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Major update · published by the developer

EXD 1.1.4 - Visual Update

On Steam

Dear interdimensional explorers, it’s a great time to play EXD. This update brings plenty of improvements, but the standout is DLSS 4.5 support, which can make a huge difference to how the game looks. If you have a recent NVIDIA graphics card, I strongly recommend enabling Advanced mode in the graphics settings and enjoying EXD at its best. For those with AMD graphics cards, we’ve finally introduced FSR upscaling. And for the lucky Steam Frame owners, we’ve added direct controller support, with improved mapping of the D-pad on the left controller. We’ve improved EXD’s OpenXR support and its compatibility with Virtual Desktop, now including VDXR mode. I’ll leave you with the long list of improvements below.

See you in the other dimension!

A new look at Erath

  • Added Classic and Advanced DLSS modes: Classic prioritizes performance, including on older graphics cards, while Advanced offers newer models, DLSS 4 and 4.5. Classic remains the default for new profiles. Switching models requires an automatic restart.

  • FSR2 is finally available, bringing upscaling support to AMD graphics cards. Our beta testers report gains of up to 20 FPS under ideal conditions when enabling it. We hope to introduce newer models in the future.

  • Added Foveated Rendering for Advanced DLSS, selectable from the menu: Off, Light or High. It reduces reconstruction detail at the periphery while preserving the center and the inner area towards your nose. It requires no eye tracking and does not apply to Classic DLSS.

  • Experimental eye-tracked Foveated Rendering is available for Steam Frame. To enable it, browse the game files and launch OpenXR with DX12 from the Utility folder. Compatible hardware and runtime are required.

Image quality and performance depend on your setup: the new options let you find the best balance for your GPU, headset and scene.

Graphics under your control

  • Made anti-aliasing sampling explicit: enabling DLSS from Off starts with MSAA 2x, after which you can choose Off, 2x or 4x while keeping DLSS active. FXAA disables DLSS; the previous 8x option maps to 4x. Your preferences are preserved across level changes, restarts and model changes.

  • Added descriptions explaining the trade-off between performance and the appearance of glass and fine details: disabling MSAA can change their appearance; 4x provides finer coverage than 2x at a higher cost.

  • Separated volumetric fog quality from other effects. Low disables the volumetric component, not all fog.

  • Selecting DLSS Performance caps shadows at Medium; Balanced caps them at High. Lower settings are left unchanged, and shadows can still be adjusted manually afterwards.

  • Reorganized the graphics menu in all nine languages: consistent width, matching click sounds and more compact controls.

More comfortable in VR

  • Improved centering when entering a level: the game now accounts for physical movement around your room, recentering the world around you in the next level. Please note: Quest and Steam recentering systems can interfere if they are not calibrated correctly.

  • Added controls to raise, lower and reset your height, with values shown in centimetres and consistent adjustments between standing calibration and seated mode.

  • Calibration and a belt preview are also available in the Start menu.

  • Added a left-handed option to swap thumbstick functions.

  • Improved Steam Frame controller recognition and controls, including movement, triggers and grip, with updated instructions for SteamVR/OpenVR and OpenXR.

  • Fixed the OpenXR crash when changing levels or returning to the menu with Virtual Desktop VDXR.

  • DirectX 11 remains the default, with optional SteamVR/OpenVR and OpenXR launch modes available directly through Steam. DX12 options are in the Utility folder.

Various fixes and improvements

  • Improved transitions between levels.

  • Fixed events that failed to activate when arriving or respawning already inside a trigger.

  • Restored the original text approach animation in the death sphere and improved centering and stability.

  • Fully depleted wands retain their state when changing levels.

  • Improved interactions and the ways you can use grabbable objects in Megazon.

  • Improved grabbing for many objects.

  • Added sound and haptic feedback when trying to use an occupied back slot.

  • Reworked attraction, gravity and object release in the interdimensional tunnel.

  • Fixed a rare freeze on AMD graphics cards involving liquid effects and physics when bottles are removed.

  • Adjusted Ice Spike damage and improved hit handling.

  • Made insect nests destructible and corrected the behavior of the associated insects.

  • Improved the Svitalox when it loses contact with a screw, is released or becomes misaligned, allowing you to resume unscrewing correctly.

  • Updated Lyx’s appearance in the final temple. Added dynamic wounds during the fight with Rulfear.

  • Removed the additional sharpening and depth-fog post-process effects throughout the Underground levels because they caused artifacts on some setups. Also disabled chromatic aberration in the Underground levels.

  • Fixed gaps in walls caused by level-of-detail changes and removed the old white widget at the initial arrival.

  • Closed a gap in Lava’s geometry and restored the Mauler entrance platform, including its behavior with later checkpoints and on return routes.

  • Optimized static scenery in the From Ice temple and updated its lighting. Corrected Megazon’s opening shadows and lighting, tool-table and arcade-door collisions, and plant physics.

  • Updated the affected spider webs and reduced unnecessary updates for some objects, packages and the conveyor cable.

  • Corrected the phone’s orientation in the left pocket and a test shortcut that could trigger an unintended call.

Known glitches we’re still working on

  • Very rarely, some objects appear in the wrong position while their collisions remain in the correct location.

  • Occasionally, some secondary sound effects, such as weapon holstering sounds, stop playing. Restarting the game restores the audio.

These fortunately rare glitches appear to be related to the game engine. We’re investigating their causes and working to improve stability.

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