparent parts, Nidus Phryke’s transparent parts, and more. The benefit is that they all look upgraded and improved thanks to the way they interact with areas where GI lighting is enabled. •This fixes Energy colors on Warframes with “glass” materials not taking on their Energy colors and being blown out. This would occur in the Sanctum Anatomica and Albrecht’s Laboratories tileset because it was not playing nicely with the new GI lighting system. So, we’ve enabled GI lighting on these materials so that they interact and look better in these areas! •Improved Volumetric Fog's color grading to avoid oversaturation and darkening issues in some instances. •Made optimizations to when Volumetric Fog Quality is set to HIGH. •Made some bug fixes and improvements to Volumetric Fog's sampling math. •If you see any broken lighting in the Railjack, Orbiter and/or Drifter Camp due to the new GI Volume lighting, please include a screenshot in your bug report so our incredible lighting team can investigate. KUBROW FUR UPDATES The long awaited Kubrow Fur Updates are here! Your loyal canine Companions are now sporting more realistic fur that you’ll want to bury your face into. We’ve made the following updates to Kubrow fur to achieve a more true to life feel: •Improved lighting and shading response in different environments for better texture resolution. •Improved fur density so that it looks softer and fluffier. •Added depth to fur color and shading. •Players may want to revisit their Kubrow(s) fur fashion to adjust to their liking in light of these changes! The above changes only apply to Companion Kubrows for now, Feral/Enemy Kubrows will receive the same updates in a future update. Known issue: Changing the colors of the Nexus Fur Pattern leaves your Kubrow with an orange/green skin under fur. Hotfix 35.0.7 (2024-01-09) •Fixes towards DirectX 12 AMD graphics card crashes. •DirectX 12 was disabled in Hotfix 35.0.4 as a temporary solution while we worked on a fix (PSA here). We have re-enabled DirectX 12 for AMD Graphics Cards in this Hotfix now that we have made some progress - but we encourage you to continue to share your findings here if the issues persist. Hotfix 35.0.4 (2023-12-20) DirectX 12 Crashes Earlier this week we posted a PSA about DirectX 12 causing crashes with Warframe while using an AMD graphics card. The team is still investigating a stable fix for this issue, but for the time being, we are temporarily disabling DirectX 12 for AMD Graphics Cards with RDNA2 architecture or lower. This is done to ensure affected users can have a stable Warframe experience over the holidays until we can find a permanent solution. Update 34.0 (2023-10-18) Upscaling Improvements: •Added an “Auto” option to the Upscaling Quality video settings. This option determines the correct upscaling quality based on the output resolution. •Replaced the Nvidia Image Scaler when using DLSS with AMD’s RCAS. This gives more consistent results and means all upscalers now use the same sharpening. •Added XeSS support for DX12 and AMD’s RCAS sharpening. •Fixed graphical issues with the minimap and several on-hover popups (Mission Node in Navigation, Market descriptions, etc.) while Upscaling options are enabled. Hotfix 33.6.7 (2023-08-31) •Fixed a rare crash that could occur when using DirectX 12 after upgrading drivers. Update 33.6 (2023-07-27) •Fixed FSR upscaling being available for GPUs that do not support it, resulting in a black screen. •Fixed rare crashes that could occur on PC when using multiple accounts where some used the Optimized Flip-Model and others did not. •Fixed flickering between skybox and terrain in Duviri when SSAO is set to high on DirectX 12. •Fixed rare crash when using DirectX 12. Update 33.0 (2023-04-26) ENHANCED GRAPHICS ENGINE NEW DEFAULT ON PC As originally announced in a PSA earlier this month, the new default graphics engine on PC is Enhanced! This is another step towards retiring the Classic Graphics Engine fully (as has been announced in previous posts). We will provide ample notice on when to expect the Classic Graphic Engine’s retirement, but the ultimate goal remains providing the best experience of Warframe to our players via the Enhanced Graphics Engine. Why use the Enhanced Graphics Engine? There are many stunning in-game details that are only visible via the Enhanced Graphics Engine such as wall decals, tattoos, facial hair, more accurate reflections, and dynamic lighting and shadowing (a detailed breakdown can be found in our original announcement ). We ultimately want players' first steps into Warframe and Duviri to be seen the way our team intended! New and last generation Playstation and Xbox consoles run the Enhanced Graphics Engine experience, and we want our PC players who have yet to enable it to share in the benefits of this system. Enhanced Graphics Engine Settings: Our goal while phasing out Classic has been and remains to keep performance and scalability a priority for players. That said, you will be able to adjust the following in-game settings to tweak performance with the Enhanced Graphics Engine: •Sun Shadows Toggle - This can be disabled via the Graphics settings in the Video tab of your