{"id":1314073,"date":"2026-04-19T12:09:47","date_gmt":"2026-04-19T12:09:47","guid":{"rendered":"http:\/\/zruV6JHhrCeXLj9JHDAQVL"},"modified":"2026-04-19T12:09:47","modified_gmt":"2026-04-19T12:09:47","slug":"somehow-mindseye-is-not-dead-a-new-update-promises-to-improve-performance-by-removing-ambient-rubbish","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/somehow-mindseye-is-not-dead-a-new-update-promises-to-improve-performance-by-removing-ambient-rubbish\/","title":{"rendered":"Somehow, MindsEye is not dead: A new update promises to improve performance by removing &#8216;ambient rubbish&#8217;"},"content":{"rendered":"<article>\n<p>I had pretty much written off <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/mindseye\/\">MindsEye<\/a> as a dead issue. The first third-party game to be published by IO Interactive, it was such a mess at launch that it <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/action\/mindseyes-messy-launch-shenanigans-has-io-interactive-hesitant-to-play-publisher-for-more-games-in-the-future-that-remains-to-be-seen\/\">might also be the last<\/a>; concurrent player counts on Steam have crashed to a dozen or so a day, and there&#8217;s been literally no sign of life from the game or developer Build a Rocket Boy since mid-July. By all reasonable measures, it was <em>over<\/em>.<\/p>\n<p>And yet, it was not over. Build a Rocket Boy punched out a new patch today, with the workmanlike name of <a data-analytics-id=\"inline-link\" href=\"https:\/\/store.steampowered.com\/news\/app\/3265250\/view\/506213027443377972\" target=\"_blank\">Update 4<\/a>, which it says ushers in more bug fixes, performance enhancements, and &#8220;a range of UX improvements.&#8221; Interestingly, it also promises that Update 5 is in the works, with &#8220;major performance, combat and Enemy AI system improvement.&#8221;<\/p>\n<p>There&#8217;s no marquee change here that I can see. &#8220;Trailer Tanks in Free Roam now explode when shot at,&#8221; which I suppose is good\u2014explosions are fun\u2014and it disables &#8220;ambient rubbish&#8221; to improve performance, which leads to an obvious joke that, out of respect for the difficulty of making games, I will not make.<\/p>\n<p>&#8220;NPCs that are aiming and in-cover now look more natural&#8221; is another potentially notable fix: If you recall PC Gamer editor Tyler Wilde&#8217;s <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/action\/mindseye-launch-impressions\/\">time with MindsEye<\/a>, NPCs looking natural in combat were in awfully short supply.<\/p>\n<div class=\"jwplayer__widthsetter\">\n<div class=\"jwplayer__wrapper\">\n<div id=\"futr_botr_M3CApDJH_NJExfM5n_div\" class=\"future__jwplayer\" data-player-id=\"NJExfM5n\" data-playlist-id=\"M3CApDJH\">\n<div id=\"botr_M3CApDJH_NJExfM5n_div\"><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p>Yeah, that&#8217;s pretty bad, alright.<\/p>\n<p>Making the patch even more of a surprise is the way the whole MindsEye situation has been so <em>bizarre<\/em>. Ahead of the game&#8217;s launch, Build a Rocket Boy co-CEO accused unnamed parties of &#8220;a <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/mindseye-co-ceo-claims-theres-a-concerted-effort-to-trash-the-game-ahead-of-its-release-i-do-know-that-there-are-bot-farms-posting-negative-comments-and-dislikes\/\">concerted effort to trash the game and the studio<\/a>,&#8221; and instead of disavowing the statement, studio founder (and former Rockstar stalwart) Leslie Benzies <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/mindseye-boss-reportedly-blames-its-failure-on-saboteurs-and-says-a-re-launch-is-in-the-works-even-as-the-entire-development-studio-is-at-risk-of-layoff\/\">made essentially the same claim<\/a> after MindsEye launched and tanked.<\/p>\n<p>Benzies also reportedly said the studio planned to &#8220;relaunch&#8221; the game at some point, even though a significant portion of the studio was <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/gaming-industry\/mindseyes-catastrophic-launch-to-be-followed-by-layoffs-at-former-gta-producers-studio\/\">laid off<\/a> after MindsEye bombed. Oh, and Build a Rocket Boy&#8217;s chief financial officer and chief legal officer both <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/gaming-industry\/mindseye-is-set-to-launch-next-week-so-its-probably-not-great-that-the-studios-chief-financial-officer-and-chief-legal-officer-have-both-resigned\/\">quit less than two weeks before the game was set to launch<\/a>. So yeah, it&#8217;s been a weird one.