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More FPS for you! New rendering tech now live

Rapid capsuleers,

Revenant just got a major update, and the evolution continues. New Eden now moves faster, flows smoother, and feels more vibrant than ever. The new GPU-Driven Rendering Pipeline is now live, boosting performance and unlocking a more responsive, immersive experience for DirectX 12 and macOS. Battles unfold with greater fluidity, your ship reacts with razor-sharp precision, and the vastness of space stretches before you with even greater clarity.

This is not just an upgrade – it’s evolution in motion. With an average of 10-30% higher FPS in busy scenes, every decision, every dogfight, and every daring escape is now sharper, faster, and more thrilling than ever. And this is only the beginning, paving the way for even more graphical enhancements in the future.


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Revenant Major Update

Capsuleers,
A wave of impactful updates has landed in New Eden, addressing everything from capital ship production costs to Factional Warfare and force projection. These changes, shaped by community feedback and discussions with the CSM, set the stage for a more balanced, engaging, and competitive universe.

[h2]Industrial Overhaul[/h2]
Manufacturing capital ships and Tech I battleships is now cheaper, reducing the resource strain and making fleet deployments more feasible. Lower costs mean less risk when bringing these hulls to battle, reinforcing their role in fleet warfare.

[h2]Mining Sovereignty Upgrades[/h2]
Nullsec mining operations are seeing major boosts. Tier 1 and 2 mining sites now provide more ore from fewer but larger asteroids, reducing travel time and inefficiency. A new Tier 3 mining site, designed for capital-scale operations, offers enormous asteroids rich in resources. Mordunium refinement has been buffed to improve Pyerite availability, while Mercoxit yields increase across nullsec. Additionally, a new ORE deep core strip mining laser enhances efficiency for barges and exhumers, giving industrialists a powerful new tool for mining Mercoxit.

[h2]Factional Warfare: Seagulling Fix & Anti-Pirate Incentives[/h2]
A critical fix is coming to Factional Warfare battlefield sites: payouts now require active participation, eliminating passive “seagulling” rewards for those who linger without engaging. This change is being tested on Battlefield sites before expanding to other areas. Additionally, anti-pirates can now claim new rewards, including valuable loot from Forward Operating Bases and roaming NPCs, increasing the stakes in Pirate Insurgencies.

[h2]Force Projection Adjustments[/h2]
Ansiblex jump gates are becoming more vulnerable, creating new strategic opportunities for those looking to disrupt enemy logistics. Capsuleers using these gates will now land closer upon arrival, making them easier to intercept. Additionally, Ansiblex gates will no longer auto-repair and must be actively repaired like Metenox moon drills. Warp disruptors and interdiction bubbles will now prevent gate use, further limiting force projection and making nullsec movement more tactical.

[h2]Planetary Industry Enhancements[/h2]
Capsuleers managing planetary colonies will enjoy major quality-of-life improvements. UI enhancements, multi-select for schematics, and the ability to reset extractors make operations smoother than ever. Hotspots will still shift over time, ensuring active management remains key to maximizing output. One of the reasons this is now moving out of beta is thanks to feedback and participation from capsuleers.

[h2]Pochven Filament Changes[/h2]
Tactical retreats through Pochven just got harder. Filaments now feature a spool-up time, preventing instant extractions. Additionally, their activation leaves a detectable trace on D-Scan and can be probed with combat scanners, allowing pursuit and counterplay. This is the first step in a broader look at Pochven travel mechanics.

[h2]Ship & Fleet Tweaks[/h2]
Following discussions at the latest CSM summit, several ship balance adjustments have been made. Heavy interdiction cruisers can now fit cynosural field generators, adding new strategic options for fleet commanders. Also, ECM burst jammer restrictions have been tightened to prevent unintended abuse.
Warp speeds across ship classes are being standardized for more consistent travel mechanics and better fleet balance. Heavy assault cruisers (HACs) will see a slight warp speed reduction to align with their Tech I counterparts, while specialized ships will retain their warp bonuses where appropriate for their roles.
Additionally, fleets will receive new quality-of-life updates, including the ability to disband and reform fleets faster and set maximum fleet sizes. Fleet commanders also gain a new repair beacon mechanic, allowing them to designate non-fleet allies for remote repairs.

[h2]Equinox Adjustments[/h2]
Mercenary den infomorph output is being reduced to stabilize the market, and Metenox moon drills now require more magma reagents. This adds new considerations for nullsec industry.
This is just the beginning. Expect more refinement as New Eden continues to evolve. There are also many more things in this update than mentioned here, and you can check out the full details in the patch notes.

https://store.steampowered.com/app/8500/EVE_Online/
https://store.steampowered.com/app/1872800/EVE_Vanguard/


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EVE Online’s Latest Update Makes Capital Ships Cheaper & Mining More Profitable


As players return to New Eden, CCP Games has announced a major update for EVE Online: Revenant expansion, which will improve Industry, Warfare, and Exploration.