Options. •Enhanced Decals Toggle -  This can be disabled via the Graphics settings in the Video tab of your Options. •Switching Graphics settings under Options > Video to “Medium” or “Low” will also offer  performance adjustments if required. •NEW: SSAO Quality Settings - Adjust ambient occlusion quality settings between medium and high (or disable) in the Advanced Video options. • For the time being (before Classic retires), if you wish to return to the Classic Engine you’ll be able to do so via the Warframe launcher by hitting the cog > selecting “Classic” from the dropdown menu. Or via your Graphics settings in-game by opening the pause menu > Options > Video Tab > Scrolling down to the Graphics Options. Why retire the Classic Graphics Engine? Currently, the team has to maintain both engines which means twice the work for the graphics programmers, twice as much testing, and most importantly, it means our artists are limited by what the Classic engine can do. Retirement plans for Classic were first announced in 2020 and since then the team has shifted to making content that uses more and more features of the Enhanced graphics engine. Once there is only one rendering engine to support we can make new content that we couldn’t make before! Enhanced as Standard: Ultimately, the Enhanced Graphics Engine is the gold standard for Warframe and all of its future content - the most immediate being Duviri! With Enhanced, you’ll be able to enjoy all of the hard work the team has put into making it a truly spectacular experience, of which you can jump into now! New With The Duviri Paradox - Enhanced Graphics Engine Changes: •Improved the look of Drifter/Operator hair. •Improved the look of Drifter/Operator eyes. They are now more realistic and have more depth. •Improved vegetation shading. On the topic of the Enhanced Graphics Engine, if you're using an AMD Radeon 7000-series GPU we encourage you to update your drivers to 23.4.2 to prevent issues that were noted here. PC Supported Specs Change As announced in a PSA posted last year, we have changed our minimum specs to require the following CPU features: SSSE3, SSE4.1 and SSE4.2*. These are CPU-instructions that were first added to processors like the Intel i7 860 (Nehalem microarchitecture released in 2008) or the AMD FX-4170 (Bulldozer microarchitecture released 2011). As you can see, even computers that are a decade old support these features so you probably have nothing to worry about! If you’re still rocking the above specs that don't support these instructions, you’ll see a warning in the Warframe launcher so you know it’s time for an upgrade. These changes will finally let the PC version of the game get optimizations we’ve had on the Xbox and PlayStation versions for years and will make it easier to do more optimizations, since all developers will be using them all day every day (as opposed to only when testing on some consoles). Update 31.6 (2022-06-09) Lighting Changes: We have made the following changes to lighting to improve how it interacts with details in open landscapes! •Separated sky lighting from the rest in lightmaps, resulting in improved lighting quality because samples coming from opposite directions will no longer cancel each other out. •Lighting at night will now pop much more! Prior to this change, everything would be tinted in dark blue. Now, each lighting source will have much more vibrance in contrast to the dark backdrop of night. •Lighting during the day will now have a lot more textural details especially when viewing things at distance. Prior to this change, details would tend to get lost at a distance and resemble more clay-like, without any grit or grain to it. •Added sun bounce to the enhanced graphics engine. •Enhanced graphics engine also offers more detail at a distance. You may also notice in the above image that we have also made foliage blend improvements. Update 31.5 (2022-04-27) DirectX 12 Performance and Optimizations: Ongoing work continues on our DirectX12 render mode! In this update, DirectX 12 runs up to 25% faster than it used to for high performance PCs. Most modern systems will run the game in DirectX 12 mode significantly faster than DirectX 11! Comparing the same scene across different versions of the game to compare how the rendering modes compare: •New War DX11: 110 fps •New War DX12: 141 fps •Angels of Zariman DX12: 177 fps The system that was used for the above testing results: Ryzen 5600X, Radeon 6900XT;  1080p Enhanced renderer with all details at maximum. A significant memory optimization was also made, and DX12 now uses up to 200 megabytes less memory than it did previously (especially relevant for players on laptops where the memory is shared). Update 31.1 (2022-02-09) REFLECTION PROBE CHANGES: We rebuilt reflections across the entire game when Enhanced Graphics Engine is enabled to use modern high quality texture format which improves the quality and punch of gold, bronze, chrome, and other metallics. This change reduces the noise, makes them more vibrant, and ultimately more balanced overall. A lot to visually enjoy during your replay (or first playthrough!) of The New War! GENERAL CHANGES: •New Sky/Atmospheric