ineed some help here whenever i try to play warframe, i open its launcher, it checks for updates then it goes to a white screen telling me that directX 10 support has ended with the only option is to quit
Reinstalling DX can sometimes help if it is actually supported. You probably need to get a new GPU that is less outdated. Your CPU barely meets minimum requirements. So you may need to replace the laptop.
the HD3000, supports up to DirectX 11.1 technically. however, this is only to a Feature Level of 10_1. what this means, is that if a game is running on DX11.0-11.1 but does not make use of any of the features added to DirectX since DX10.1, it can still run it.
however, if something does, which basically any game supporting DX11 is going to use many of the features made for DX11, as they make games better - then this GPU will not be able to run said game because it will not support the necessary Instructions and Methods that were added later.
... Intel GMA (because that's what it really is) HD3000 is meant for WinOS Desktop Use only... By this, I mean that anything beyond exclusive WinOS use (which includes gaming) is something that isn't guaranteed to work...
well, i can't find the Forum Posts i'm looking for, strangely. i don't know where the minimum requirement changes were Announced anymore. but, AFAIK Warframe requires a DirectX feature level support of 11_0/11.0 now.
and an HD3000 does not support that.
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[1], and was previously available within GamersFirst Live[2] and the Discord Store[3].
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 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.
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.
[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:
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.
Overwolf exposes some WARFRAME data through its third-party intermediary API for downstream usage for Overwolf application developers on their platform. See -game-data/supported-games/warframe for more information.
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.
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!
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.
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 [1]). We ultimately want players' first steps into Warframe and Duviri to be seen the way our team intended!
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:
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.
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!
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.
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!
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.
NOTE: Tenno, this is an experimental option we have introduced with the goal to improve performance on multi-core machines. Let us know if you notice higher frame-rates with this option! This option may not be for everyone, disable it if you encounter problems!
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!
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!
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