RainbowSix: Siege

Dortmunder Jungs Rainbow Six Siege


The Y5S1.1 Patch will deploy to both PC and Console on the week of March 23rd.


OBS compatibility with Vulkan (such as capture-mode) will work with the latest version of OBS Studio[github.com] (v25.0).


FIXED – Inconsistent debris when barricades/hatches are destroyed by multiple different weapons.
FIXED – Sound propagation issues when the spikes on a reinforcement are destroyed.
FIXED – Explosion SFX of some gadgets can be muffled if detonated on the back/spiked sections of reinforced walls.
FIXED – Spamming gadget equip/unequip can cause shield operators to take longer to equip their shield.
FIXED – Incorrect animations when performing certain actions.
FIXED – When ADS some parts of the scope will go in and out of focus.


FIXED – Various operator visual animation issues.
FIXED – Operator’s shields will flip if going prone right after a melee.


FIXED – Using ADS while Blackbeard’s shield is equipped causes SFX issues.


FIXED – Castle’s armored panels are destroyed by any explosive if an operator is standing too close to the panel.


FIXED – Clash CCE shield has a slightly overextended hitbox.


FIXED – If Echo gets DBNOed while deploying his Yokai he is unable to deploy his 2nd Yokai later.


FIXED – Missing overheat SFX when firing his Evil Eye.


FIXED – Maverick can instantly destroy hatches with his suri-torch under certain circumstances.


FIXED – Monty’s shield hitbox is larger than the shield and can prevent players from hitting enemies when they hide behind Monty.


FIXED – Sight alignment offset when Nokk goes from prone to standing if Hel is activated.
FIXED – Weapon stays on screen after ADSing with Hel activated.


FIXED – EOR replay camera doesn’t move if Iana activates her gadget at the last moment.
FIXED – After hologram is destroyed or recalled, Iana can sometimes see OOW very briefly.
FIXED – Hologram VFX remains even if her hologram is destroyed right upon deployment.
FIXED – Iana’s operator model remains in the map even if the player leaves the game while controlling the hologram.
FIXED – From 3rd person POV, Iana’s hologram deploys facing the wrong direction.
FIXED – Iana’s hologram doesn’t take the same weapon that Iana is equipped with (Her hologram has a mind of its own).
FIXED – Iana’s hologram can trigger shrapnel holes.
FIXED – Iana can still control her hologram even after Mute places a jammer close by if she is already in the Hologram beforehand.
FIXED – Iana can’t deploy her hologram when there are Lesion Gu Mines in front of her.


FIXED – Scanned Jackal footprints disappear during killcam when Jackal scans them.
FIXED – Scanned footprints disappear during a killcam when the owner of the footprints is killed.
FIXED – Jackal can swap scans between 2 sets of footprints of the same operator without getting his gadget reset.


FIXED – Kali’s CSRX 300 won’t destroy a hatch if it only hits one panel of the hatch.


FIXED – Operators with ballistic shields are stuck in an un-equipped shield state while trying to remove Lesion’s Gu needles.


FIXED – Inconsistent damage and concussion FX when using Oryx’s Remah dash in certain spots or in abnormal ways.
FIXED – If Oryx dashes into a reinforced wall next to a destructible, he will take damage without destroying the destructible wall. (Poor guy doesn’t need any higher insurance premiums).
FIXED – Oryx can sometimes lose control if he is pushed back by a Nomad Airjab at the same time that he attempts to climb a hatch.
FIXED – Players can melee after being knocked down by Oryx or Nomad’s Airjabs.


FIXED – Using Sledge’s breaching hammer on the sides of the hatches does not break them.
FIXED – Sledge continues to reload his weapon even if he cancels it to take out his hammer.


FIXED – Zofia’s impact grenades can pass through Operator’s shields and detonate, if the defending operator is sprinting/walking at the time.


FIXED – Gadget deployment inconsistencies with various map assets.
FIXED – Inconsistencies/issues with the destruction of some map props.
FIXED – Various LOD issues on maps.
FIXED – Various problematic LoS issues on maps.
FIXED – Some pixel peeks and spawn peek spots on maps.
FIXED – Various visual/cosmetic fixes on maps and map assets.
FIXED – Various clipping/dynamic clipping issues with map assets.
FIXED – Various clipping and dynamic clipping issues
FIXED – Various lighting issues for dark spots on maps.
FIXED – Some collision issues with map assets + drones/Operators.
FIXED – When using a breaching charge on the lower section of a barricaded window, it destroys only the top layer of the adjacent floor.
FIXED – Some walls types do not take bullet damage when shot from a certain side.


FIXED – Players can go OOB from the police barricade.


FIXED – Oryx can go through a wall using his Remah dash in 2F Armory Desk of Border.


FIXED – Hibaba’s X-Kairos has no collision with the desk at 1F Lobby of Consulate.


FIXED – Inconsistent vaulting and vault issues for some areas of Oregon.
FIXED – Some collision/navigation issues with some map assets on Oregon.
FIXED – Various areas where players can still receive damage from outside indestructible walls on Oregon.
FIXED – Valkyrie Black Eye can be hidden inside a flower pot in 1F Lobby of Oregon.
FIXED – Indestructible wooden shelf in 1F Meeting Hall in Oregon
FIXED – Players can get stuck after vaulting the metal fence at EXT Construction Site on Oregon.
FIXED – Ceiling fans on Oregon have inconsistent SFX.


FIXED – Wall splinters remain when destroying some of the walls on Yacht.


