The Ascent feature 2

The Ascent August 6th Update improves DX12 & Ray Tracing performance

Neon Giant has released a brand new patch for The Ascent. According to its release notes, the August 6th Update improves overall DX12 performance, as well as Ray Tracing performance.

Furthermore, this patch improves loading in of NPCs, and brings a CPU performance mode for lower-end PCs. Additionally, it introduces a new system to circumvent situations where save files could become corrupted. It also fixes numerous crashes.

As always, Steam and Windows Store will download this patch the next time you launch their clients. Below you can also find its complete changelog.

The Ascent August 6th Patch Notes

Performance (PC Steam & Win10 only)
  • Fixes to improve performance in DX12, also with Ray Tracing.
  • Note to Players: on first running of the update, there will be a 20-25 second ‘stall’ on loading to Main Menu to allow some caching to happen before you play. This is a one time event.
  • Ray Tracing is now available to Players on the Windows Store.
  • Improved loading in of NPCs
  • CPU performance mode for lower-end PCs
Stability (all platforms)
  • Numerous instances of ‘one time’ crashes have been fixed in both Single Player & Coop on ALL Platforms. (some other instances remain, we are working hard to resolve these for the next update).
  • Local Coop fixes where Player 1 and Player 2 have controller focus issues on certain menus.
  • Numerous other crash-fixes have been made to improve the stability of both local and online Coop, including fixes when disconnecting controllers, issues when 3 Players start a new game, and fixes when the internet connection becomes unstable.
  • Fixed an issue where in certain circumstances a black screen would appear at the end of Mission 12.
  • Fixed an issue where sometimes it takes too long to return to the Main Menu after gameplay.
  • Also fixed issues where Area loading is slower for the Client joining the game after the Host is using the Taxi.
  • Fixed some Weapon replication issues in Online Coop.
  • Fixed some issues around cross Platform hotjoining where Clients had trouble connecting to the Host.
Save Progress (all platforms)
  • Introduced a new system to circumvent situations where save files could become corrupted.
  • Fixes to situations in Coop where the Host leaving the game could cause the Client to lose progress.
  • Fixes to situations in Coop where Players may experience progression blockers in certain situations.
  • Also fixed the issue where a Client’s items would unequip after a Host disconnects.
  • Fixed an issue where a Client may lose connection when hotjoining a game in progress.
Gameplay (all platforms)
  • Fixed an Achievement issue where you could unlock Main Mission and Side Mission under incorrect conditions.
  • Fixed an issue where the mission objective during ‘Go To Grinder’ in Mission 2 would not update.
  • The issue where multiple bosses could spawn has been fixed. e.g. Papa Feral, Megarachnoid (Spider Boss), Gun-Dolph.
  • Fixed the Casino Courier Side Missions 1 – 5 where you could sometimes be unable to proceed due to missing NPCs.
  • Fixed the custom camera for ‘Dark Horse’ Side Mission.
  • Also fixed the custom camera for Bartender in Stimtown.
  • Fixed the situation where sometimes ‘Dark Horse’ could not be completed due to the NPC remaining in a frightened state.
  • Fixed an issue where the Volatile Augmentation when used on neutrals had no effect.
  • Also fixed an issue where the Siege Mech in the Prison could despawn after a Player died.
  • Fixed the issue where the Snooze Dealer’s Journal map icon was a white square.
  • Fixed damage scaling on the Pocket Mech minigun to make it more powerful as you level up.
  • Allows the use of certain augmentations while rolling.
  • Balanced cost/cooldown/efficiency of Life Transfer, Neutron Beam and Overclock
  • Fixed issues with PLUG Cyberdeck not cracking ICE 1.
Translation (all platforms)
  • Lots of fixes have been made to address instances where English would appear instead of the correct language.
  • Further work is continuing to improve the quality of the translations as well as further general bug fixes.
  • Fixed an issue in Japanese where text overlapped in the intro cut-scene.
Assorted other fixes (all platforms)
  • Fixed an issue where sometimes in Dreamworld, shooting SFX without enemies being present could be heard.
  • Fixed an issue where the death-screen replaced the SFX & VO after defeating the Megarachnoid.
  • Cyberdeck visible in Journal
  • News now plays in the Taxi
  • Film Grain toggle added to the Graphics menu
  • Fixed the Dismemberer shooting SFX that could be missing for Clients.
  • Fixed previews for Auto Turret and Pocket Mech in Vendors.
  • Also fixed Cluster 13’s Metrolink entrances collision box.
  • Various UI fixes.

John Papadopoulos

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." Contact: Email