technology brings a physically-plausible simulation based on time of day. Enhancing the atmospheric experience to feel more immersive and accurate when a time of day is represented. •Improved visuals within the Cambion Drift landscape by comprehensive efforts to have less competing emissive values on foliage. This can be attributed to reduced spore particles and reduction in the overall red color the •Softened the look of hair/fur while using the Enhanced Graphics Engine option (Temporal AA remains unchanged). Refined look to the shading. Update 30.9 (2021-11-11) •Reflection intensity increased on metals to better match environment lighting conditions. Hotfix 29.6.9 (2021-01-28) •Fixed the game freezing on startup on 3-core CPUs. •Fixed a secondary crash that could occur if your GPU driver crashed while running Dx12. •Fixed launcher auto-detection of DirectX 12 support. Previously we would have exposed Dx12 on laptops where the discrete GPU only supported Dx11 but the fallback IGP supported Dx12; ie: if you selected Dx12 you would get extremely low frame-rate because it wasn't actually using your GPU. Hotfix 29.5.4 (2020-11-25) DirectX 12 Beta Support: We are pleased to bring you beta support of DirectX 12 this week! The DirectX 12 driver should look graphically alike to the standard DirectX 11 driver, but the new driver exposes several optimizations we can use in the future. Even though Warframe’s DirectX 12 support is still in beta, you should notice slightly faster rendering on most graphics cards and faster rendering on multi-core systems! Please keep in mind that several optimizations are still in the works. For example, the new driver does not yet support the shader cache that’s automatic in DirectX 11 drivers. This difference means that as you play, the DirectX 12 driver must convert shaders from a generic format to versions optimized for your specific model of graphics card. Depending on your system, this process could appear as micro-stutters the first time a shader is needed. Other games work around this process by forcing massive shader compiles in their launchers. We hope to avoid that as we work on a different solution. We also hope to hammer out some bugs during our initial beta test of the DirectX 12 driver. To that end, we’re keenly interested in having crashes reported if they only occur in the new driver. If you can reproduce a crash consistently in the DirectX12 driver but can’t reproduce the same crash in DirectX 11, please report the WAR-# in this thread. Learn more about reporting crashes here. We’re also interested in knowing what looks different with DirectX 12 enabled. Differences likely signal a bug, so if you find one, please send F6 screenshots to Support. Learn more about capturing screenshots here. How to Participate: Simply enable DX12 in your launcher settings! Hotfix 29.2.2 (2020-10-06) Enhanced Graphics Engine Last week we included a ‘Missed Change Note’ that the ‘Deferred Rendering’ Display Option was renamed to ‘Graphics Engine’. While this is true at a base level, it’s actually more exciting than that, as it involves moving into “Next Gen’ by phasing out our old rendering engine! Please read the full details here: https://forums.warframe.com/topic/1229889-the-enhanced-graphics-engine/ Update 29.2 (2020-09-29) Character Shader Changes We have made significant enhancements to probe-based lighting. The results of this are dynamic objects receive better quality lighting, and metals are more responsive. Additionally, objects should now look more grounded in their environments. Update 29.0 (2020-08-25) •Improvements towards hair shading when Deferred Rendering is enabled. Hotfix 27.0.12 (2020-01-23) •Upgraded our compiler toolchain •Improved code-generation for certain types of compiler optimizations. •Fixed a performance regression in some rare cases for Ryzen processors. Hotfix 25.7.7 (2019-09-26) •Made experimental optimizations to content update speed especially when anti-virus programs are enabled. Update 22.20 (2018-05-17) GPU Particles have arrived! Did you miss our Dev Workshop!? Read it quickly here - it's short: https://forums.warframe.com/topic/952766-new-gpu-particles-and-goodbye-to-physx-fx/ We have added 'GPU Particles' which replace the no-longer-supported Nvidia PhysX Particles. These GPU Particles can be enjoyed on all Platforms with varying intensity: Off/Low/Medium/High... LUDICROUS! Many particle FX have been converted, but we will spend some time continuing to upgrade our catalog throughout the year. Our new system is universal, works on almost all GPUs (really old ones might be out of luck), is not locked to a given manufacturer, and is not locked to PC! Console Tenno will receive this next update! Update 19.0 (2016-11-11) General Graphics Improvements & Volumetric Lighting: •Volumetric Lighting technology is here and has been implemented in The War Within quest! •We've also improved player lighting and added various weather effects to the game. Update 18.5 (2016-03-04) Lighting Improvements Firstly, this is a sweeping change across the entire game! Please be conscious that some areas may appear overly or underlit. We will work to fix up any rough