FIXED – Duplicate running SFX when sprinting close to a wall.
FIXED – Overlapping running SFX when shield is on a shield operator’s back.
FIXED – Players receive a matchmaking error when making a full squad and trying to join an Unranked match.
FIXED – Various minor menu and HUD visual fixes and updates
FIXED – Toggling gadgets too quickly can cause Operators to look strange from 3rd person POV.
FIXED – Various shop and cosmetic visual issues.
FIXED – Various spectator mode visual issues on maps.
FIXED – Various minor menu and HUD fixes and updates.
FIXED – For bright light sources and bright cosmetics, the lens effect with Bloom/Lens flare is too bright.
FIXED – Infinite loading in menu for some Operator/weapon previews
FIXED – Situations: Operators can get stuck and lose functionality during Prep phase after skipping the cinematic.
FIXED – JIP/Reconnecting players sometimes see incorrect information displayed when spectating.
FIXED – Grainy thumbnail texture for maps in the Maps tab of the playlist guides.

Kompletter Artikel: Y5S1.1 PATCH NOTES


Over the course of the Void Edge Test Server we’ve made numerous updates and bug fixes.

PC – Steam: 66 GB, Uplay: 69 GB
PS4 – SIEA: 41 GB, SIEE: 42 GB, RUS-UK: 38 GB, SIEJ: 38 GB
XB1 – WW: 43 GB, UK-RUS: 39 GB

Click the image above for the rest of the Y5S1 Operation Void Edge Season Patch Notes.


With the release of Y5S1, OBS is now compatible with Vulkan. This includes capture-mode.


Situations and Tutorials can now be found in the new Learning Area section.
The Learning Area is a new section that groups all learning-focused content in one place for easier navigation and better accessibility. We’ve also added new Learning Tips for beginners in the Learning Area to help new players ease more quickly into the Rainbow Six Siege experience. These tips will rotate automatically but players can scroll through the tips themselves as well.

  • Removed Frag Grenades, replaced with Claymore.

After the last buff to her Scorpion EVo3, we saw players primarily picking only the Scorpion and an overly large increase in her win-delta and pick-rate. We also observed Ela’s K/D and K/R ratios jump much higher than what we would like to see from a healthy balance change. While we still want to keep her Scorpion fun to play, our primary focus is to keep her balanced.
These changes are aimed at scaling back some of the changes made in Y4S4.3 and tweaking her EVo3 to be at a more appropriate power level closer to what we had in mind.

  • Reduced recoil now only applies to the first 11 bullets
  • Increased resettle time after burst firing
  • Faster uptime to increase vertical recoil
  • Slightly increased recoil + spread

  • FIXED – Clash Exploit.
  • FIXED – Various Iana/Oryx/Oregon Rework fixes to prepare for their release (see Test Server Patch Notes for details).

  • FIXED – Melee SFX muffled while prone.
  • FIXED – Missing SFX when picking up a claymore while crouched.
  • FIXED – Some missing SFX when in observation mode.
  • FIXED – SFX of throwable gadgets can be muffled or missing if another SFX is played before.
  • FIXED – Various minor SFX issues when deploying gadgets.
  • FIXED – Missing drone sounds for other players in the match.
  • FIXED – Slug shotguns will destroy only the first layer of a destructible wooden wall.
  • FIXED – Missing debris on the floor when the player damages a barricade with a shotgun.
  • FIXED – Some weapons have inconsistent damage values between PvE and PvP.
  • FIXED – Rappel prompt is sometimes available from a long distance from the ledge.
  • FIXED – Gadgets sometimes not sticking when deployed on roof hatches during the prep phase.
  • FIXED – Operators unable to climb ladders when a deployable shield is placed at the top of the ladder.
  • FIXED – Planting the defuser on a breached wall can end the match and incur a loss.
  • FIXED – Inconsistencies with shrapnel from Operator gadget explosions.
  • FIXED – Barricades disappear when vaulting through them after they are only partially destroyed.
  • FIXED – Operator collision issues with indestructible walls.

  • FIXED – Various Iana bug fixes.
  • FIXED – Various Oryx bug fixes.
  • FIXED – Various gun, Operator model clipping issues while performing various actions.
  • FIXED – Various issues with sight alignment and obstruction while/during ADS for some operators/guns.
  • FIXED – Various Operator model minor VFX issues when performing some actions or sequences of actions.
  • FIXED – Amaru can sometimes kill a defender after reeling in under certain circumstances.
  • FIXED – Ash’s and Zofia’s projectiles can damage operators without destroying the barricade if they are shot at the window’s frame.
  • FIXED – Ash’s breaching round sometimes will not breach destructible walls if fired from an angle and close to a metal border.
  • FIXED – Blitz exposes himself (from the safety of his shield people) from 3rd person POV when using his shield.
  • FIXED – Caveira’s Luison damage text is incorrectly stated as 55 in the loadout menu (65 is the correct damage value).
  • FIXED – Dokkaebi’s Logic Bomb VFX not appearing for a Defender kicked from cams.
  • FIXED – Echo’s Yokai appears OOB while in support mode if thrown and the spectating player joins back into the game.
  • FIXED – Echo’s Yokai can do a full rotation when spectating after being attached to a surface.
  • FIXED – Echo’s Yokai not visible and showing incorrect lights during replays.
  • FIXED – Fuze and Monty deploying their drones in advanced mode even if the option is set to standard.
  • FIXED – Glaz’s flip-sight has different FOV levels when standing vs proning and using the same sight.
  • FIXED – Glaz’s fire rate is lower on PvE compared to PvP.
  • FIXED – AOE of Goyo Volcan flames is not propagating through a pre-barricaded door or large holes in walls.
  • FIXED – Goyo is not receiving any points for Volan detonating after he is dead.
  • FIXED – Goyo’s Volcan fire AOE sometimes displaced when his Volcan is destroyed by an explosive.
  • FIXED – Goyo’s Volcan shield can trigger and detonate if a Mira Black Mirror is deployed next to it.
  • FIXED – Using Jackal’s Eyenox, older footprints are not visible for some players who reconnected.
  • FIXED – Jackal can sometimes still scan if he is at the edge of Mute’s Jammer AOE.
  • FIXED – Kali’s Lv-El can remain in the air after the barricade/wall is destroyed.
  • FIXED – Lesion’s Gu Mines not deploying properly when thrown directly on holes in grating in Club House garage.
  • FIXED – Gu Mine HUD FX can get desynced with actual damage after canceling the removal of a Gu mine.
  • FIXED – Maverick can destroy hatches instantly using a specific set of actions.
  • FIXED – Nomad’s Airjab doesn’t detonate if placed at a 90-degree angle at the EXT Vehicle Customs window on Border.
  • FIXED – Nomad’s Airjab ejects 2 shells after use.
  • FIXED – The magazines of the ARX200 clips through the weapon’s mag-well when reloading in first person POV.
  • FIXED – Valkyrie can deploy her gadget inside knife block map assets.
  • FIXED – Vigil receives a “Drone Deceived” bonus when forced out of his gadget by a Nomad Airjab.
  • FIXED – Wamai can’t pick up his Mag-Net if thrown between some map assets.
  • FIXED – Ying’s Candelas missing collision effect with other player models.
  • FIXED – Ying’s Candela can’t be destroyed when captured by Wamai’s Mag-Net.
  • FIXED – Studs on reinforced walls are not visibly destroyed after being broken by Zofia’s or Maverick’s gadgets.

