New Terminator Resistance Update adds FOV slider, FidelityFX, Chromatic Aberration option & more

Reef Entertainment has released a brand new update for Terminator Resistance. According to the release notes, this new patch adds a FOV slider and a Chromatic Aberration toggle. It also adds a FidelityFX setting, and brings level lighting and post-processing improvements.

Moreover, this update introduces a number of gameplay tweaks and improvements. For instance, it improves player movement/locomotion. It also packs general enemy AI Improvements and fixes. Not only that, but it improves general balance of difficulty levels, and allows enemies to behave differently based on difficulty selection.

As always, Steam will download this patch the next time you launch its client. Below you can also find its complete changelog.

Terminator Resistance March 13th Update Release Notes
Additional Languages
  • Adds Russian subtitles and text support
  • Adds Japanese subtitles and text support
  • Also adds Simplified Chinese subtitles and text support
Balance
  • General enemy AI Improvements and fixes
  • Enemies will behave differently based on difficulty selection
  • Improved general balance of difficulty levels.
  • Loot found will now differ depending on the difficulty
  • Weapon stats will differ between difficulties
  • General weapon stats have been slightly modified
  • Skill tree variables have been slightly modified
  • Rail plasma weapons (Snipers) now consume 5 ammo rounds per shot, instead of 1
  • TC16 plasma weapons (Semi-Auto rifles) now consume 2 ammo rounds per shot, instead of 1
Video/Graphics
  • FOV (Field of view) slider added to video options
  • FidelityFX (AMD) option added to video options (Contrast-Adaptive Sharpening and upscaling)
  • Immersion Upgrades – HUD modification options added. You can now enable/disable individual HUD elements to make the game more immersive
  • Improved support for Ultrawide resolutions
  • Level lighting & post-processing improvements
  • Chromatic aberration toggle added to video options
  • Other small graphics improvements and tweaks
Gameplay
  • Slightly improves player movement/locomotion
Other
  • Adds Save backup system to help prevent data loss
  • Numerous crash fixes
  • Other small bug fixes and improvements

34 thoughts on “New Terminator Resistance Update adds FOV slider, FidelityFX, Chromatic Aberration option & more”

  1. I wish they could somehow improve the weapon animations, that’s my biggest gripe with the game.

    1. dude shut the fck up, you got horrible taste, it was a pretty good game for its price made by people who love the terminator universe, my god your taste is horrible.

      1. Agreed, the shiit animations, the shiit graphics, and the shiit gameplay that all feels like a PS2-budget game is a pretty good game!

        Sir, you’re the one who has a terrible taste. Just look at the Metacritic score and we’ll see who’s right.

        1. LMFAO idiots that keep calling graphics PS2 level clearly need to go get their eyes checked or clean the crap out of them…Clearly the cancer of gaming people don’t actually recall what PS2 games look like….

          Games can be good and not have a billion dollar budget behind them….Games can be good or fun without having 40k graphics and don’t need to be mind blowing experiences…Again you people are a cancer to gaming..

        2. your sht opinion.

          Its a budget metro exodus you dumb a*s. More games like that need to be made instead of retropixel indie games. Metacritic is based on the critic score and the critics are braindead.

          1. Oh yeah, the whole planet is wrong and you’re the ONLY one right. Yeah, right, low IQ f uckwit.

          2. dude do you eat sht? Every youtuber is like “Wtf are the critics talking about the game is good”

          3. You’re a child, you’re just trying to justify a shiit game. Why don’t you eat shiit? That is your dumb “rationality”. It’s currently 46/100 on Metacritic and 56/100 on OpenCritic. I’m pretty sure you also enjoyed Left Alive.

            There’s no use arguing with a brain dead child like you who is dumber that a child in kindergarten. Go on, prove me right and reply more.

          4. You are the stupid child for trying to justify metacritic, by that logic Proteus is a better game than most because its metacritic score is high but its a retropixel game that you walk around as the weather changes.

            Civvie said its good, ggmanlives said its good minime said its good, rad brad said its good, angry joe said its good, but hey leave it to ign reviewers to tell you whats good.

            IDIOT.

          5. I also said OpenCritic but apparently you’re so brain dead to realize that. I TRIED this shiity game, not just blindly following Metacritic and review aggregators. Apparently, EVERYONE IS WRONG AND YOU’RE THE ONLY RIGHT!

