1. Enlisted
  2. News

Enlisted News

New technologies and graphical improvements!



In March, we added DirectX12 support to Enlisted. This API allowed us to implement the latest graphics technologies. The first addition was the FSR 2.0 upscaling, and in subsequent updates we have added a number of other useful features to the game. In this devblog, we will summarize them and explain their advantages. We suggest that you take a look at the graphics settings if you haven't done so in a while and evaluate our work!

Try DX12!


By default the game uses DirectX 11, but some of the new features will only work if you manually switch to DirectX 12. The renderer selection menu is located in the launcher window, right above the "Play" button. DirectX 12 itself will not affect performance and is supported by most graphics cards, even previous generations.

DLSS Frame Generation




This technology from NVIDIA compares the two most recent frames and uses AI to create an intermediate frame between them, potentially doubling your FPS! For it to work, you need a GeForce RTX 40 series graphics card.

Dynamic resolution scaling


With this setting, the game itself will ensure that even in the most demanding and intense scenes, the FPS remains as stable as possible. Turn it on, select your desired FPS and join the battle!

To use this feature, you have to select the "Temporal Super Resolution" antialiasing mode.



If during an intense moment the FPS would drop below the set threshold, the game will dynamically and smoothly lower the resolution of the image, thereby reducing the load on the graphics card. This setting is quite flexible and allows you, for example, to set a minimum resolution below which you don't want the client to reduce the image to maintain the frame rate.

We recommend using this setting only if you notice obvious FPS drops from time to time while playing.

And there’s more!


We have a few more interesting graphical improvements, but they are not related to DX12, so we will cover them separately in smaller posts on our social media sites.

Don't miss out – follow us!

Telegram | X | Instagram | Facebook

First combat use of the Type 97 anti-tank rifle



In May 1939, the only mass-produced Japanese anti-tank rifle, the Type 97, first saw combat during the Battles of Khalkhin Gol.

The design of the new anti-tank rifle proposed by the Kokura Arsenal followed the solutions previously used in the Swiss 20mm Hispano-Suiza aircraft cannon. Because of this, the rifle turned out to be very heavy and oversized, but its large caliber allowed it to fight a variety of targets.

Even towards the end of the war, when anti-tank rifles were considered obsolete and could not counter the American "Shermans", the Type 97 continued to be successfully used against landing craft and with high-explosive shells against infantry and aircraft.

From May 30th (13:00 UTC) to June 5th (13:00 UTC), you can get rewards for completing tasks. For completing 5 out of the 9 tasks, you will receive a unique "Type 14 engraved" pistol, and for 7 completed tasks, a unique portrait.



Tasks


Stage 1:
  • Destroy 4 vehicles.
  • Kill 90 enemies.
  • Complete 4 battles.
Stage 2:
  • Destroy 6 vehicles.
  • Kill 10 enemies using grenades.
  • Complete 6 battles.
Stage 3:
  • Destroy 8 vehicles.
  • Kill 150 enemies.
  • Complete 8 battles.


Terms
  • The tasks can be completed in the Squads mode.
  • The list of tasks is updated every two days at 13:00 UTC.
  • Tasks can be completed simultaneously.
  • Uncollected rewards will disappear when the tasks change.
  • From June 5th to June 7th (13:00 UTC), after the end of the event, you will have the opportunity to purchase any missing rewards.

Combat notes: Useful tips for engineers

According to statistics, only 22% of players know about every trick in this video! And over 90% have swallowed at least one spider in their sleep.

This time our guide is about engineers. Short and clear with tips that will help you become even more effective. Don't forget to give this video a like with your hammer-free hand!

[previewyoutube][/previewyoutube]

Pre-order: Radio operators of Rzhev



Based on the first devblog about graphics improvements, you can already judge the upcoming major update, but that’s not all. Among the new features, you will also find new mechanics, one of which will be available to unique radio operator squads.

You can already pre-order these squads with additional bonuses!

Rocket artillery




Powerful rockets filled with explosives are highly effective against both infantry and armored vehicles - they can destroy a tank by hitting the roof of the turret! A rocket strike consists of 24 launches compared to 19 shells of a normal artillery barrage, and lasts longer - 8 seconds versus 4.5.

This new type of fire support will be first available to the premium Soviet and German radio operators of these new squads. The principle of calling in a rocket artillery strike and its timer will be identical to that of normal artillery barrage.


[h3]26th Guards Signal Battalion with SVD-30 (BR II)[/h3]
The Soviet squad is armed with the 1930 model of the Degtyarev self-loading rifle.