  • FIXED – Various Oregon rework map tweaks and fixes.
  • FIXED – Various dynamic clipping/clipping issues on maps.
  • FIXED – Various LOS/pixel peek issues on maps.
  • FIXED – Various spawnkill exploits.
  • FIXED – Various LOD issues on maps.
  • FIXED – Some lighting issues on maps.
  • FIXED – Drones getting into places they should not be on various maps.
  • FIXED – Gadget deployment inconsistencies on various map objects.
  • FIXED – Floating gadgets after deployment on some map objects.
  • FIXED – Various map assets have floating issues after the surface that they are on is destroyed.
  • FIXED – Some map assets made of multiple parts that do not break all at once, the SFX is out of sync.
  • FIXED – Various minor issues and inconsistencies with map assets.
  • FIXED – Various collision issues with drones/Operators/gadgets across maps.
  • FIXED – Various prop projectile destruction fixes on maps.
  • FIXED – Some projectile gadgets will warp through specific props.
  • FIXED – Players can vault on top of a shelf in 1F workshop of Border.
  • FIXED – Players can reach the top of big rocks at EXT Cliffside woods of Chalet.
  • FIXED – Attackers can plant the defuser inside the hand truck at B Arsenal Room of Clubhouse.
  • FIXED – Bullets can penetrate the Pool table on Coastline.
  • FIXED – 1F Toilet wall can be reinforced from a safe position in the bathroom on Consulate.
  • FIXED – Metal skylight on Consulate rooftop is not blocking bullet penetration.
  • FIXED – Missing collision for gadgets with the desk bars at 2F Hallway of Consulate.
  • FIXED – Operators can throw gadgets outside during prep phase by destroying a hatch on Fortress.
  • FIXED – Defuser can fall through the metal container in B1 Kayak when planted on top of the ammo box in Kanal.
  • FIXED – Breaching charges placed on the floor of 2F Café of Theme Park destroy only one layer.
  • FIXED – Defuser can be dropped OOB behind the truck on EXT Fuel Pumps of Outback.
  • FIXED – Drones can scan enemy players without being seen through in 1F Nature Room in Outback.
  • FIXED – Players can rappel through iron railings on EXT Roof of Yacht.
  • FIXED – Operators receive damage through the foosball table if a nitro cell is placed on the other side of it.
  • FIXED – TV screens white noise effect still present even when damaged.

  • FIXED – Various spectator mode + caster HUD updates and improvements with the update.
  • FIXED – Various Menu and HUB fixes.
  • FIXED – Various cosmetic updates and fixes.
  • FIXED – Purchasing items separately from a bundle does not mark the bundle as ‘Owned’ in the shop menu.
  • FIXED – Some character’s models appear distorted/missing on the Player HUB while reconnecting to the internet.
  • FIXED – Guns sometimes appear on-screen when picking up gadgets.
  • FIXED – Several Ubisoft Club Rewards do not display notification after they are redeemed.
  • FIXED – Booster timer not updating properly in the Player Hub.
  • FIXED – Casters can see OOB on some areas of maps.
  • FIXED – Terrorist Hunt map preferences are not applied on Online matches.
  • FIXED – Players can get stuck in an infinite loading screen if a player stays in the skip cinematic screen.
  • FIXED – Switching weapons while flashed can sometimes cause visual distortions.
  • FIXED – Random + Recruit selection options are sometimes missing from the selection menu.
  • FIXED – Chat messages typed in too quick succession will not always send.


With the start of Y5S1, we’re reworking how custom load-outs are saved in your player profile. If you log in at least once during Y5S1, we will be able to save and convert your custom loadout to the new load-out format. Players who don’t log in at least once during Season 1 will find a default loadout upon logging in come Y5S2.



What happens when an explosion goes off in Rainbow Six Siege? What factors go into calculating explosion damage? How does it all work?

Explosions play a major role in the gameplay of Rainbow Six Siege. They don’t just go boom – they open defenses, create pathways, provide intel and utility, and sometimes they help you get the W. In this Dev Blog we’ll be diving a bit into how explosions work, and how we want them to evolve.


Destruction in Rainbow Six Siege is unique, and explosions never happen the same way twice.

The damage and destruction that happens once an explosion goes off is calculated in a matter of milliseconds. Players will receive visual and audio cues, and take damage if they are caught in the blast. To make all this possible, our explosion engine must go through several steps.


