PC-specific fixes are coming to Star Wars Jedi: Survivor, but EA says there’s still work to be done

EA also detailed the bugs it’s looking into for a different patch in the future.

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Star Wars Jedi: Survivorreleased in an unhappy state. So unhappy, in fact, that its user review rating on Steam rapidly hit “mostly negative” (although it’s improved to “mixed” since then) and EA had to come out and promise fixes for its condition. It’s a shame, since the game underneath all that technical mess isactually pretty good. Today, Respawn detailed its upcoming fourth patch, which is set to hit PC “as soon as possible this week,” with more than a few PC-only fixes.

The changesall look pretty granular to me, although any improvement is welcome, and EA is quick to emphasise that more work remains to be done. Still, you can look forward to ray tracing fixes, less hitching, improvednon-ray tracing performance, and some tweaks to alleviate visual errors and bugs.

In particular, EA is promising “updated occlusion behavior” for ray tracing that should reduce idle time stalls, “updated streaming budgets” that will tackle traversal hitching, the impressively vague “performance improvements for some VFX,” and better “data handling when toggling raytracing,” which should boost your non-ray traced performance a bit.

Those are just the PC-exclusive fixes, and I’ve included the full patch notes below. EA wants you to know that it’s aware there’s work that still needs to be done, though. The company specifically mentions three PC-specific fixes that will need to be implemented in some different, future patch, which are:

EA also says that “various bug fixes” remain to be done on all platforms, which is both accurate and not enormously helpful. We’ll have to wait and see what kind of a difference patch four makes to Jedi: Survivor’s performance when it releases later this week. Here are those patch notes in full:

Star Wars Jedi: Survivor patch 4 details

Star Wars Jedi: Survivor patch 4 details

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One of Josh’s first memories is of playing Quake 2 on the family computer when he was much too young to be doing that, and he’s been irreparably game-brained ever since. His writing has been featured in Vice, Fanbyte, and the Financial Times. He’ll play pretty much anything, and has written far too much on everything from visual novels to Assassin’s Creed. His most profound loves are for CRPGs, immersive sims, and any game whose ambition outstrips its budget. He thinks you’re all far too mean about Deus Ex: Invisible War.

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