The Talos Principle 2 update adds FSR 3 and a built-in benchmarking tool
AMD’s FSR 3 technology and a new benchmarking tool have been added to The Talos Principle 2
Croteam have released update 1.1.0 for The Talos Principle 2, delivering many gameplay improvements and quality of life changes to the first-person philosophical puzzle game. On PC, The Talos Principle 2 has been updated with AMD’s FSR 3 technology, adding FSR Frame Generation to the game, and updated FSR Upscaling.
Using FSR 3 upscaling and Frame Generation can significantly improve the framerates of supported games. This allows PC gamers to achieve higher framerates on lower-end hardware. Alternatively, it can allow gamers to target higher output resolutions on lower-end GPUs.
Another neat addition to the game is a dedicated benchmarking tool. To our knowledge, this is a first for an Unreal Engine 5 title. This may make the Croteam’s puzzle game a popular game for GPU reviewers. This is especially true for reviewers of PC handhelds, as this game is Steam Deck verified.
The Talos Principle 2 is the latest games to support AMD’s FidelityFX Super Resolution 3 technology. Games that support FSR 3 today include Avatar: Frontiers of Pandora, Call of Duty Warzone, Call of Duty Modern Warfare III,Â Farming Simulator 22, and Like a Dragon Gaiden: The Man Who Erased His Name. In 2024, we expect the adoption of AMD’s FidelityFX Super Resolution 3 technology to grow significantly.
You can join the discussion on The Talos Principle 2’s 1.1.0 update on the OC3D Forums.
The Talos Principle 2 Update 1.1.0 ChangelogVisual changes:
- Added AMD FSR 3 (with Frame Generation).
- Added water ripples.
- Added extra lore content to the Lost Labs areas.
- Added visual effect for locked elevator beam.
- Toned down sky occlusion on some levels to avoid shimmering of DFAO effect and adjusted non-Lumen color to better match Lumen.
- Reduced performance degradation when moving.
- Fixed some of the ghost audio logs using incorrect models.
- Fixed incorrect numbers on some of the character appearances in Photomode.
- Fixed incorrect lighting on supported integrated GPUs from AMD.
- Fixed the issue where Laser Beams were affecting the background when using TSR upscaling and Lumen.
- Fixed a lot of instances where light was abruptly changing when not using Lumen.
- Fixed a lot of shadow and AO artifacts both in Lumen and Non-Lumen configurations.
- Fixed a lot of instances of premature Landscape LODing when using extreme FOV values.
- Fixed a lot of instances of inconsistent pop-in of far-away structures across all levels.
- Fixed “crazy-swaying” trees and grass across all levels.
- Fixed visual issues with volumetric fog in the Prometheus Sequence level when GI quality is set to ultra.
- Fixed an issue where long triangles on certain meshes were sometimes not rendered on AMD cards.
- Various minor environment visual fixes related to crumbs, foliage distribution, missing terrain and holes in cliffsGameplay:
- Players can now sprint when moving backwards.
- Left mouse button can now consistently be used to interact with objects.
- A player is no longer required to press the Use button to use the elevator beam, instead it triggers automatically upon entering.
- Dialogue options can now be navigated with keyboard arrows.
- Most menus can now be closed by clicking the right mouse button.
- Improved Guided Jump reliability.
- Posters in the Chamber of the First Companions now display translatable text when aimed.
- Most of the travel sequences are now skippable as long as story events related to those travel sequences have been experienced at least once (e.g. in another playthrough).
- Increased the number of last stored Dialogue Logs from 10 to 20.
- Added a slider that controls the Photomode window’s opacity.
- Added HUD hints when using the Gravshifter.
- Fixed the bug where third-person animations and camera were not working correctly after using Fast Travel.
- Fixed the issue where photomode would sometimes be invoked with the field of view being set to zero and impossible to change.
- Fixed the issue where the objectives panel would appear in a puzzle if the player restarts checkpoint while being inside one.
- Fixed the issue where the character rotation slider in Photomode was not accounting for changed gravity.
- Fixed an issue where using keyboard or gamepad to navigate in settings menu would not play respective sounds.
- Fixed QR codes in the museum being readable from the backside of their panels.
- Fixed the bug where the player could softlock themselves by falling out of the elevator with the help of the Photomode.Options:
- Added controller vibration (can be switched off in Controls settings).
- Terminal font size option will now affect content in palm reader terminals.
- Photomode inputs can now be remapped.
- Sprint toggle option now behaves as sprint lock.
- Added “Player Speed” setting. Does not affect sprint speed.
- Added a setting to switch audio output devices.
- Added a setting to change the third person camera’s relative position behind the player.
- Added a setting that allows instantly teleporting to a gravity surface, instead of smoothly transitioning to it.
- Added a setting to switch camera behavior when transferring to another body.
- Added a setting to change subtitles size.
- Added a setting to change compass size.
- Added a setting to toggle developer console.
- Added video previews for motion sickness settings and image previews for color blindness settings.
- Enabled ambient occlusion in high GI quality preset.
- Improved accuracy of auto-detection of GPU performance.
- Limited texture and shadow quality options based on graphics card video memory size.
- Fixed the bug where Video Settings auto-detect would set upscaling method and/or preset incorrectly.
- Fixed an issue with sRGB gamma setting not saving between game sessions.Puzzles
- Moved S3 Sphinx puzzle element to the correct location as indicated by the map.
- Improved S3 Pandora secret setup.
- Fixed a number of easy exploits where the player could enter a puzzle in an unintended way and/or finish the puzzle without solving it.
- Fixed a number of errors related to collisions and item placements inside puzzles which were making puzzles too hard/too easy when encountered.
- Fixed the bug where Avatar monuments statues didn’t have proper collision, which enabled the player to target Pandora receiver from any position.
- Fixed the bug where some metal fence doors wouldn’t stay open in solved puzzles after restarting the game or checkpoint.
- It is no longer possible to connect devices through one side of the plasma door which had collisions set up improperly.
- In E2 “Loop” puzzle it is no longer possible to place drill hole and place it on pressure plate
- In N2-5 puzzle it is now possible to turn off the fan instead of jumping into it to remove the cube from bouncing fans.
- It is no longer possible to connect to the emitter in puzzle N2-1 from N2-3.
- It should no longer be possible to connect to blue receivers before plasma doors are open on the N2-Lost1 “Field of View” puzzle.
- S2-Gold “Out of the box” cannot be cheesed by putting a gravity beam over the plasma door and jumping into it anymore.
- In W1-2 It is no longer possible to place the Connector on top of the Rail Drone + Cube using a metal beam which the player could climb on.
- It is no longer possible to cheese E2-Gold puzzle by simply putting Connector onto the cube.Other:
- Changed shader compression algorithm to eliminate crashes on certain system configurations.
- Reworked audio engine for better surround support.
- Added progress bar for shaders precaching.
- Added benchmark.