looking spots - feel free to send screenshots are way in bug threads throughout the appropriate subforums. With Inaros, the sands of old have been swept away from U18 Warframe leaving behind a newer, more vibrant U18.5 Warframe. In many respects, 18.5 is a remastered, more HD version of Warframe with months of technical graphical improvements and artistic relighting of many parts of the game (and more to come in subsequent updates). On top of these changes are across the board rendering performance improvements we hope you'll enjoy, keep in mind that your particular hardware may benefit more and benefit less depending on your GPU, resolution and preferred graphics settings. •Lighting textures have been reengineered to reduce square compression artifacts and ugly color banding. You may have seen me point this out on past Devstreams. •All PBR materials have been recompressed with a more accurate format, new and subtle details are visible on your PBR'd Warframes, gear and in the environment. •Reflection Probes have been built through many areas of the game, grounding PBR materials with more accurate lighting. •Character and weapon lighting includes more accurate 'dual specular' lighting which means metallic surfaces are more realistic and fancy looking. •HDR rendering has been switched to a compact 32bit format which has improved HDR rendering performance for a wide range of GPUs. •Tonemapping has been adjusted to use more of the range of lighting content in the game, images have more detail, particularly richer in the darks. •Motion Blur and Depth of Field have been re-engineered to run faster and look better, fast moving and defocused objects no longer appear 'cut out' on their silhouettes. •Draw order optimizations have been applied to every object in the game, which improves overall performance, particularly in worst-case scenarios. •Atmospheric fog effects are now rendering in a separate lighting pass, allowing richer particle effects at distance without being 'erased' by atmosphere. •Particle lighting has been improved to more accurately represent the local lighting environment. •Wind force modelling on many particle systems increase realism as various environmental particles now respond to explosive forces and Warframe powers – you've also probably seen us showcase this in our most recent Devstream. •Bloom system has been softened and made more seated in the scene. The burnt-out look is replaced with a more subtle and gentle sci-fi glow. •Physics collision, performance and stability have all been improved, as a long-awaited upgrade of Warframe PhysX libraries has been completed. Update 15.13 (2015-02-05) General Improvements: We’ve made a wide variety of improvements to Warframe in some obvious, and not-so-obvious ways. The following is a quick list of changes we’ve made, and where you’ll notice them the most! •Lip Sync Improvements: The Lotus, and many other characters you see in Transmissions, have had graphical improvements made to their lip sync animations. •Dynamic Exposure: Light sources change the way we perceive our surroundings, potentially turning a well-lit cave into a menacing cavern. Our new Dynamic Exposure will help better the immersion in Warframe, making the light sources in game far more real as you traverse environments. Seeing a consistent image across broad range of game lighting is biggest benefit of this new Dynamic Exposure! •Ambient Occlusion: Just like how Dynamic Exposure will change the way light is perceived in Warframe, Ambient Occlusion will do the same for shadows. By using this more intelligent shading and rendering technique we’re furthering our work on more realistic lighting, and the differences in levels with heavy or varied light sources should be quite apparent! •Particle System 2.0 for non-Nvidia cards: For a long time Warframe’s awesome particle effects have been locked behind Nvidia-specific graphic cards -- no more! All players should notice some increased particles attached to Warframe Abilities, and other in-game effects. •Reverb 2.0: Just like Dynamic Exposure will change the way we see light sources in game, Reverb 2.0 will add another layer to Warframe’s immersion. Now enemies shouting at you down long hallways will echo, and weapon fire in open amphitheatres will sound much more pronounced as the sound bounces off walls. This system is still a work in progress, but if you happen to hear a dramatic increase in sound quality then you know the reason why! •General PBR Updates: PBR graphical updates have been slow and steady these past few months. From weapons to Warframes and environmental textures we’ve put a lot of work into making every part of Warframe that much more visually stunning -- and we have no plans of stopping. More PBR updates will continue over the following months, so if your Orthos or Boltor Prime happens to be looking a bit sleeker it’s not just you. Update 14.5 (2014-08-28) •Added support for DirectX 10! Please see our Developer Workshop here for more information: https://forums.warframe.com/index.php?/topic/298460-directx-10/ Update 10.0 (2013-09-13) •Added new option for new experimental Multi-Threaded Rendering in Launcher Settings!