<\/p>\n<p>The obvious question now is, can MindsEye be saved? I&#8217;m not a naturally negative kind of guy, but to borrow a phrase, that&#8217;s gonna be a &#8220;no&#8221; from me. The concurrent player count on Steam (via <a data-analytics-id=\"inline-link\" href=\"https:\/\/steamdb.info\/app\/3265250\/charts\/#1m\" target=\"_blank\">SteamDB<\/a>), as I noted earlier, is vanishingly small: The release of the patch does seem to have sparked a bump\u2014to a 24-hour peak of 26, the highest it&#8217;s been since mid-August, when MindsEye briefly surged to 31 players at the same time. That&#8217;s not exactly throwing off big &#8216;Redemption Tour&#8217; vibes.<\/p>\n<p>Even if MindsEye&#8217;s technical problems are eventually addressed, the general consensus among players is that the game just isn&#8217;t very good, and you can&#8217;t patch that. And Build a Rocket Boy has done itself no favors throughout any of this: Aside from patch notes and a <a data-analytics-id=\"inline-link\" href=\"https:\/\/x.com\/MindsEyeGame\/status\/1948730042554503347\">mid-July post on X<\/a>, the studio has remained steadfastly silent, giving its community nothing to hold onto except a sense that they&#8217;ve been strung along and left hanging.<\/p>\n<p>So yeah, it&#8217;s definitely grim\u2014but on the other hand, there is a new patch out today. Anything&#8217;s possible, right? The full patch notes are below.<\/p>\n<h2 id=\"improvements-11\">IMPROVEMENTS<\/h2>\n<h2 id=\"environment-6\">Environment<\/h2>\n<ul>\n<li>Trailer Tanks in Free Roam now explode when shot at<\/li>\n<li>Several improvements have been made to architecture and assets to help with performance<\/li>\n<li>Improved weather change when player leaves the Factory at the start of Robin Hood Mission<\/li>\n<li>Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets<\/li>\n<\/ul>\n<h2 id=\"visual-effects-6\">Visual Effects<\/h2>\n<ul>\n<li>Cutscene VFX performance improvements\u00a0<\/li>\n<li>Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate\u00a0<\/li>\n<li>Disabled ambient rubbish to improve performance\u00a0<\/li>\n<\/ul>\n<h2 id=\"npc-6\">NPC<\/h2>\n<ul>\n<li>Small performance improvement on Robots<\/li>\n<li>NPCs that are aiming and in-cover now look more natural\u00a0<\/li>\n<\/ul>\n<h2 id=\"art-6\">Art<\/h2>\n<ul>\n<li>General performance improvements: shaders, assets, collisions<\/li>\n<\/ul>\n<h2 id=\"ui-6\">UI<\/h2>\n<ul>\n<li>Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response\u00a0<\/li>\n<li>Added the ability to skip cinematics<\/li>\n<\/ul>\n<h2 id=\"audio-6\">Audio<\/h2>\n<ul>\n<li>Audio Optimisation regarding Mass Vehicles<\/li>\n<li>Music adjustments throughout MindsEye missions<\/li>\n<li>Added Destruction SFX on Glass Bottle Props<\/li>\n<\/ul>\n<h2 id=\"missions-6\">Missions<\/h2>\n<ul>\n<li>Conditional dialogue now triggers with more natural pacing<\/li>\n<li>The companion drone torch is now automatically enabled when entering or starting in dark areas<\/li>\n<\/ul>\n<h2 id=\"animation-6\">Animation<\/h2>\n<ul>\n<li>Optimised the ambient and civilian animations.\u00a0<\/li>\n<li>Exit\/entry animations no longer play for driverless vehicles\u00a0<\/li>\n<\/ul>\n<h2 id=\"gameplay-6\">Gameplay<\/h2>\n<ul>\n<li>Aim assist will focus on enemies in vehicle turrets over the driver\u00a0<\/li>\n<\/ul>\n<h2 id=\"bug-fixes-11\">BUG FIXES<\/h2>\n<ul>\n<li>Various Mission flow bug fixes\u00a0<\/li>\n<li>Fixed pixelated reflection in Rocket Transporter window\u00a0<\/li>\n<li>Fixed Industrial vent asset to help with performance\u00a0<\/li>\n<li>Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map<\/li>\n<li>Fixed ambient animation glitches in Welcome to Redrock City<\/li>\n<li>Fixed an issue where camera rotation was lost after cutscenes<\/li>\n<li>Several lighting LOD pop issues fixed in cutscenes\u00a0\u00a0<\/li>\n<li>Fixed a bug where burning