PLAYERUNKNOWN'S BATTLEGROUNDS - Thread

Each to there own I guess. I find arma engine control to be horrible and for me what puts me off playing anything on that engine.

I don't find the graphcis on PUBG that bed either they do a good enough job.

The map now that I know it better isn't bad either and this won't be the only map.
 
Love this Dev team! Tell me a better Dev team from an Early Access game!! Right to the point we know whats happening and when to expect patches.

Early Access Update 1
29 MARCH - PLAYERUNKNOWN
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Players,

Today we outline the schedule for updates during Early Access and address some of the bigger issues some of you have faced so far.

Early Access Schedule
During Early Access, we plan to release updates in 3 phases.
  • Daily updates, to improve server performance
  • Weekly updates, to push bug fixes & client performance and stability fixes
  • Monthly updates, to add new content and push balance passes for game-play

Known Issues
There is a rare bug which will cause some buildings not to render for players, allowing them to shoot others seemingly through the walls. We are tracking down the cause of this and will update you when it is fixed.

Sound
A lot of you have given feedback on our positional sounds, and today Marek will explain in a little more detail how sounds work in the game.

Gunshot Sound
  • Each gunshot sound you hear in game has propagation delay based on distance between source and the listener
  • The propagation velocity is 340m/s so if a pistol is shot 340m away from the listener, he will see the muzzle flash first and hear the gunshot after 1 second
  • If gunshot is fired from indoor or there is no direct or approximate line of sight (obstructed), the reverb effect and LPF are applied to the sound effect

Bullet Crack/Whizz Effect
  • Bullet crack effect (or bullet bow shockwave) is generated when a supersonic projectile passes in close proximity to the listener. The effect can be heard in a closest point on bullet trajectory line. Basically, the sound source is always perpendicular to the trajectory line, so if you hear a bullet crack just in your left headphone, you know that the shooter is either directly in front of you, or behind you

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  • Most of our weapons are supersonic. This means that you will hear the crack/whizz before you hear the actual gunshot
    In a scenario where you see a shooter 1000m away, using AWM (>900m/s muzzle velocity) the events will occur in such order:

    1. You see the muzzle flash
    2. After ~1 sec you hear the crack/whizz (assuming no air drag)
    3. After ~3 sec you hear the gunshot

  • Bullets passing close to the player will generate a crack sound, the ones passing further away will only generate whizz effect
  • We blend between different sound samples based on distance (the maximum distance and attenuation characteristic is also affected by suppressor attachment). The close gunshot sounds louder and more clear than the distant one

In the current public build, all bullets generate a sound crack effect. We've changed this mechanic by adding a velocity check, so bullets travelling slower than speed of sound will not generate the crack effect but just whizz.

I will do a Q&A session soon to get more feedback on sounds in the game, so stay tuned! - Marek

Client Optimization
In case you missed it last week, here is a look at our schedule for client optimization. This process will take time, and will not be fixed with a single patch. We ask for your patience as we work to improve performance.

Initial Performance Improvements
Key Objectives
  • To reduce the overload on the CPU, and make sure that the GPU performs to its full capability

Expected Results
  • Frame rates will be stable even when in high-density areas
  • Get higher frame rates across all graphic options

ETA: Apr. 14th (Expected to take roughly 5 weeks)

Further Performance Improvements
Step 1:Art assets optimization (Apr. 7th)
  • Decrease the LOD vertex for buildings seen at long distances
  • Decrease the total amount of vertex by adjusting the LOD on terrains

ETA: Apr. 7th

Step 2:Improve the rendering performance of terrain and ocean shader (TBD)

Step 3:Decrease the overload on the CPU by rearranging wall near buildings (TBD)

Step 4:Decrease the usage rate of the video memory (TBD)

Leaderboards
Our leaderboard system has proven to be a very popular feature, and for the most part, we are happy with the current ranking system. However, the system will need balancing once we have sufficient data from a good sample size. The ELO system will need many balance passes before it is ready and to complete this we will be wiping the leaderboards on a monthly basis so to allow us to get a clean data-set from any changes we make.

OC/SA Servers
With tomorrow’s client update we will be bringing Oceania and South American servers online. These servers will feature their own regional leaderboards.