            Hahaha, I was right, you enjoyed shiit like Left Alive, going by your “logic”, shiit is food, so go eat shiit like your w hore mother, And the funny thing is that there’s another low IQ SJW downvoting me who has a Nier Autofarta picture. Yes, Nier Autofarta is another dogshiit product that only low IQ subhumans like you enjoy.

          6. “Apparently, EVERYONE IS WRONG AND YOU’RE THE ONLY RIGHT!”

            you speak for yourself because every youtuber liked it.

            “And the funny thing is that there’s another low IQ SJW”

            dude terminator is anti sjw, hot women, masculine main character boobies.

          1. All of them. And why don’t you capitalize letters you low IQ f ucktard? (Yes, not capitalizing letters is a sign of being low IQ because I PERSONALLY know low IQ people who don’t capitlalize letters)

          2. ” why don’t you capitalize letters you low IQ ”

            “I PERSONALLY”

            ok dude.

    2. So what your saying is, that your one of those people who is literally and factually a cancer to gaming and everything that is wrong with it….Not every game needs to feel like a bajillion dollar budget game, with the highest of highest fidelity at 20,000k and take 1000 hours to play through…..Gaming needs less people like yourself and more people that just enjoy playing a game even when its only an AA level game…

      1. exactly a licensed game made in poland with nonlinear gameplay upgrades, stealth good story, doesnt overstay its welcome sold at budget price.

        Better than pretty much any license game in a decade and its not full price and its not a scripted copy paste cod clone.

    3. WTF ??! Everyone liked this game except the gaming journalists, you know, the people that can’t even strafe and shoot at the same time in a shooter and are only there for the job because they failed in mainstream journalism

  2. They nailed the atmosphere, the OST is really good and overall it’s pretty decent, i would thank the devs for the patch and the mod support, better than never, they did far better justice to Terminator than the morons who made the last movie

  3. By the way, in relation with this Topic, AMD has already stated that all of its DX12 GPUs support real-time ray tracing via Microsoft’s DXR fallback layer.

    But, IMO this Fallback layer is just an emulation layer provided by MS, which is capable of running on any “D3D12” compatible GPU.It was originally meant so that the developers can learn the API (with having obvious DXR compatibility), and it was hardly intended to be able to run any games as such.

    Once Ray Tacing turing HW came out in the market, it’s development was kind of halted, as it was deemed unnecessary. That it is technically supported was never in question, the question is how fast they can do it and my guess is not very fast, otherwise they would’ve already talked about it and showed some examples.

    But AMD is still free to provide DXR support through their D3D12 drivers though. Any D3D12 GPU is capable of running this DXR code, since it is just an extension of DirectCompute.

    Also, I don’t see this ray tracing technology to become mainstream anytime soon, at least not on AMD’s hardware (for Games that is). After all, a lot of R&D is required to develop DXR- compatible Hardware, including the cost involved. Most importantly, MS’s DXR requires a certain “Hardware feature level” as well, which I presume should be 12_1 feature level.

    Nvidia’s PASCAL and Turing cards have support for this feature level, with TURING having probably a even higher version of this feature, IMO. Which means there might be a HIGH performance cost, if we implement DXR on anything lower than
    12_2/13_0.

    But we can expect AMD’s “Next-Gen” architecture to have proper support for the above Hardware feature level though, i.e. 12_2, most probably on the next-gen RDNA2 NAVI GPU and beyond.

    I suppose from a “Financial” standpoint it makes sense for AMD to follow this roadmap, and not just rush out to implement DirectX RayTracing in games.

    But without any DXR-capable hardware (dedicated RT cores), it makes little
    sense to invest in this feature, in my opinion.

    Slow Performance remains a totally different issue though (imagine running the same operations on a GPU without specialized processors/cores). But as per one recent post, “”The fallback layer isn’t maintained anymore and it’s unlikely that developers will use the codebase for ray tracing support under GPUs which don’t support DXR directly.””

    Btw, DXR has never been an NVIDIA-exclusive thing. Every DX12-capable card
    can access and use it, it’s just slow (depending on the Hardware)

    1. By the way, in relation with this Topic, AMD has already stated that all of its DX12 GPUs support real-time ray tracing via Microsoft’s DXR fallback layer.