vehicles wouldn\u2019t transition to destroyed state<\/li>\n<li>Fixed several traversal issues in world where the player may get stuck<\/li>\n<li>Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves<\/li>\n<li>Fixed an issue in Oh Lily! where players could get stuck in Morrison&#8217;s Silo without a way to get back out<\/li>\n<li>Fixed collision on glass roof of Silva Factory<\/li>\n<li>Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames<\/li>\n<li>Resolved Silva\u2019s teeth looking too bright on medium\/ lower settings on PC<\/li>\n<li>NPCs no longer freeze when interacting with certain objects\u00a0<\/li>\n<li>Weapon Wheel hover SFX is now triggered correctly, without delays<\/li>\n<\/ul>\n<h2 id=\"pc-only-6\">PC only<\/h2>\n<ul>\n<li>The character Red Sand Male 25 is now available for use in Build.MindsEye<\/li>\n<li>Fixed a UI issue where backing out of a submenu in &#8216;Build&#8217; caused the second-last selected tile to remain highlighted\u00a0<\/li>\n<li>Fixed a bug where the \u2018effects\u2019 tile would remain highlighted after returning to Build mode from Play mode\u00a0<\/li>\n<li>Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French\u00a0<\/li>\n<li>Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels\u00a0<\/li>\n<li>Fixed a localization issue where the French translation of \u201cTotal PI\u201d overlapped with the performance impact number in the top toolbar\u00a0<\/li>\n<li>Replaced the incorrect icon used for the MindsEye menu button in Play\/ Build with a proper menu icon\u00a0<\/li>\n<li>[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<\/li>\n<li>[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<\/li>\n<\/ul>\n<h2 id=\"build-mindseye-patch-notes-pc-only-6\">BUILD.MINDSEYE PATCH NOTES \u2013 PC ONLY<\/h2>\n<h2 id=\"highlights-6\">HIGHLIGHTS<\/h2>\n<ul>\n<li>Added a new \u201cPlayer Content\u201d Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play<\/li>\n<li>Updated UGC Moderation flow from Pre-Moderation to Post-Moderation\u00a0<\/li>\n<li>Player made content will now be automatically accessible in the new \u201cPlayer Content\u201d Tile\u00a0<\/li>\n<li>A new Tile for \u201cCurated Content\u201d has been added, that will highlight player content picked by Build A Rocket Boy<\/li>\n<\/ul>\n<h2 id=\"improvements-12\">IMPROVEMENTS<\/h2>\n<h2 id=\"publishing-ugc-content-6\">Publishing UGC Content<\/h2>\n<ul>\n<li>Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content\u00a0<\/li>\n<\/ul>\n<h2 id=\"logic-nodes-6\">Logic Nodes\u00a0<\/h2>\n<ul>\n<li>Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely\u00a0<\/li>\n<li>Timer Logic Nodes now support decimal places up to .000\u00a0<\/li>\n<li>Custom UI Nodes updated to always be set to \u201cNode Active\u201d = True, by default\u00a0<\/li>\n<\/ul>\n<h2 id=\"attributes-menu-catalogue-versioning-6\">Attributes Menu, Catalogue &#038; Versioning\u00a0<\/h2>\n<ul>\n<li>Minor QoL &#038; screen position improvements to the Creator HUD, Attributes Menu &#038; Tools\u00a0<\/li>\n<li>Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue\u00a0<\/li>\n<li>Updated the search functionality in Assets Catalogue to take into account both object name and the tags<\/li>\n<li>Added a warning when the player reaches the maximum number of allowed versions when creating new versions\u00a0<\/li>\n<li>Added missing hotkeys to the Controls Panel for Inserting Path Points\u00a0<\/li>\n<\/ul>\n<h2 id=\"featured-stamps-updates-6\">Featured Stamps Updates\u00a0<\/h2>\n<ul>\n<li>Multiple fixes and QoL improvements to existing set of Featured Stamps\u00a0<\/li>\n<li>Added more Stamps to the Featured Stamps tile\u00a0<\/li>\n<\/ul>\n<h2 id=\"bug-fixes-12\">BUG FIXES<\/h2>\n<ul>\n<li>Removed EVERYWHERE vehicles from Build.MindsEye \u2013 those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready<\/li>\n<li>Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated<\/li>\n<li>New Performance Score applied to AI Spawners as follows:\u00a0\n<ul>\n<li>AI Spawner \u2013 Performance Score: 10 \/ Max Quantity Allowed: 10\u00a0<\/li>\n<li>Individual AI NPC &#8211; Performance Score: 6 \/ Max Quantity Allowed: 