Ping Lock

We are looking into implementing a ping lock for our servers. We have no ETA on when this will be added just yet as we have limited resources, and at the moment server performance and stability is our highest priority. We also don’t want to restrict the ability for friends in different regions to play together, but we understand how frustrating it can be playing against high ping players and take this very seriously. Please bear with us while we come up with the best way to add this new feature.

Finally today, here are the patch notes for the weekly patch we will push this Thursday.

Week 1 Patch Notes

This patch will be deployed for both clients and servers Thursday, March 30, 5PM KST/1AM PDT/8AM UTC

Out-game
  • Added Oceanian & South American servers
Server Performance/Stability
  • Resolved an issue where game server performance would degrade over time
  • Resolved several server crash issues
Client Stability
  • Resolved several client crash issues
Client Optimization
  • Added View Distance setting to graphics options
Gameplay
  • Adjusted movement speed of endgame play zones
  • Adjusted weapon sound volume in the lobby
UI
  • Removed crosshair while in a vehicle and not in the aiming state
  • Added ability to see item durability state directly in vicinity pane
Bug fixes
  • Fixed a bug with the volume of crouch walking
  • Partially addressed performance degradation when opening inventory
  • Fixed a problem which would allow characters to go under the map in certain areas
  • Removed the depth of field effect when spectating in team-play modes.
  • Fixed a bug with the character creation system
  • Fixed an issue in the REVIVE system where a player would get stuck in the revive animation when the downed player died
  • Fixed a bug which would cause the PLAYERUNKNOWN hi-top trainers to render incorrectly
  • Fixed a bug where a character would receive damage from vehicles while behind trees/walls



See you in-game,
 
How's the games performance at the moment? I'm running a fx8350 and two r9 290's in crossfire, I'm assuming crossfire isn't supported, how many frames am I likely to get?

Am running a i7 3770k @4.2 with a 290 @1050/1250 @1440p Texture, Foliage, View Distance all on Ultra rest of the settings on Low and I avg around 50fps playable for now but we should start getting performance updates soon.
 
But question is will it cripple FPS on lower end rigs ? Looking forward to the new patch just hope it doesn't break other things. :(


They are great for camping at :)... sit there and wait for your kills to turn up.. always manage to kill a couple of people when they are attempting to loot crates

In my testing from very low to ultra only 8 fps difference.
 
Been trying to stream this game with different software OBS, Action and Relive, After say AMDs streaming software runs the game the smoothest on playback..

OBS and Action no matter the settings have a strange hitching when the player is running around it really is annoying!! Relive however I forgot about this is my first time testing AMDs version of streaming and I after say am very surprised at the quality and just how smooth the outputted file turned out.

 
Players,


Before we delve into the patch notes for our second monthly patch, I first want to thank everyone for their amazing generosity at our Charity Invitational a few weeks ago. With the help of 128 fantastic streamers from Europe and North America and the amazing twitch community, we raised a total of $223,357.00 for Gamers Outreach! Thank you all once again for helping the kids in a truly tremendous fashion! GG WP


Next another quick word about server performance. I have seen a lot of speculation about the cause of the lag some of you experience. One of the more popular theories is that we run our games on potato quality servers. I would like to put this theory to bed by telling you our servers run on the highest spec machines that AWS offer.


We are currently in the middle of profiling the servers to attempt to track down the cause of the lag, but as I have said before, this will take us time to complete, so I ask for your patience while we work to improve server performance for all players.


While next monthly update will be focused on improving server performance, the optimisation process won't stop there, and we will continue to improve performance of the servers all the way through Early Access.


Now onto what we have change, fixed and added in this, our second monthly update!


We will first roll this patch out to the Test Server tomorrow, Wednesday. No ETA for when this will happen yet, so stay tuned to our Twitter for updates!


This patch will be deployed to the Stable Servers on Thursday, May 25, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.




Early Access - Month 2 - Patch Notes



Client Performance

•Improved CPU usage for world level streaming

•Improved rendering performance of fences

•Improved rendering performance of grass

•Improved rendering performance for weapons and attachments seen at distance

•Improved rendering performance by modifying certain weapon and vehicle effects that were unnecessarily rendered in a distance.