Each type of explosion is defined by multiple data points, and this determines the shape of the explosion and the radius of its effects. Explosion shapes vary depending on the type of explosive – a frag grenade is radial while a claymore is oblong.

When an explosion occurs, the game takes the explosion shape and sends a query to our physics engine. Then, using the origin of detonation and the explosion shape, the query returns with a list of entities (operators and objects) present in the blast radius. This list is our list of potential entities to be affected by the explosion.


With the list of potential entities from within the blast AOE, our physics engine executes raycasts. These raycasts are exploratory lines that travel outward from the epicenter towards any entities and their query points within in the blast radius.

Each entity has many individual query points that are used to determine whether or not damage is taken. Instead of targeting the bones in the model skeleton or setting an arbitrary single target point for an Operator, these query points let us better decide if an Operator should be vulnerable to blast damage while still optimizing performance and minimizing latency.

The raycasts target these query points based on specific parameters and create data points to later calculate damage output. For example, raycasts will target the closest points on an Operator’s physics capsule to the explosion origin as well as 4 points on their bounding volume (the shape that encompasses the Operator’s visuals), while raycasts will target query points of a wall using a different set of rules.

Before the damage is calculated, one more variable comes into play. Environment objects change elements of the blast shape and potentially save you from damage.


Once the raycasts have completed their journey towards entities affected by the blast, the returned data determines the outcome of the explosion. In Siege, there are objects that can block explosion damage. All objects contain metadata that define what it is, and how it interacts with other elements in the game. Certain objects contain metadata that block explosion damage, such as metal barricades, castle walls, deployable shields, etc.

If the raycast path collides with an object that has the metadata to block explosive damage before reaching the query points on an Operator in the blast radius, you are safe. If the raycast hits nothing, or objects without metadata to block the damage, you take damage. This also applies to gadgets with an AOE explosive effect, such as Thatcher’s EMP.

Finally, with all these data points, explosion damage is calculated and executed.


When calculating damage output, there is a drop-off in damage the further away you are from the epicenter of the blast. Different explosions have different damage curves, with the greatest damage output usually at the origin. Using the results of the raycasts, final damage output is determined by interpolating the damage curve with respect to your distance from the explosion.


Explosions in Siege are executed by our destruction engine, Realblast. It is a procedurally generated destruction system that is core to upholding the unique and dynamic gameplay elements that you know and love in Siege. You can watch a GDC panel by Julien L’Heureux on Realblast here.

Explosions commonly have two effects – destruction and damage. Damage deals damage to players and destruction is what causes any environmental destruction. Each can have varying ranges and shapes depending on the explosion.

Currently in Siege, after the initial raycast exploration and queries are returned, we determine the range of the damage and destruction effects. If the raycast runs into a blocker, the damage range is limited to the realblast radius.

However, the current solution for explosive effects and ranges is not ideal as in some cases it can make the outcome of the explosion unrealistic. For example, under the current explosion system, a C4 out in the open is far more lethal than when used inside a building due the walls which can cap the damage radius.


With Y5S1 we will be making some subtle but important improvements to explosions that will make explosion damage more realistic and transparent. We will be introducing a Shrapnel concept into explosions in Rainbow Six Siege. This means destructible objects will no longer limit the range of explosion damage, thereby addressing the problem of destruction vs damage range described above.

Shrapnel will allow explosion damage to be more realistic as damage that is applied to the player will be reduced based on the number of destructible objects the raycasts hit along the way. Explosions will also be more transparent as shrapnel holes will provide much more visual feedback on the direction from which the explosion damage originated.


The art of destruction in Rainbow Six Siege is a one-of-kind experience that promotes realistic results and reactions. The addition of Shrapnel damage will be an improvement towards more realistic explosion effects and damage, as well as making feedback from explosions much more visual and transparent.

To learn more about Explosions and Shrapnel, check out the Logic Bomb Podcast’s exclusive first look and discussion on the changes:



  • Removed initial tick damage from Gu Mines.
  • Gu Mine damage increased to 6 per tick (from 4).
  • Players in DBNO will not receive any damage from Gu Mines.
  • Removing the ability to see Gu Mines icons through obstacles.
  • Gu Mines icons are invisible beyond 8 meters.

Lesion has been performing very well for quite a few seasons now. As you all know, he combines solid gunplay, visual and audio intel gathering on top of the damage dealt by his Gu Mines. By removing the initial damage tick from his traps, we want to achieve two things. We are addressing the frustration stemming from dying due to an invisible device and offering attackers a window of opportunity to remove the shard. Lesion will still be able to slow down the enemy, and to gather audio intel. Players in DBNO state will continue to trigger Gu Mines, but won’t suffer from their effect. We are preventing frustrating combos such as Welcome Mats and Gu Mines to leave teams without a possibility to help downed Operators. As for visual information gathering, we have removed the possibility to see Gu Mines icons beyond 8 meters and through obstacles altogether. It means that only traps within direct line of sight will have their icons displayed. This change aims at reducing the amount of information granted to defenders by Lesion.

  • Increased recoil for F2 Assault rifle first 6 bullets.
  • Shock Drone initial ammo reduced to 3 (from 5).
  • Taser cooldown reduced to 1s (from2).
  • Additional Dart is added every 30s (up to 3 times).
  • Dart damage is reduced to 1 (from 10).

Our intention is to make players pick Emmanuelle for her ability, rather than her firepower. To achieve that, we have decided to increase the recoil of the first six shots fired from her F2 and to change the drone darts resource management. Twitch’s F2 will have an increased vertical and horizontal recoil and its bullet spread pattern will be more varied. Overall the weapon should be harder to control within reasonable limits. Her drone is a very useful asset to have when playing against a certain type of utility. However, we also realize that it becomes a second-grade drone as soon as its darts are depleted. It is big and cannot jump. The Twitch drone will now start with three darts and will replenish during the game , in the same way Yokai drones do it.