100<\/li>\n<\/ul>\n<\/li>\n<li>Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)<\/li>\n<li>Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience<\/li>\n<li>Fixed an issue with erratic camera behaviour when using the Group Macro Node\u00a0<\/li>\n<li>Fixed an issue where players were unable to like Stamps with long names<\/li>\n<li>Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit\u00a0<\/li>\n<li>Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node\u00a0<\/li>\n<li>Grid snapping is now enabled on the XY Plane\u00a0by default<\/li>\n<li>Fixed an issue with Destructible Assets not being selectable\u00a0<\/li>\n<li>Fixed issues with Filtering in the Assets Catalogue\u00a0<\/li>\n<li>Fixed various issues with the Vehicle Selection UI Node\u00a0<\/li>\n<li>Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides<\/li>\n<li>Stamp Attributes now display the correct Thumbnail based on the current Version selected\u00a0<\/li>\n<li>Fixed various issues with spawn-points and spawning in Build.MindsEye\u00a0<\/li>\n<li>Fixed various issues with the Physics Force Node causing objects to disappear\u00a0<\/li>\n<li>Fixed an issue where Foliage Assets were not searchable in the Catalogue\u00a0<\/li>\n<li>Fixed a crash caused when attempting to ungroup a group within a group\u00a0<\/li>\n<li>Fixed a crash caused by undoing creation and deletion of large Stamps<\/li>\n<li>Fixed an issue with some deprecated assets being displayed in the library \u2013\u00a0which were discernible by having &#8220;DONOTUSE&#8221; in their name\u00a0<\/li>\n<li>Fixed texture issues on a number of assets in the Build.MindsEye Catalogue<\/li>\n<li>Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye<\/li>\n<\/ul>\n<div class=\"product\"><a data-dimension112=\"68afcb06-0a82-49bc-bbfe-352bd7a5d78f\" data-action=\"Deal Block\" data-label=\"2025 games\" data-dimension48=\"2025 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:400px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:100.00%;\"><img loading=\"lazy\" decoding=\"async\" id=\"Vji3V6i3HDWUHeQ22PrjFL\" name=\"New Project (8).jpg\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/09\/somehow-mindseye-is-not-dead-a-new-update-promises-to-improve-performance-by-removing-ambient-rubbish.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"400\" height=\"400\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-games-2025-upcoming-pc-release-schedule\/\" target=\"_blank\" data-dimension112=\"68afcb06-0a82-49bc-bbfe-352bd7a5d78f\" data-action=\"Deal Block\" data-label=\"2025 games\" data-dimension48=\"2025 games\" data-dimension25=\"\"><strong>2025 games<\/strong><\/a>: This year&#8217;s upcoming releases<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/somehow-mindseye-is-not-dead-a-new-update-promises-to-improve-performance-by-removing-ambient-rubbish\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I had pretty much written off MindsEye as a dead issue. The first third-party game to be published by IO Interactive, it was such a mess at launch that it might also be the last; concurrent player counts on Steam have crashed to a dozen or so a day, and there&#8217;s been literally no sign of life from the game or developer Build a Rocket Boy since mid-July. By all reasonable measures, it was over. And yet, it was not over. Build a Rocket Boy punched out a new patch today, with the workmanlike name of Update 4, which it says ushers in more bug fixes, performance enhancements, and &#8220;a range of UX improvements.&#8221; Interestingly, it also promises that Update 5 is in the works,&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/somehow-mindseye-is-not-dead-a-new-update-promises-to-improve-performance-by-removing-ambient-rubbish\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1314074,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,787],"class_list":["post-1314073","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-third-person-shooter"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Somehow, MindsEye is not dead: A new update promises to improve performance by removing &#039;ambient rubbish&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"I had pretty much written off MindsEye as a dead issue. 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