1. Update 4.1:
  2. New missions are now available in Play.MindsEye - update your game and play now!
  3.  
  4. Update 4.1 is a content update bringing new missions to Play.MindsEye for both the Standard and Deluxe Editions, available on PlayStation 5, Xbox Series X|S, and PC.
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  6. To play, open the MindsEye Menu, select the Play tile, go to BARB Content, and search for one of the new missions.
  7.  
  8. Standard Edition
  9. For Players with the Standard Edition of MindsEye, you will receive two new Missions; Race – Rough Riding and Drone Race – Highs and Lows.
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  11. Race – Rough Riding
  12. Rough Riding is a time-trial road race that tears through Redrock City at twilight. The course is fast, unforgiving, and designed to test your control.
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  14. Drone Race – Highs and Lows
  15. Take to the skies in this first-person drone race across the full expanse of Redrock City. Weave through skyscrapers and dive into alleyways in Highs and Lows.
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  17. Deluxe Edition
  18. Deluxe Edition players receive the two Standard missions plus two additional challenges: Race – Riding the Storm and Survival Horde – Motel Hell.
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  20. Race – Riding the Storm
  21. Face the elements in Riding the Storm, a high-speed time-trial. Rain-slick roads and tight corners demand precision, speed, and absolute control.
  22.  
  23. Survival Horde - Motel Hell
  24. Set in the chaotic aftermath of the MindsEye Campaign, Motel Hell throws you into a relentless survival horde where the clock is your enemy and the robots never stop coming. The longer you last, the harder it gets. Rack up your score, hold your ground, and see how long you can survive.
  25.  
  26. Update 4:
  27. IMPROVEMENTS
  28. Environment
  29. Trailer Tanks in Free Roam now explode when shot at
  30.  
  31. Several improvements have been made to architecture and assets to help with performance
  32.  
  33. Improved weather change when player leaves the Factory at the start of Robin Hood Mission
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  35. Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets
  36.  
  37. Visual Effects
  38. Cutscene VFX performance improvements
  39.  
  40. Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
  41.  
  42. Disabled ambient rubbish to improve performance
  43.  
  44. NPC
  45. Small performance improvement on Robots
  46.  
  47. NPCs that are aiming and in-cover now look more natural
  48.  
  49. Art
  50. General performance improvements: shaders, assets, collisions
  51.  
  52. UI
  53. Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
  54.  
  55. Added the ability to skip cinematics
  56.  
  57. Audio
  58. Audio Optimisation regarding Mass Vehicles
  59.  
  60. Music adjustments throughout MindsEye missions
  61.  
  62. Added Destruction SFX on Glass Bottle Props
  63.  
  64.  Missions
  65. Conditional dialogue now triggers with more natural pacing
  66.  
  67. The companion drone torch is now automatically enabled when entering or starting in dark areas
  68.  
  69. Animation
  70. Optimised the ambient and civilian animations.
  71.  
  72. Exit/entry animations no longer play for driverless vehicles
  73.  
  74. Gameplay
  75. Aim assist will focus on enemies in vehicle turrets over the driver
  76.  
  77. BUG FIXES
  78. Various Mission flow bug fixes
  79.  
  80. Fixed pixelated reflection in Rocket Transporter window
  81.  
  82. Fixed Industrial vent asset to help with performance
  83.  
  84. Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
  85.  
  86. Fixed ambient animation glitches in Welcome to Redrock City
  87.  
  88. Fixed an issue where camera rotation was lost after cutscenes
  89.  
  90. Several lighting LOD pop issues fixed in cutscenes  
  91.  
  92. Fixed a bug where burning vehicles wouldn’t transition to destroyed state
  93.  
  94. Fixed several traversal issues in world where the player may get stuck
  95.  
  96. Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
  97.  
  98. Fixed an issue in Oh Lily! where players could get stuck in Morrison's Silo without a way to get back out
  99.  
  100. Fixed collision on glass roof of Silva Factory
  101.  
  102. Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
  103.  
  104. Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
  105.  
  106. NPCs no longer freeze when interacting with certain objects
  107.  
  108. Weapon Wheel hover SFX is now triggered correctly, without delays
  109.  
  110. PC only
  111. The character Red Sand Male 25 is now available for use in Build.MindsEye
  112.  
  113. Fixed a UI issue where backing out of a submenu in 'Build' caused the second-last selected tile to remain highlighted
  114.  
  115. Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
  116.  
  117. Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
  118.  
  119. Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
  120.  
  121. Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
  122.  
  123. Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
  124.  
  125. [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards
  126.  
  127. [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer