EIDOS Montreal and NIXXES have released a new patch for the PC version of Deus Ex: Mankind Divided. According to the changelog, this patch significantly improves loading times in DX12 mode, and promises to further improved overall stability and performance in DX12 mode.
In addition, this patch fixes various gameplay issues, such as an issue where SSAO could introduce some graphical artifacts and an issue where clicking on some interactive objects, such as computers or keypads, could cause Jensen to unholster his weapon.
This patch will be auto-downloaded from Steam, and you can view its complete changelog below.
Deus Ex: Mankind Divided – Patch build 592.1 Changelog:
- Fixed regression that was introduced in last patch: Walking speed is now fixed properly.
- Fixed regression that was introduced in last patch: Talos Rucker no longer spawns twice.
- AMD intro video now has a lower volume.
- Fixed an issue where clicking on some interactive objects, such as computers or keypads, could cause Jensen to unholster his weapon.
- Fixed an issue where some users had to create a new Windows account to be able to start the game.
- Fixed a crash when loading a savegame.
- Fixed an issue where SSAO could introduce some graphical artifacts.
- Fixed an issue in Breach where the Booster Pack open button would not be shown, even though the user had Booster Packs to open.
- Fixed issues with the dialogue selection wheel.
- Improved stability and performance.
- Major improvement to loading times.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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“AMD intro video now has a lower volume.” Lel.
Too late, already beat and uninstalled it.
Replayed the previous one a couple times. Didn’t bother to finish that one…
For SP games its important to release and stable and well optimized game at launch. By the time the patches roll out most people would’ve already lost interest or have beaten the game.
That’s why people willing to wait some time before buying AAA titles benefit doubly.
Triply, even. Not only you get a patched, stable game for less money, you also get additional content in the form of a Gold/Enhanced/Director’s Cut edition.
this is what i did with their previous human revolution.
They always promise don’t they?
Multiplayer as well. If you don’t get the community revving right off the bat, you’re going to have trouble dragging them in later, as they’ll have already long since reverted back to whatever they were playing before, instead.
2018 this game will be almost perfect!
I can’t wait!
Really, i can’t wait, i will pass it…
…and still no proper multi-GPU support.
DX12 multi-GPU is slowly improving with each new patch… When first released i got much higher fps (atleast 30% improvement over DX11 SLI!) but there would be occasional single frame stalls, as if something was being loaded in to memory. Now this happens a lot less and when it does happen it don’t last as long. It’s ALMOST to the point where it’s overall better than DX11 + SLI (DX11 SLI/crossfire is a driver hack, it’s not something devs have control over). If they fix the stalls then DX12 mGPU will be a massive improvement.
BTW if you want to test it, within Steam right click on DE:MD > Properties > Betas > dx12_mgpu_preview.
By 2019 the game will run properly.
DX11 completely lacks any multi-GPU API, which is why it’s all SLI/Crossfire driver hacks/game profiles, so i can’t see how GPUOpen would help.. AFAIK it’s not meant for that anyway.
I don’t know if DE:MD uses MDA (explicit multiadapter) but maybe someone with a integrated GPU + a discrete GPU can see if DE:MD works with them both, all that needs to be done is to run the game in DX12 mode using the dx12_mgpu_preview branch. If both GPUs are used it will confirm MDA.
crossfire and SLI did have specific API for it in DX11. else they will not going to work. with DX12 nvidia advising game developer to tap into DX12 native support for multi gpu instead of using vendor specific API for it.
No DX11 and older versions have no multi-GPU support whatsoever. It’s literally a driver hack, 100% in the drivers. The drivers force it to work and both AMD and Nvidia use their own techniques. DX11 has nothing to do with it.
I’m not saying that specific API for CF/SLI is part of DX11. it is custom API made by amd and nvidia so multi gpu will work with ditectx based games. In other words it indeed a ‘hack’ so the game can use more than one gpu in multi gpu system. And stuff like this are not limited to multi gpu only. Directx in general did not support any architecture specific feature. So to take advantage of this feature (like nvidia MRS that available on maxwell and pascal) nvidia need to insert their custom stuff into their driver or into the game themselves.
“AMD intro video now has a lower volume.”
Thanks was freaking louder then crap had to turn my amp down to nothing
“Walking speed is now fixed properly.”
WTF