•Improved character animation performance

•Improved effect performance

•Improved the performance of team-mate name plate, map and mini-map in teamplay


Content

•Added VSS. A suppressed sniper rifle with permanent 4X scope & chambered for 9mm ammo. This new weapon can be found in carepackages & as a very rare loot spawn

•Added Motorbike


Gameplay

•Reduced the moving speed of the two final play zones for better engagement during the endgame

•Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death.

•Made a balance pass on certain weapons:



Vector

Reduced bullet damage slightly

Increased deviation gain per shot



Winchester/S686/S12K

Reduced pellet damage slightly



AKM

Increased bullet damage slightly


Action & Gunplay

•Now players can put stock attachments on following weapons:

SKS : Sniper rifle cheek pad

Vector : Tactical stock (for M416)

•Adjusted the color of the aiming point for the basic crossbow scope.

•Added new scope rendering method (parallax free) allowing for greater aiming precision

https://twitter.com/PUBATTLEGROUNDS/status/866623042922790912

•Improved ADS view

•Modified recoil for following weapons: AKM, SCAR, M16, M416

•Fixed an issue allowing a player to zoom in with right click when waiting before throwing a grenade

•Decreased the time to ADS when using the 2X scope


Vehicle

•Added punctured wheel effect and sound

•Added burnt markings to vehicles after being destroyed

•Added the motorbike number plate image

•When a vehicle explodes, the fences near the vehicle will now also be destroyed


World

•Added new vegetation to the lobby


UI

•Players can press ‘delete’ to remove their marker placed on the world map

•Adjusted the transparency of mini-map grid and coordinates text to make the map more visible

•Added a dotted line towards the next play zone on the mini-map

•Modified the icon design of the First Aid Kit

•Added Thai language in language options

•Added new key bindings for hold breath, motorbike air control and switch to previous weapon


Sound

•Improved the sound of Motorbike

•Added sound for door destruction effect


Bugfixes

•Fixed a bug that caused vehicles to be spawned in garages consistantly. Vehicles should be spawned at a higher rate in garages, but not at 100%

•Fixed an issue that disabled bullet tracing for SKS

•Fixed a bug that caused the game client to crash when a flashbang goes off

•Partially fixed bug that caused a character to get stuck in terrain, buildings or objects

•Partially fixed a bug that caused a vehicle to get stuck in buildings, fences or other vehicles

•Partially fixed a bug that caused items to be unlootable

•Fixed a bug that caused carepackages to shake when falling

•Fixed a bug that caused a throwable weapon to be thrown in the freelook direction and not the direction in which a character is facing

•Fixed an issue with two markers being visible when placing a marker in the airplane after placing it in the lobby

•Fixed a bug that caused a player icon to be doubled up on the minimap.

•Fixed a bug that caused the same color for two teammate icons

•Fixed a bug that caused the final play zone to be created over water

•Fixed a bug that sporadically muted the rain sound

•Significantly mitigated an issue that allowed a player in a closed house to be killed by the red zone bombs

•Fixed a bug that caused animation not to stop when using exhaustible items while reviving a teammate

•Fixed a bug that caused a character experience the damage effect at random

•Fixed a bug that caused all teammates to enter the REVIVE state when one teammate is hit by a bomb in Red Zone while being in a vehicle

•Fixed a bug that caused the REVIVE gauge not to disappear when the character being revived is disconnected

•Fixed a bug that caused the sound volume of UMP with silencer to be too low

•Fixed a bug that caused throwable items not to drop when switching to other weapons

•Fixed a bug that caused the trace effect to not disappear after using throwable weapons

•Fixed a bug where removing the pin from a grenade was canceled by changing the throwing posture.

•Fixed an issue with compass points not matching the actual direction when in the passenger seat of a vehicle

•Added a character animation for when dragging an item into the inventory


See you in-game,

PLAYERUNKNOWN
 
They've made a facebook announcement that they're aware of the lag issues and they'll attempt to fix throughout the week.

We're making some changes to the servers to try to resolve part of the lag you are experiencing. However, this will not fully fix the issue.
We will be spending the next month focused on server performance, and you should see a bigger improvement with our June update.
We ask that you please bear with us while we tackle this issue and thank you for your patience so far.
https://twitter.com/PUBATTLEGROUNDS
 
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