    Music and audio

    Update 31.5 (2022-04-27) Audio Reverb Changes:\t Our sound team has made several changes to reverb across the game thanks to a new system! This nifty new tech automatically places reverb in level zones instead of the hand placing that used to happen in every tile. This allows us to get better results because it takes into account area size and area materials. It also includes preset reverb containers that can have more types of reverb that are better suited to each area. For example: A small, narrow vent space that opens to a small room that then opens to a larger room can each have their own custom reverb based on the size and material type of each room. Instead of hand placing each of the three reverbs, the engine is now smart enough to take into account each of the rooms automatically. This allows for greater specificity because it measures the size of each room. This also has a performance benefit, as it enables only the required reverb sample to be loaded as needed, instead of loading all of them when a level first loads. This ultimately saves memory and allows the levels to load a bit faster! Update 29.5 (2020-11-19) NEW Advanced Reverb:\t Advanced Reverb is here in what we are calling its 'Beta' launch! This is an entirely new reverb system that uses a Convolution (Impulse Response) method. What this means is that instead of using an algorithmic (Legacy) reverb for the game, we are able to use real-life spaces instead. We can feed the reverb system a recording of a real reverberant space and it will combine it with the game's sounds. So you will get a more realistic, vibrant, and deep listening experience. We've been busy adjusting the reverb setups across all tiles. So you can now experience this change across the entire game! We also adjusted how the blending of the reverb works. When you traverse from different areas we need to blend the reverbs (think of a small space to a larger one). We used to do this based on your distance but now we calculate this based on time. This will give you a more accurate feeling of transition. ‘Advanced Reverb’ is turned on by default, you can switch back to ‘Legacy Reverb’ in the Audio Options if you desire. Update 22.10 (2018-01-25) •Real-time audio mixing is now handled by our new RTPC (Real-Time Parameter Control) system, which allows greater precision and control of the game-wide mix: •Real-time audio mixing is now decoupled from music, so players who don’t want to play with music benefit from the new RTPC system. •Player speed will now adjust footstep/sliding volume. •Bullet sound volume when the local player is being hit by enemies is now based on Shields/Health. •The RTPC system also allows cleaner and more focused music during heavy combat •Starchat music will now be affected by the Music slider and not the SFX slider Update 21.0 (2017-06-29) •Sounds are now occluded when you are not looking directly at their source. This will help when attempting to locate enemies who are closest to you at all angles. Update: Specters of the Rail 0.0 (2016-07-08) Warframe Mission Sound 2.0\t This Update brings a huge change to the way our distance and obstruction sound works across all of Warframe. All distant sounds now feel properly spatialized and obstructed sounds now have the feeling of walls and more. Each shot, each character sound, each infested squeal will now bring you a more visceral and deep sound experience. We updated many weapon sounds to have elements that take advantage of this new sound system. Update 15.0 (2014-10-24) •Dynamic music mixing adjustments for smoother transitions. Update 14.5 (2014-08-28) •Corpus Dynamic music is here! Much like the Grineer and Infested, Corpus missions now sport their own music which is dynamically generated based on mission events! •Update several Foley sounds: more updates to Tenno step, fixed rhythm and step events for wall running. Update 14.0 (2014-07-18) •Dynamic Music Additions: •Dynamic Music has been added to all Grineer and Infested missions, with Corpus coming soon! The game now more ‘intelligently’ makes decisions about how to play ambient and combat music. We are using a stem approach so that players hear different parts of the music at all times! Update 13.8 (2014-06-19) •New Infested Music added, experience new ambiance and battle music when facing the Infested! •Combat music now reduces less of the volume of ambiance and footsteps. Update 11.3 (2013-12-12) •Fixed random music issues. In-game music now plays at more appropriate intervals and respects the number of AI in proximity to the player. Update 11.1 (2013-11-27) •Microphone sampling rate changed to 48KHz (from 8KHz) for dramatically improved VOIP (in-game chat). Update 11.0 (2013-11-20) •2D and 3D weapons duck ambience by 2 dB less and duck music by 1 dB less. 2D weapons duck 3D weapons by 2dB less. Update 10.0 (2013-09-13) •Mission Success/Failure music now ducks all other music. Update 5.0 (2012-12-18) •The in-game music is now generated dynamically.