EVE Online’s latest expansion, Revenant, was released on November 12, 2024, focusing on warfare, industry, and player-driven conflict. To improve the capsuleers’ experience in the Revenant expansion, CCP Games has launched an update to shift the balance of power across the galaxy, introduce new opportunities to engage in large-scale battles, expand industrial operations and navigate constantly evolving territorial dynamics.









The biggest change to arrive in EVE Online: Revenant is the improved industry and resource control. Manufacturing capital ships and Tech I battleships will be cheaper and more accessible, allowing capsuleers more fleet deployments and lowering the risk of using hulls in battles.





Nullsec mining operations will also receive a major boost, with existing mining sites... Read more

Drifter Crisis: Race for the Hives

Capsuleers, 

The storm is breaking. The time to act is now. The Drifter Crisis is escalating as the empires, corporations, and pirate factions of New Eden push back. Capsuleers are called upon to take up arms in a Race for the Hives, not for personal glory, but to carve out a future for their chosen faction in the war against the Drifters.

[h2]Fight for Your Faction[/h2]
A seasonal challenge and reward track has been introduced, giving capsuleers the chance to score points for one of 10 factions as they push back against the Drifter threat. While they share a common goal, these factions are not allies. They are rivals, each seeking to claim power, resources, and strategic footholds in the war, as they race for the Drifter hives.

Align yourself with one of these factions: 
  • Gallente 
  • Amarr 
  • Minmatar 
  • Caldari 
  • Angel Cartel 
  • EverMore 
  • Society of Conscious Thought 
  • Triglavian Collective 
  • Upwell Consortium 
  • EDENCOM
 
By completing event challenges, you will earn points that can be assigned to your chosen faction. At the end of the event, the top five factions will launch the next phase of the war by directly occupying Drifter wormhole systems. 

[h2]The Stakes Are High and Getting Higher[/h2]
The outcome of the Race for the Hives will determine which factions gain a foothold in Drifter space. Those who rise to the challenge will reap the rewards, not just in valuable loot, but in faction supremacy over the Drifter threat.

Rewards include a selection of volatile boosters to enhance your combat performance, alongside an exclusive Drifter Plugsuit – a piece of apparel that will mark its owner as a veteran of this critical battle.

The War Rages On
This is not just another fight. The factions of New Eden see an opportunity to seize what the Drifters have taken, and they will stop at nothing to secure their claim. The Drifters will not fall easily, and only the strongest factions will have what it takes for what is to come. 

Keep an eye on New Eden News for live updates on faction standings and strategic developments as the battle unfolds. 

Will you help your faction claim the Drifter Hives? 

https://store.steampowered.com/app/8500/EVE_Online/
https://store.steampowered.com/app/1872800/EVE_Vanguard/


[h2]Related News:[/h2]
https://store.steampowered.com/news/app/8500/view/499437972949565692
https://store.steampowered.com/news/app/8500/view/562489816939233321

EVE Evolved: More FPS for less CPU

Performance-hungry capsuleers

A recent EVE Evolved blog discussed how Quasar allowed for big improvements in how network communication is managed for features like SKINR. In this final installment of a series of dev blogs spotlighting EVE Evolved initiatives, the conversation moves nicely onto client performance and discusses a graphical rendering improvement scheduled for release in March. 

[h2]Trinity[/h2]
From flying in small, beautiful dungeons to fleet fights containing thousands of players, the number of situations players can find themselves in is vast. This provides a lot of technical challenges that are unique to EVE Online, all of which impact how the game feels and plays.

One of those challenges is “How do you display all of this on a screen?” For this, EVE uses its own rendering engine, named Trinity. Rendering engines are incredibly intricate, but to summarize and simplify, they need to do a huge number of complex calculations as fast as possible, so the game looks beautiful and runs as smooth as possible.

Trinity has a lot of different potential circumstances to deal with, especially when it comes to computer hardware. Some play EVE Online on old hardware, while others upgrade their system almost every year with the latest cutting-edge technology. This range means that there is no ‘average’ hardware for playing EVE, and that rendering must be ensured on all these systems.
From a gameplay perspective, EVE has a vast number of different styles. While trading in a station is fairly deterministic when it comes to rendering, flying in nullsec and being hotdropped by a huge fleet is a bit more complex. The game has to load many assets into memory simultaneously and render all of them while trying to keep the framerate as high as possible.

To make matters more complex, EVE is 22 years old, and new assets are added constantly. Graphical features added a decade ago would have targeted the computer hardware of that time, but it will run significantly faster on modern hardware. Bringing the latest rendering features to EVE while ensuring existing assets aren’t broken in the process can be a challenge, given the thousands of unique models and textures across New Eden.