  • IQ’s gadget will now spot bombs for the whole team.

IQ was already able to spot the bombs when using her gadget, but it will now share that information with everyone in the team, just like when using a drone. This change was implemented to facilitate communication when using this Operator.

  • Removed Smart Glasses ability cooldown.
  • Smart Glasses can be used if there is more than 20% of the total resource available.
  • Smart Glasses can be stopped manually.

When fully depleted, the ability takes 10 seconds to be completely refilled. We are giving Warden the ability to deactivate and reactivate his glasses at any given moment, if his gauge is not entirely depleted. (It should now work like Vigil, Nøkk and Caveira’s abilities. That will provide him with more flexibility to react to attackers’ push. Warden is currently not quite where we would like him to be. Recent improvements to Ying and other Operators he can counter could potentially improve his presence.

  • Super Shorty shotgun replaces of M45 as a sidearm.

At the moment, Castle can only create two rotations, thanks to his impact grenades. We want him to be an accomplished architect. Starting with Y5S1 Miles will be able to use his Super Shorty to create more advanced and complex set-ups. We hope that this new sidearm will lead to reducing the amount of remodelling that usually falls onto Smoke and Mira’s shoulders.

  • Increasing Vector.45 damage to 23 (from 21).

The SMG used by Goyo and Mira appeared quite clearly as underperforming. Goyo being the Operator suffering the most from the weapon poor performance. We have decided to give this weapon extra damage to try and bring it on par with other defenders’ primaries.

  • Removed Compensator attachment from DMRs.
  • DMR calibre tweak.

Compensators had no impact on DMRs behaviour. This attachment was designed to improve the recoil of fully automatic weapons. As semi-automatics weapons could not benefit from this attachment in Siege, we removed a potentially misleading option. As such it is not really a balancing change but the removal of something that was detrimental to this class of weapon. DMRs have had the same calibre as assault rifles in Siege. With this update, they will now have increased destructive power. It will result in greater soft destruction and easier barricade destruction. Operators using DMRs will also now have the possibility to create holes easily to cut enemy rotation. The following Operators are affected by the calibre tweak:

  • Twitch and Lion – 417
  • Buck – CAMRS
  • Blackbeard – SR-25
  • Dokkaebi – Mk14 EBR
  • Maverick – AR-15.50
  • Holo sight is now available for Frost’s C9.

The C9 is a somewhat decent weapon. There is however a strong suspicion that it might be underperforming as Frost often finishes off attackers in DBNO. Allowing players to equip the Holo sight is a first step towards offering more choice to players and looking into the actual performance of this weapon.

Frag Grenades
  • Dokkaebi: Replace Frag. Grenades with stun grenades.

At the moment, the amount of intel gathered by defenders is quite important in Siege. Frag grenades are a way to deny utility and to counterbalance the Defenders’ edge.

  • Maverick: Replace Stun Grenades with frag grenades.

Maverick is often picked to counter some bans (Thatcher or other Hard-breachers). By giving him frag grenades, we want to solidify his performance and would like his pick rate to be on par with Thermite or Hibana.

  • Nøkk: Replace Claymore with frag grenades.

Nøkk is a very potent attacker it terms of fragging ability, but when it comes to utility, what she brings to the table is quite limited. We would like her to contribute to neutralizing enemy devices.

  • Ying: Replace Claymore with frag. grenades.

Ying is very much comparable to Nøkk, as they both rely on selfish gadgets. Giving her frags is also a way for other to emphasize teamwork.


Operation Void Edge

Things are starting to change, and Operation Void Edge is sure to throw you for a loop. Two Operators, as different from each other as can be, join Harry’s roster and bring with them talents that stand at polar opposites. Iana is the brain and the technology, while Oryx knows the raw power that the human body can carry.

Many novelties are coming with this unique season, with a rework to the Oregon map and a very special Elite set. Take a look at the many gameplay changes as you scroll through these patch notes, and don’t miss out on the Year 5 Pass!

Operation Void Edge Patch Notes[rainbow6.com]

Kompletter Artikel: Operation Void Edge

Y4S4.3 Patch Notes

We’re excited to announce that in patch 4.3 we’ll be testing our first release of Vulkan to live on PC. For full details on what Vulkan is, why we’re bringing it to Rainbow Six Siege, and how to use enable it on PC – please read up on our Vulkan Blog[rainbow6.com].

The Y4S4.3 patch will deploy to PC on Jan 28th and to console a day later on the 29th. For further insight on our balancing changes in 4.3, go check out our Designer’s Notes[rainbow6.com]!


The Vulkan API available to test on PC, for further details on what it is and how to activate it, check out our Vulkan blog.

  • ADS time increased for all weapons.
  • Assault rifles: from 0.30s to 0.40s
  • DMRs: from 0.30s up to 0.40s
  • SMGs: from 0.20s up to 0.30s
  • LMGs: from 0.40s up to 0.45s
  • Pistol: 0.10s up to 0.20s
  • SMG in secondary slots: 0.10s up to 0.275s*
  • Shotguns: 0.20s up to 0.25s
  • *(Modified based on feedback from Test Server)


We support great beards and more decision-making.

  • ADS penalization will only apply when Blackbeard’s Gun Shield is equipped.
  • Weapons without the Gun Shield will maintain the same ADS timings as any other AR.
  • Weapons with the Gun Shield will retain the same ADS timings from before.
  • The Angled Grip will affect the SCAR with and without the Gun Shield equipped.


Echo forgot to activate 2SV.

  • Echo can now be called by Dokkaebi.
  • Echo now drops a phone when killed with Dokkaebi present.
  • When hacked, access to the Yokai cameras is also granted for Attackers.
  • Yokai now has lights that show only when NOT cloaked, and Yokai drone lights will change to reflect it is hacked.