    Accessibility

    Hotfix 31.1.5 (2022-02-17) •Re-organized unnamed Inventory items (Operator hairstyles for example) to display at the bottom of the list, since they cannot be interacted with. Update 31.1 (2022-02-09) UI CHANGES: •Hold onto your seats: we’ve converted all Arsenal Screen rectangle icons to squares. This applies to places like the Arsenal, Operator, and Codex which previously used rectangular icons. ••The Options menu has been reworked to bring some new and reorganize the old! This is the beginning of our broader Options menu rework efforts that will continue in a near future Update, stay tuned! •NEW: Accessibility options now have their own tab! You’ll find respective VIDEO and INTERFACE accessibility options now live here. •GAMEPLAY has been renamed to SYSTEM, and CHAT has been renamed to SOCIAL. •Moved all networking related options to System under a Network header •Moved all friend/gift/party request options to Social under a Privacy header •Moved all chat channel options to Social under a Chat header •Moved all chat appearance options to Social under a Chat Appearance header •DISPLAY has been renamed to VIDEO. •Added 3 new headers: Display, Graphics, and Advanced. Respective options have been moved within the headers. •Added 3 new headers to the AUDIO tab: Sound, Sound Mixer, and Voice. Respective options have been moved within the headers. •Added 1 new header to the INTERFACE tab: User Interface (alongside HUD). Respective options have been moved within the headers. •Moved "Item Labels" into the "Customize UI Theme" screen. Update 29.10 (2021-03-19) UI ADDITIONS & CHANGES: Spice up your HUD with your very own HUD Customization options! Choose numerous HUD elements to recolor from your Color Palettes. You can also choose from a collection of presets that range from Color Blind friendly choices to Warframe-themed presets. Hotfix 28.0.7 (2020-06-25) •Tweaks to improve distinction between very saturated colors when Color Blind Compensation is enabled. • Hotfix 28.0.6 (2020-06-24) Color Blind Compensation Under the Display Options tab, you’ll find a ‘Color Blind Compensation’ option that modifies game and interface colors to increase visibility for common forms of color blindness. This setting will allow you to pick between the following options: •Protanopia: A setting for people with Protanopia, who have a reduced sensitivity to red lights. •Deuteranopia: A setting for people with Deuteranopia, who have a reduced sensitivity to green lights. •Tritanopia: A setting for people with Tritanopia, who have a reduced sensitivity to blue lights. Please let us know of any issues or feedback you may have: https://forums.warframe.com/topic/1202836-the-deadlock-protocol-color-blind-compensation-megathread-2806/ Hotfix 27.0.12 (2020-01-23) •Increased the scan projector FX when Conserving on the Orb Vallis to address colorblind difficulty. Update 24.4 (2019-03-08) Controller Responsiveness Changes In Update 24.2, we included a number of changes to increase controller responsiveness. The initial changes caused the slightest changes in trigger pressure to interrupt firing and ADS - which is being experienced predominantly with continuous fire weapons such as fully automatic and beam weapons (including Mining tools). This is due to a far too small trigger release threshold between firing and not firing. This is, however, very effective with pistol weapons where a limited threshold allows for quick trigger taps. With that said, this update is bringing the following changes to address the above: We have increased the trigger release sensitivity so that there is more space for error between firing and release. This will help curb the muscle fatigue experienced with having to maintain constant pressure on the triggers as well as alleviate the accidental breaks in firing and aiming. This will require a bit more pressure to be released on the triggers before you will stop aiming and firing. We increased trigger release sensitivity but maintained press sensitivity to strike balance between quick tap and continuous fire weapons. In other words, we have maintained the firing ease of Pistol weapons with quick trigger taps but have increased the freedom to apply various levels of pressure with continuous fire weapons. While this has felt much better overall in testing, we know that some may find that the increase still constraints gameplay in some form. More importantly, Tenno with disabilities may also find that this limits their ability to play. So we have also added 2 new sliders in Options > Controls to adjust trigger sensitivity to your liking: •Trigger Press Sensitivity: Adjusts the pressure required to fire/aim •Trigger Release Sensitivity: Adjusts the pressure required to release fire/aim Note: The smaller the number in the slider, the more pressure is required on the trigger. The bigger the number, the less pressure is required on the trigger. The sliders will allow you to tailor exactly how much pressure you feel is most comfortable/close to your preference of play. Update 23.2 (2018-08-02) •Updated the ‘High Contrast UI Theme’ based on feedback in an effort to better aid colourblind Tenno as seen here: https://forums.warframe.com/topic/967241-pc-update-23-visual-accessibility-ui-themes-and-general-ui-feedback-megathread/?page=14&tab=comments#comment-10021100 Update 23.0 (2018-06-15) NEW UI THEMES AND UI CHANGES! Currently, we have exactly 131 screens in Warframe that need an artistic pass to the new style. 8 are done and ready to go they're here today! Themes similar to above are coming for the screens we have completed, and all subsequent screens will inherit whatever UI theme you've chosen (default or other purchased themes). We have also have 2 free Themes specifically tailored for our visually impaired and color blind Tenno: the “Equinox Theme” (B&W theme) and the “High Contrast Theme”! We’d love to get your feedback on them so that we can increase Warframe’s accessibility: https://forums.warframe.com/topic/967241-pc-update-23-visual-accessibility-ui-themes-and-general-ui-feedback-megathread/ To change your UI theme, go to your Interface Options and select “UI Customization”. Update 20.2 (2017-04-12) •Locked doors will now appear as ‘off’ (no color) instead of glowing red. This was causing confusion for colorblind players. Hotfix 19.0.3 (2016-11-14) •Refined the contrast of the Archwing Lasers in the 3rd mission of 'The War Within' to be more colourblind friendly. Update: The Silver Grove (2016-08-19) •Soft launch of colourblind door symbols! These new symbols should help you determine if a door is locked or unlocked, as they no longer rely on the sole use of colour. Update 16.1 (2015-03-25) •Added colorblind pipe variants for the Trials of Vay Hek. Update 15.0 (2014-10-24) Colour Blind Locker changes •All in-game lockers have a new representation of being locked or unlocked. This new representation focuses on symbols and shapes to be accessible to our colour blind players.

