Largest Starfield Update 1.9.51.0 Deployed Across Xbox and PC; Improves Lighting, Faces and Much More

Bethesda and Microsoft have deployed the largest patch for Starfield to date across all platforms – Starfield Update 1.9.51.0, and here’s what it does.

Earlier this month, Bethesda released the game’s “biggest” update on Steam Beta. Fast forward a couple of weeks, and this major patch has now moved out of beta and has been made available on both Xbox Series and PC. Main features of this brand-new update are improved lighting, animation, faces as well as numerous bug fixes. In addition to improving lighting, the update also improves widescreen support, adds support for stars displaying sun disk geometry, improves shadows, water reflections, fixes hair flickering, and several AMD FSR2 and DLSS artifacts. Also included is a fix on PC for a crash that could occur when switching to DLSS with dynamic resolution active. “This update contains everything recently added to our Steam Beta with the addition of a fix for a PC crash”, Bethesda writes on X. 

We suggest reading the full patch notes for Starfield Update 1.9.51.0 here.

Starfield is available worldwide now for Xbox Series X|S and PC. Bethesda’s sci-fi RPG was released back in September of last year. Here’s what we wrote about Bethesda’s Elder Scrolls-in-space in our launch review: “What sets Starfield apart from all previous games by the studio are the space exploration and combat mechanics. While pre-release footage hinted at these mechanics being close to those of space simulation games like No Man’s Sky and Elite Dangerous, this isn’t exactly the case. Like on-foot exploration, traveling seamlessly from a star system or even from one planet to another is impossible. Instead, players pick their general destination via a menu, get transported automatically to the vicinities of the chosen planet, and then open up another menu to pick a landing site where the ship will land automatically. You can, however, pick any landing point on a planet, and the landscape generally reflects the rough outline seen when scanning from orbit, so this seems to be a design choice dictated by hardware or software limitations rather than the unwillingness to go the extra mile and create a seamless universe comprising of over 1000 planets.”

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