A little more princess, a little less Nerferella.

  • Reduced recoil on Scorpion Evo3 for the first 16 shots, any proceeding shots will retain previous recoil pattern.


The juice is loose.

  • Increased Finka’s Spear .308 damage to 42 (up from 38).


Wamai giving Jäger a run for his money.

  • Reduced Jager’s 416-C damage to 38 (down from 43).


Maestro joins the No-ACOG club.

  • ACOG removed from Maestro’s ALDA.


New and improved Candelas! Great for flashing enemies and not just your team!

  • Candela’s now have a new outline that is visible only to Ying.
  • Improved distribution of Cluster Flashes to make the flash more reliable.
  • Number of pellets per Candela increased to 7 (up from 6) – (1 at floor level, 3 at around hip level and 3 at head level).
  • Pellets detonation time reduced to 0.3s (from 1s on throw and 2.5s on deploy).
  • Pellets that bounce on environmental props maintain their velocity instead of falling and detonating on the floor.
  • Candela explosion minor VFX improvements.

  • Increased FMG9 damage to 34 (up from 30) for Nokk and Smoke.


  • FIXED – Attachers can sometimes go through barricaded windows while attempting to hotbreach without detonating the breaching charge.
  • FIXED – Crashing if Lesion is pushed back by an airjab while trying to pull out a GU mine at the same time.

  • FIXED – Jackal can’t scan footsteps while within the warning area of a Mute jammer. He can now scan footsteps while in the warning area – making it more in alignment with all other Operator gadgets and abilities that can be used while still in the warning area of a jammer.
  • FIXED – A rolling Candela that stops on a staircase will slide downstairs before detonating. Candelas will now stop and stay in place where they activated, even on stairs or uneven surfaces.
  • FIXED – Glaz’s Holographic Sight has a larger and thicker red reticle than other Russian Holographic Sights.FIXED –
  • FIXED – After being affected by Thatcher’s EMP, Yokai’s blue lights remain dark even when being operated.
  • FIXED – Castle’s Nail Gun remains present and clips while deploying his Armor Panels.

  • FIXED – Invisible collision at the skylight of EXT Roof Top of Kafe for sticky deployable gadgets.
  • FIXED – Wall studs are not destroyed when a reinforced wall is first broken by Maverick and then shot by Zofia’s impact grenade.

  • FIXED – Thunt matches count towards the “Match Win Streak” Battle Pass Challenge.FIXED – Battle Pass progression does not update properly on end-match screen, but shows correct progression in the main BP HUD.
  • FIXED – Various minor HUD and menu visual issues.
  • FIXED – Various minor shop and cosmetic visual issues.
  • FIXED – If a player mutes a teammate, they can still hear muted teammates after switching sides, even though the HUD indicates they are muted.
  • FIXED – In Caster or support mode, Nomad’s warheads pops in her hand while switching/reloading.
  • FIXED – Bandit’s shockwire gadget appears offset when he holds it in his hands.
  • FIXED – Incorrect animation for Ballistic Shield ops when being pushed back.
  • FIXED – Zofia’s KS79 Lifeline grenade launcher’s ammo faces the wrong side.
  • FIXED – Swapping weapons while vaulting will cause the operators arm to appear broken from a 3rd person POV.
  • FIXED – Weapons don’t sway back and forth while in rappel and moving L/R.
  • FIXED – Operators can appear to be floating over a shield from 3rd person POV if they vault over a shield twice.

Kompletter Artikel: Y4S4.3 Patch Notes

Vulkan API Testing on Live PC

We’re excited to announce that in patch 4.3 we’ll be testing our first release of Vulkan to live on PC in patch 4.3.

To launch Rainbow Six Siege on Vulkan, please select the appropriate play button when launching the game on PC. You will be able to select either DirectX 11 or Vulkan on your launchers.


The Vulkan API provides advantages over DirectX 11 that can help Rainbow Six Siege improve performance on a number of levels.

In brief, the Vulkan API will enable us to make improvements on workload through Dynamic Texture Indexing to reduce CPU cost, and Dynamic Resolution and AsyncCompute to reduce GPU cost. These features are already used on consoles, and the Vulkan API will allow us to do the same for PC.
By combining all these features, we can optimize both the GPU and CPU cost of rendering.

For those interested in the technical details, you can find a more in-depth explanation of these features and the advantages they bring to the PC version below. To ensure proper performance for Vulkan, be sure to read our IMPORTANT NOTES section.


Vulkan and DirectX 11 are Graphics Application Programming Interfaces, known as Graphics APIs. They act as a communication medium between Rainbow Six Siege (and other games) and a player’s Graphics Processing Unit also known as GPU.

In games and other graphics-intensive applications, both the CPU and GPU run in parallel and a player’s maximum frame-rate when playing is determined by the slower of the two, which varies depending on hardware. Players have some limited ability to control frame-rate by changing their graphics settings to improve their GPU workload, but the bottom-line is that performance is still limited by either their CPU or GPU.

Here is where the APIs make a difference: The right API can offer features that allow us to enhance workloads and performance. Some APIs such as Vulkan are also much closer to the bare metal hardware and therefore require less CPU usage. In short, they allow the programmer more flexibility, at the cost of additional coding complexity.

Rainbow Six Siege currently uses the DirectX 11 API which was released more than 10 years ago. While it still delivers great performance, the graphics driver requires significant amounts of CPU processing. Moreover, some features supported by modern GPUs are not compatible with older APIs such as DirectX 11. (We also evaluated DirectX 12, but our internal tests show better CPU performance under Vulkan.)

Vulkan offers benefits that we can take advantage of that will help to reduce CPU and GPU cost, as well as support for more modern features that can open the door to exciting new things in the future.