    1.Hoogenband, Corey (2024, February 13). Warframe Is Now Available on iOS! FAQ. Warframe Forums. Accessed 2024-03-04. Archived from the original on 2024-03-04.

    2.CapricaSix (2013, May 9). Gamersfirst Partnership. Warframe Forums. Accessed 2020-11-04. Archived from the original on 2023-05-20.

    •Glossary

    •FAQ

    •Upcoming Features

    •Story and History

  3. www.warframe.com › pt-brWarframe

    15 de abr. de 2024 · Produtos Oficiais do Warframe. Junte-se aos Tennos e defenda um universo em constante expansão. Use as habilidades táticas de seu Warframe, crie um armamento devastador e estabeleça seu estilo para se tornar uma força implacável neste jogo que define o gênero ''looter-shooter''. O seu Warframe está esperando por você, Tenno.

  4. www.warframe.com › pt-br › gameWarframe: Warframes

    Junte-se aos Tennos e defenda um universo em constante expansão. Use as habilidades táticas de seu Warframe, crie um armamento devastador e estabeleça seu estilo para se tornar uma força implacável neste jogo que define o gênero ''looter-shooter''. O seu Warframe está esperando por você, Tenno.

  5. Warframes. Category page. All Warframes . Abilities. Category:Androgynous. Animation Set. User:ArcticEngie/WarframeVideo. Ash. Conclave:Ash. Ash/Main. Conclave:Ash/Main. Ash/Prime. Conclave:Ash/Prime. Atlas. Conclave:Atlas Prime. Atlas/Main. Conclave:Atlas/Main. Atlas/Prime. Banshee. Conclave:Banshee. Banshee/Main. Conclave:Banshee/Main.

  6. As of June 7th, 2023, the English WARFRAME Fandom site (a.k.a https://warframe.fandom.com/wiki/) has been designated as an "Official Wiki" through Fandom's Official Wiki Partnership program...