For all these reasons, changes to Trinity must be made with care.

[h2]Performance[/h2]
At Fanfest 2023 a future vision for some of planned changes was presented. One of these features, known as a GPU Driven Pipeline, is a technical change in the way the CPU and GPU work together. Traditionally, rendering a scene involves the CPU figuring out what to send to the GPU, and then the GPU doing the work. While the linked presentation goes into more detail, a more modern rendering pipeline allows the GPU to do more of these calculations overall, reducing the CPU overhead. This is great for a few reasons:
  • EVE is often CPU-bound, meaning the CPU is the limiting factor and not the GPU. Freeing up the CPU in these situations can be very beneficial.
  • A modern GPU can render more frames with this approach – it’s just simply faster due to the advances DirectX 12 (Windows) and Metal (macOS) offer with modern GPUs.
  • It makes adding or changing features in the codebase easier, allowing improvements to reach capsuleers faster. In addition, it simplifies processes for artists bringing new assets to the game.

Performance improvements depend on the specific CPU and GPU combination of each PC, with the biggest benefits happening when the CPU can’t provide enough data to the GPU. This happens fairly frequently with EVE, even on well-balanced computer specifications, simply due to the engine architecture and the emergent gameplay possibilities. You may have noticed this in fleet fights, where the CPU load in the client can be quite high, causing framerate reductions even when the GPU can handle more.

In a typical computer system with balanced components, these changes result in significant improvements. In rarer cases where a fast GPU is paired with a slower CPU, the performance increase can be even more impressive. When changes are made to Trinity, a dedicated tool called “EVE Probe” is used. It has one job: to allow testing of just the rendering and audio engines. It’s a lightweight application that excludes other systems needed to play EVE Online, such as UI, network stack, or even keyboard and mouse input! This approach enables reliable performance testing outside the chaotic live server environment.

One of our most popular test scenes is called the “Cube of Death,” which has been covered in previous dev blogs. In short, the test features 1,000 evenly spaced and stationary ships. They can also shoot at each other, resulting in mesmerizing visuals! It’s proven effective for clear before-and-after performance comparisons. 

[previewyoutube][/previewyoutube]
After running this test across different hardware, performance typically increased between 10 to 30% FPS on DirectX 12. In some cases, it was even higher: The AMD 6800XT saw a massive ~52% improvement at 4k in one test!

macOS is a little different. In 2020, Apple released the “M1” SoC, which has both a CPU and GPU together on the same chip. These chips have a CPU and a GPU that are well-matched and work much more closely together than in a typical Windows system. Additionally, most macOS users have high-resolution screens that push the GPU’s limit even further. At high resolutions (4k and above), performance remains roughly the same, but at lower resolutions (like 1920 x 1200) this change can easily increase framerates by 25%.

Here is a small selection of example systems and the increase they saw at the highest settings in EVE Probe:

CPU & GPU
Resolution
FPS Before
FPS After
FPS % Increase
i7-7700 CPU & GTX 1060
1920 x 1080
40
53
32%
Ryzen 7 5800X & Radeon RX 6800 XT
3840 x 2160
46
70
52%
i7-11700 & RTX 4070 Ti
3840 x 2160
44
61
38%
Ryzen 7 7800X3D & Radeon RX 7800 XT
3840 x 2160
60
68
13%
Mac M1 Max
1920 x 1200
34
43
26%


[previewyoutube][/previewyoutube]
The GTX 1060 is now almost nine years old, so asking it to manage 1,000 ships at the highest settings is quite demanding. These framerates can usually be increased further by lowering the graphical settings, making it fairly easy to hit 60 FPS on this card with only minor adjustments. That’s quite impressive given the age of the card and what it’s being asked to render!

This increased performance update is scheduled for release in March. Simply ensure that DirectX 12 is enabled in the launcher. If DirectX 12 is not available to you, then you will still get a small improvement on DirectX 11.

[h2]What’s next?[/h2]
The move to a GPU Driven Pipeline required significant refactoring of Trinity, but it sets EVE up nicely for the development of more features, unlocking better performance, and increasing graphical fidelity in the future. You may already have seen some of these improvements in mass tests last year, such as upscaling and raytraced shadows. Although not ready for release to Tranquility yet, these tests validated the approach taken. A huge thank you goes out to everyone who participated in the tests last year and this past weekend. Your contribution really helps!

With the GPU now used more efficiently, more situations in the client will be GPU-limited (even though the overall framerate is higher). Upscaling solutions will enable even higher framerates in these scenarios. More details on that will follow in future dev blogs.

This concludes the current series of blogs spotlighting EVE Evolved initiatives. We hope you have enjoyed getting a peek into the engine bay. Remember, evolution in New Eden never stops- the work continues, ever-improving and advancing. Fly safe and stay curious.

o7

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