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Introduced the Standard renderer, a new alternative to ray tracing designed to preserve the original game's lighting, colors, and atmosphere without requiring hardware ray tracing.
Improvements over the base game's renderer:
Added omnidirectional shadows for shadow-enabled point lights, extending the original renderer's spotlight-only shadow support.
Added contact-hardening soft shadows, with sharper edges near the casting object and softer shadows farther away.
Replaced the original screen-space ambient occlusion with horizon-based ambient occlusion (HBAO) for contact shading.
Added temporal antialiasing and upscaling, including FSR 3.1 and XeSS where supported.
Standard rendering includes the original point, spot, and box lighting, along with shadow maps, ambient occlusion, water reflections, fog, decals, particles, and translucent materials.
Added a choice between Standard and Ray Traced rendering in the graphics settings, with both modes available for editor previews. GPUs without hardware ray-tracing support automatically use Standard.
Added DirectX support on Windows, alongside Vulkan.
Improved lighting, colors, and brightness in the ray-traced renderer.
Improved darkness detection to account for light bouncing off nearby surfaces, making sanity loss more forgiving in indirectly lit areas.
Fixed flickering and disappearing shadows in scenes with many lights.
Fixed texture artifacts around cutout edges.
Improved particle blending and visual effects.
Updated upscaling support across graphics backends.
Improved editor previews, thumbnails, and camera captures.
Updated campaign lighting settings.
Improved graphics compatibility and rendering reliability.