A rifle produced in limited numbers by the famous designer has good damage, a five-round magazine with fast reloading, and an optical sight that allows you to keep your distance from the enemy and call in artillery strikes more accurately on their heads.

In addition to 4 radio operators, the squad also includes an engineer.

They have the ability to call in a rocket artillery strike.


[h3]332nd Infantry Regiment with Walther A115 (BR III)[/h3]
The German squad is armed with the Walther A115 semi-automatic rifle.

A rare experimental semi-auto rifle, on which the company tested many innovative solutions. The sight is open, comfortable, and in many ways similar to other German weapons. The rifle's fixed magazine holds 10 rounds.

In addition to 4 radio operators, the squad also includes an engineer.

The squad’s rocket artillery is just as deadly as the Soviet one.

Pre-order bundle


Purchase the bundle before the major update is released to receive exclusive pre-order bonuses: a portrait and a nickname decorator.

If you're playing Enlisted on console, you can get these bonuses by purchasing one of the squads within 14 days of the update’s release.


Pre-order bonuses: "Soviet Radio Operator" portrait and "Rockets" nickname decorator.

GO TO THE STORE!

Massive graphical improvements!



You haven't seen Enlisted like this before. For the next major update, we've prepared a whole range of significant improvements to our game's visuals, and we debated for a long time whether we could fit them all into one devblog. We couldn't, so in this devblog, we'll talk about the graphical changes that will be noticeable to every player.

We present to you a huge improvement to the Global Illumination.

What is a Global Illumination?


In short, Enlisted uses Realtime Global Illumination to calculate light scattering from surfaces. This technology does not require an ultra-modern video card with ray tracing support, yet it creates a realistic look, softly illuminating even areas that are not directly exposed to light. The reflected light changes its characteristics depending on the texture and shade of the surface it is reflected from. This works both indoors and outdoors.

GI in Enlisted works even on the low quality graphics preset, since it does not consume a lot of resources, but it dramatically transforms the visuals for the better. It is easier to appreciate the contribution of this technology by watching a video from an early version of the game.

[previewyoutube][/previewyoutube]
Enlisted was among the first games to use Global illumination! And it has proven to work well, even with the limitations of older consoles (Xbox One/PlayStation 4) for which it was designed (because the game must run at 30/60 FPS on these platforms).

For example, the early version of Global Illumination did not support detailed reflected light (specular lighting), only diffuse lighting was calculated. Its display distance was significantly limited (GI was calculated in detail up to about 60m, and a simplified calculation was used beyond that). Its resolution did not allow for lighting details smaller than about 50cm, which in some cases caused light to leak through walls. Hardware ray tracing (RTX/DXR) was not supported, and so on.

Updated Global Illumination


In the upcoming major update, the technology that is visible on your screen all the time will impress you even more. We have improved all aspects of the GI - the propagation of light has become even more realistic, and the game is visually richer: we have added specular lighting, increased its display distance, and also added detailed reflections.



We have almost completely eliminated the issues related to light propagation (light and dark leaking), like in this example of light leaking through the ceiling.



The display distance and calculation of Global Illumination has also improved. You will notice this, for example, in the corridors of the Reich Chancellery or inside Lehrter Bahnhof.



Improved reflections to better represent the properties of surfaces and the distribution of reflected light. In other words, in rooms where at least some light enters, more details will be visible and navigation will be easier.



Additionally, smooth surfaces now also reflect objects that are not on the screen (f.e., where Screen Space Reflection does not work).



Performance will remain the same!


We managed to keep the updated Global Illumination within the current performance parameters (depending on the settings). You will be able to appreciate the updated visuals of Enlisted without any performance loss on most settings, except for the highest GI quality setting. There, the impact of the changes may be noticeable, but the visuals will also please the most avid graphics enthusiasts.

Local tone mapping


These additional changes are related to other aspects of Enlisted's graphics. They do not affect the performance, and are made based on your "improve visibility in the dark" feedback. So we do! Now, exposure is not calculated globally, for the entire frame, but locally, allowing both bright and dark areas to retain details. This is somewhat similar to HDR, without the need for such technology in your monitor, or the work of a photographer.

Check the difference:





We have also improved the bloom effect – the glow from bright light sources, making it softer and more diffused.



Do you like the changes? These are the most noticeable graphical improvements of the upcoming update, which will also introduce new features and improve old ones. Stay tuned for more devblogs, leave feedback, and share the news with your friends.

We continue improving the game!