nipsen: ..overall, yet again, smoother performance in general. If you experience stutter, remember to clear the shader-cache (should only be a problem in the system you were in on the last version, though).
Total guesses in absence of patch notes:.. new creature variations? Could just be the first time in a.. million hours I see this variation. Better utilization of cores (thread priorities changed, maybe - just a guess, but the crunches from what seemed to be background tasks having higher prioritization than needed, that caused these constant transfers to the graphics bus, that then dropped shader-unit utilisation, are gone altogether, at least for me on my laptop. Could also be they did something to the way the caching works, pulling in larger pieces at a time, which then agrees with non-apu platforms). Frameskip seems to work, may also have something to do with this on my.. typewriter with a graphics card on. Which then in turn makes fade-in appear much less often, spawns in plants and creatures further away sooner, etc. (Have an i7u dual core/840m running 1280x720 with max generation detail, medium rest, and it hits 30fps most of the time - much better than I expected in general.. Decreasing world generation detail has no impact on anything, though... so sort of suspect the caching system towards vram/system ram got the first actual overhaul in this update).
These lod and visual things seem to be consistent for people running higher detail setups, so against would bet on some tweaking done to the caching/generation system. This.. is the part of the game that there is ... some very circumstancial evidence...to suggest was done through a Sony library, that then had been compiled for a generic platform rather than the ps4 with various amd tweaks. This is pure guesswork, though, even more than the rest :)
And some of the shaders have been tweaked for painting some of the objects, I think. Might also be they've done something to the second to close lod, but it's only noticeable in buildings with corridors. Could be they've just turned off some texture filtering, though.. That would actually explain it. Shimmering that shouldn't be there on my detail-settings also seem to have disappeared, so that is also consistent with some extra pass having been removed or scheduled differently.
Pure guesswork ends. :)
however this may be, stars are still fake and cannot be reached and if you go far from the planets in the current system, textures fall apart, flicker and physics goes crazy :D