Although we’ve conducted extensive internal validations and spent time gathering diagnostics from our Vulkan implementations on the Test Server, the biggest test of Vulkan will be its performance for our players on the live PC servers.

In 4.3, we will move forward to test Vulkan on live for PC. This is to test Vulkan against a broader variety of hardware and a larger population of players to help us ensure that overall stability with Vulkan is just as good or better than before. Please keep in mind that as we are still in the process of tweaking and testing Vulkan for Rainbow Six Siege, some players may see no change or potentially decreased performance with the initial live release. As we continue to move forward with Vulkan, the goal is to optimize Vulkan to improve graphics performance for our players.


The Vulkan API provides advantages over DirectX 11 that can help Rainbow Six Siege improve graphical performance. Moreover, Vulkan as a newer API has benefits that will help to reduce CPU and GPU cost, as well as support for more modern features that can open the door to more new and exciting things in the future. With patch 4.3, we’ll be releasing Vulkan to live for PC for broader testing.

To launch Rainbow Six Siege on Vulkan, please select the appropriate play button when launching the game on PC. You will be able to select either DirectX 11 or Vulkan on your launchers.

Don’t forget, UPDATE YOUR GRAPHICS DRIVERS! For best results: Nvidia update 441.87, AMD update 20.1.4, Intel update


Vulkan is an API that is designed to work closer to the hardware level.
By using the Vulkan API, Siege can take advantage of three modern features to improve workload performance:
– Dynamic Texture Indexing (also known as bindless rendering)
– Render Target Aliasing
– Async Compute

Dynamic Texture Indexing (also known as bindless rendering)

Dynamic Texture Indexing helps us reduce CPU overhead by issuing fewer draw calls
(a call to the graphics API to draw an object that will appear on screen). This is accomplished by having the GPU dynamically select the texture used in the shader, instead of binding it by using the CPU. The result is less pressure on the driver, and the freed CPU cycles can then translate into better CPU performance overall.

With Vulkan and dynamic texture indexing, players who are CPU-bound should see better and more consistent frame rates.

Render Target Aliasing & Dynamic Render Scaling

Render Target Aliasing will allow us to implement dynamic render scaling for PC which dynamically adjusts the scaling ratio depending on the GPU workload. Players can choose a target frame rate, and the game will automatically adjust the render resolution to reach that target, resulting in more consistent frame rates for GPU-bound players.

Since launch, Siege has made use of various render scaling methods with TAA antialiasing techniques. PC players can independently set their game resolution and their display resolution – this allows us to then render objects at a lower resolution and afterwards temporally upscale them to the set display resolution. Temporal upscaling is a high quality upscaling method that offers high quality antialiasing with very low blurring, and has the added benefit of improving performance.

With the addition of dynamic render scaling optimization working alongside TAA antialiasing, we hope to improve frame-rate and consistency for GPU-bound players.

Async Compute

AsyncCompute is a hardware capability that allows us to execute tasks in parallel on the GPU, thus providing more tools and opportunities for better and improved optimization. Since the launch of Siege on consoles, we have been able to utilize AsyncCompute for console players to optimize graphics techniques such as Ambient Occlusion or ScreenSpace Reflection. Graphics Cards previously supported AsyncCompute, however the DX11 API did not allow us to utilize it. With Vulkan it is now possible to do so.


Graphics drivers:
UPDATE YOUR GRAPHICS DRIVERS. (Nvidia update 441.87, AMD update 20.1.4, Intel update In the past few months, we’ve worked closely with Nvidia, AMD and Intel to optimize driver performance in Siege. To get the best performance, please make sure to install the latest drivers (you will receive a warning if your drivers are out of date).

Hardware support:
Unfortunately, some older hardware is not supported under Vulkan.

  • On Nvidia, Vulkan is supported starting with the Kepler series (GTX 6 series). So Kepler, Maxwell, Pascal and Turing-based GPUs are supported. Any Nvidia GPUs after 2012 should be supported. (List of Nvidia GPUs[en.wikipedia.org])
  • On AMD, Vulkan is supported starting with GCN1 (Radeon HD 77XX series). Any AMD GPUs after 2012 should be supported. (List of AMD GPUs[en.wikipedia.org])
  • On Intel, Vulkan is supported starting with Gen9 (mostly Core IX-6XXX, Intel HD Graphic 5XX). Any Intel GPUs after 2015 should be supported. (List of Intel GPUs[en.wikipedia.org])

GPU memory oversubscription (requesting more GPU memory than available):
One of the advantages of DirectX 11 drivers is that they are very good at handling GPU memory oversubscription. With Vulkan, oversubscription can trigger stuttering and potentially crashes. Due to this, to ensure a smooth experience, players will need to pay attention to the estimated memory consumption in the graphics settings menu. We also display a warning message whenever we detect that oversubscription is occurring. To prevent this, players should try to reduce the texture quality and/or the resolution of the game, which are the biggest factors leading to oversubscription.

We encourage players in our PC community to try launching the game with Vulkan so our test results can be as reflective of our PC population as possible.

Kompletter Artikel: Vulkan API Testing on Live PC


In this latest edition of Designer’s Notes, we’ll go into more detail about the upcoming balancing changes that’ll come with the 4.3 patch and give you an insight into the reasons behind these changes.


Please note that we are using presence to gauge the popularity of an operator. This notion had to be introduced to reflect the implementation of the pick & ban. Presence definition: “pick rate of an Operator when not banned.” Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per map. We usually compute it per map and per bomb site for more precision. However, we have faced some data gathering issues related to bomb site statistics. A definitive fix is in progress, in the mean time keep in mind that these graphs are computed only through Win Delta per map. There could be minor variations for Operators being particularly impacted by the bomb site selection.