      But, IMO this Fallback layer is just an emulation layer
      provided by MS, which is capable of running on any “D3D12” compatible
      GPU.It was originally meant so that the developers can learn the API
      (with having obvious DXR compatibility), and it was hardly intended to
      be able to run any games as such.

      Once Ray Tacing turing HW
      came out in the market, it’s development was kind of halted, as it was
      deemed unnecessary. That it is technically supported was never in question, the question is how fast they can do it and my guess is not very fast, otherwise they would’ve already talked about it and showed some examples.

      But
      AMD is still free to provide DXR support through their D3D12 drivers
      though. Any D3D12 GPU is capable of running this DXR code, since it is
      just an extension of DirectCompute.

      Also, I don’t see this
      ray tracing technology to become mainstream anytime soon, at least not
      on AMD’s hardware (for Games that is). After all, a lot of R&D is
      required to develop DXR- compatible Hardware, including the cost
      involved. Most importantly, MS’s DXR requires a certain “Hardware feature level” as well, which I presume should be 12_1 feature level.

      Nvidia’s
      PASCAL and Turing cards have support for this feature level, with
      TURING having probably a even higher version of this feature, IMO.
      Which means there might be a HIGH performance cost, if we implement DXR
      on anything lower than
      12_2/13_0.

      But we can expect AMD’s
      “Next-Gen” architecture to have proper support for the above Hardware
      feature level though, i.e. 12_2, most probably on the next-gen RDNA2
      NAVI GPU and beyond.

      I suppose from a “Financial” standpoint it
      makes sense for AMD to follow this roadmap, and not just rush out to
      implement DirectX RayTracing in games.

      But without any DXR-capable hardware (dedicated RT cores), it makes little
      sense to invest in this feature, in my opinion.

      Slow
      Performance remains a totally different issue though (imagine running
      the same operations on a GPU without specialized processors/cores).
      But as per one recent post, “”The fallback layer isn’t maintained
      anymore and it’s unlikely that developers will use the codebase for ray
      tracing support under GPUs which don’t support DXR directly.””

      Btw, DXR has never been an NVIDIA-exclusive thing. Every DX12-capable card
      can access and use it, it’s just slow (depending on the Hardware)

    2. By the way, in relation with this Topic, AMD has already stated that all of its DX12 GPUs support real-time ray tracing via Microsoft’s DXR fallback layer.

      But, IMO this Fallback layer is just an emulation layer provided by MS, which is capable of running on any “D3D12” compatible GPU.It was originally meant so that the developers can learn the API (with having obvious DXR compatibility), and it was hardly intended to be able to run any games as such.

      Once Ray Tacing turing HW came out in the market, it’s development was kind of halted, as it was deemed unnecessary. That it is technically supported was never in question, the question is how fast they can do it and my guess is not very fast, otherwise they would’ve already talked about it and showed some examples.

      But AMD is still free to provide DXR support through their D3D12 drivers though. Any D3D12 GPU is capable of running this DXR code, since it is just an extension of DirectCompute.

      Also, I don’t see this ray tracing technology to become mainstream anytime soon, at least not on AMD’s hardware (for Games that is). After all, a lot of R&D is required to develop DXR- compatible Hardware, including the cost involved. Most importantly, MS’s DXR requires a certain “Hardware feature level” as well, which I presume should be 12_1 feature level.

      Nvidia’s PASCAL and Turing cards have support for this feature level, with TURING having probably a even higher version of this feature, IMO. Which means there might be a HIGH performance cost, if we implement DXR on anything lower than
      12_2/13_0.

      But we can expect AMD’s “Next-Gen” architecture to have proper support for the above Hardware feature level though, i.e. 12_2, most probably on the next-gen RDNA2 NAVI GPU and beyond.

      I suppose from a “Financial” standpoint it makes sense for AMD to follow this roadmap, and not just rush out to implement DirectX RayTracing in games.

      But without any DXR-capable hardware (dedicated RT cores), it makes little
      sense to invest in this feature, in my opinion.

      Slow Performance remains a totally different issue though (imagine running the same operations on a GPU without specialized processors/cores). But as per one recent post, “”The fallback layer isn’t maintained anymore and it’s unlikely that developers will use the codebase for ray tracing support under GPUs which don’t support DXR directly.””

      Btw, DXR has never been an NVIDIA-exclusive thing. Every DX12-capable card
      can access and use it, it’s just slow (depending on the Hardware)

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