  • ADS time increased for all weapons classes.
  • Assault rifles: from 0.30s to 0.40s
  • DMRs: from 0.30s up to 0.40s (OTs-03 Incl.)
  • SMGs: from 0.20s up to 0.30s
  • LMGs: from 0.40s up to 0.45s
  • Pistol: 0.10s up to 0.20s
  • SMG in secondary slots: 0.10s up to 0.35s*
  • Shotguns: 0.20s up to 0.25s

In Ember Rise there was an overhaul of the animations which caused ADS time to decrease across the board for all weapons. This change will make ADS speeds similar to what they were pre-Ember Rise, as well as align ADS times for all weapons in each of their respective classes.

*Following your feedback received after the Test Server phase, we have decided to tweak the secondary SMGs ADS time from 0.35s to 0.275s. As usual we will keep on monitoring Operator and weapon performance following these changes and adapt if we deem it necessary.

  • ADS penalization will only apply when Blackbeard’s Gun Shield is equipped. Weapons without the Gun Shield will maintain the same timings as any other Assault Rifle, weapons with the Gun Shield will have the same timings as they have now in Shifting Tides, and the Angled Grip will affect the SCAR with and without the Gun Shield equipped.

We want Blackbeard players to make a conscious decision when equipping the shield. The idea is to either have extra reactivity in firefights when switching to ADS or to have extra protection from the gun shield.

  • Case 1 (Angle grip equipped): ADS time will be 60% of the base time.
  • Case 2 (Shield equipped): ADS time will be 200% of the base time.
  • Case 3 (Angle grip + Shield equipped): ADS time will a combination of the 2 previous buffs, 160% of the base time.

  • The Yokai Drone can now be hacked by Dokkaebi’s phone hacking ability.
  • Echo will now drop a cell phone, if Dokkaebi is present during the round.
  • The Yokai is now equipped with drone lights that show only when uncloaked. These lights will provide the same visual feedback as any other drone.

Echo is currently an exception, as he is unaffected by Dokkaebi’s ability. This a way for us to offer more counters to this very powerful and frustrating defender, more particularly in situations when attackers are planting the defuser. He is the second most banned defender and these changes are implemented with that in mind. It is also a way to rationalize how Operators interact between each other. More than balancing this is also an opportunity to make the game easier to understand to newcomers.

  • Reduced recoil on Scorpion Evo3 for the first 16 shots, any proceeding shots will have recoil similar to what it is currently on live.

Ela is a very popular Operator who suffers from a previous SMG recoil increase. Even if she remains decent in terms of Presence and Win Delta, we would like to bring her closer to her prime by improving the handling of the Scorpion EVO 3.

  • Increased Finka’s Spear .308 damage to 42 (up from 38)

We’ve seen that Finka’s spear underperforms all other Assault Rifles on attack, and we are looking to make it a more viable option.

  • Reduced Jäger’s 416-C damage to 38 (down from 43)

We’re still tinkering with Jäger, but with Wamai now in the game we feel it’s an appropriate time to make some moves and try to reduce the power of his 416-C which outperforms all other guns on defence. This is a first step towards trying to bring the most popular defender a bit closer to his peers.

  • ACOG removed from Maestro’s ALDA

We think the ALDA is powerful even without the ACOG and want to see if it’s removal will highlight its other great qualities.

  • Increased Nøkk’s and Smoke’s FMG9 damage to 34 (up from 30)

We want to give her a bit more confidence to make full use of her identity to sneak around and take 1v1 situations and gunfights. This change should also impact Smoke to a lesser degree.

  • Candela’s now have a new outline that is visible only to Ying.
  • Improved distribution of Cluster Flashes
  • Number of pellets per Candela increased to 7 (up from 6) – (1 at floor level, 3 at around hip level and 3 at head level).
  • Pellets detonation time reduced to 0.3s (from 1s on throw and 2.5s on deploy).
  • Pellets that bounce on environmental props maintain their velocity instead of falling and detonating on the floor.
  • Candela explosion minor VFX improvements.

Ying’s Candelas let ample room for creative gameplay and we are confident about the opportunities offered by the gadget. We have noticed that Candelas needed more consistency and reliability for Ying to reach her full potential. We aim at providing more visual feedback, to make her ability easier to understand and we are also tweaking the cluster flashes to ensure the gadget effectiveness.



Lesion is currently over-picked and performs really well as you can see in the Defender’s graphic. He can often be quite frustrating to play against, which is why he is also target by Operator bans. He takes gun fights, deals damage and slows down the enemy. On top of that, his Gu Mines are also used for information gathering. We are looking into fine tuning him to reduce both his effectiveness and frustration.

Try out the latest Rainbow Six updates on the Test Server and earn and exclusive charm through the BugHunter program.

Kompletter Artikel: Y4S4.3 DESIGNER'S NOTES: MID-SEASON

ROAD TO S.I.2020

For 5 weekends, take part in the action as you play the Road to Six Invitational 2020 event.

On a brand-new map furnished with bulletproof glass walls creating new tactical situations, you’ll have access to all Operators regardless of who you unlocked. Furthermore, six of them have been fitted with specific outfits for this momentous event, so if you see Blitz, Caveira, Hibana, Mozzie, Sledge or Thermite in a match, you’ll see them decked out in their exclusive themed sportswear.


A new, full-sized Rainbow Six Siege Battle Pass filled with a variety of rewards is coming. For 5 weeks, the Road to S.I. 2020 Battle Pass will be available with a Free and a Premium track, and 30% of revenue will go to the Six Invitational prize pool.

As the Operators proudly represent their nations, you’ll be able to unlock the outfits created for them to wear as they compete. With 35 tiers and two tracks, this Battle Pass boasts a total of 50 rewards. As you progress, you will obtain the Competitors’ exclusive gear and more.

Kompletter Artikel: ROAD TO S.I.2020