Playerunknown's Battlegrounds- Game is LIT

itsyoung!!

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@YaThreadFloppedB!

it was just another one of these games when you posted about it. shyt's proven crack at this point though
I really wouldnt mind or care but everytime I make a thread and it goes 10 pages and some shyt, someone links some shyt from like 2013 where it has 2 posts they always merge my thread

and when I posted that thread, it had like 150k viewers on twitch at the time :heh:
 

daze23

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Steam Community :: Group Announcements :: PLAYERUNKNOWN'S BATTLEGROUNDS

Players,

Today I want to address some of the standout issues you have reported, and what we are doing to improve server performance.

First though, in case you missed it last week, here is our plan for updates during Early Access:

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.

Client Optimization

We will push our first client optimization patch in our monthly update later this month. We understand some of you are not having the best experience when playing the game, and we are committed to improving performance for all players, but the optimization process takes time, so please bear with us as we complete it.

Sounds

As we work on the sound system in-game, there may be unforeseen issues due to changes we make at a low level. One of these, which a lot of you reported, was footstep sounds. This issue occurred due to our adding of an occlusion system to footstep sounds. Due to a miscalculation of how much these sounds would be occluded, footsteps ended up being very hard to hear. This has now been fixed, and with the new occlusion system it should be much easier for you to track a player’s movement using sound alone.

Regarding where you are being shot from, we are looking into why this is a problem for some of you, and we will continue to push updates and improvements to these systems!

Server Performance

We are very aware of the issues you have seen on our servers over the last week, and we have been working hard to resolve them. Simply put, this is not any issue with the number of servers we have for players, but rather it is down to the optimization of the server code.

Over the last week, we rolled out daily updates to the servers to improve profiling of optimization bottlenecks and yesterday these actions finally paid off! We found a issue within the Unreal Engine core code, which led the server to believe that it was being DDoS’ed due to the number of packets being sent between the clients and the server. When this detection was triggered on the server, it would drop 90% of packets received resulting in the lag/rubberbanding seen over the past week. We pushed a hotfix to the servers earlier today which should resolve these issues. We will continue to push daily updates to the servers to further improve both stability and performance.

Now onto what we have updated for this week’s patch.

This patch will be deployed for both clients and servers Thursday, April 6, 5PM KST/1AM PDT/8AM UTC

Early Access - Week 2 - Patch Notes

Performance Improvements
  • Client performances have improved when loading buildings from a mid-distance
  • Server performance has been improved

World
  • Fixed the issue that was causing buildings from a long distance to not be visible

Sound
  • Fixed an issue with door sounds playing at low volume
  • Adjusted volume of wind, rain, and footsteps
  • Improved the sounds for the buggy
  • When in rainy weather, you will now sporadically hear thunder sounds

Bug Fixes
  • Fixed a bug that allowed players to hide and attack other players from inside a rock
  • Applied additional fixes to address the issue of players going under the map in certain areas
  • Fixed several issues with weapon switching
  • Fixed an issue with the compass direction not displaying correctly
See you in-game,

PLAYERUNKNOWN
 

str8up

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I am getting better at this, finally won a game. I don't have any problems with FPS or anything my shyt is fine.

I don't really like shooting in this game it is really weird sometimes. I'd like them to fix the foliage setting soon too so people can't just turn the shyt to low and see you in the grass.
 

duncanthetall

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I am getting better at this, finally won a game. I don't have any problems with FPS or anything my shyt is fine.

I don't really like shooting in this game it is really weird sometimes. I'd like them to fix the foliage setting soon too so people can't just turn the shyt to low and see you in the grass.
Yeah something has to be done there but I don't know what they can really do
 

daze23

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I am getting better at this, finally won a game. I don't have any problems with FPS or anything my shyt is fine.

I don't really like shooting in this game it is really weird sometimes. I'd like them to fix the foliage setting soon too so people can't just turn the shyt to low and see you in the grass.
they've said they will balance the foliage thing

personally I keep it on ultra. I don't care if it puts me at a disadvantage
 

KingTut

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Bought it, played one round and got a refund. shyt aim't for me. I need constant action. Was only getting like 20fps too.

:hhh:
 

daze23

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if you want constant action, drop into the military base with everyone else
 

daze23

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Steam Community :: Group Announcements :: PLAYERUNKNOWN'S BATTLEGROUNDS

This patch will be deployed for both clients and servers Thursday, April 20, 5PM KST/1AM PDT/8AM UTC and is expected to take approx. 1 hour to complete.

Early Access - Month 1 - Patch Notes

Known issues
  • The motorbike leans slightly to the right when being driven straight.
  • The tires of the motorbike cannot be shot out at the moment
  • [Non-English Players] There are some mistranslated in-game texts and they will be shown in English

Client Performance Improvements
  • Made some improvements to address the issue of FPS drops when opening the inventory UI
  • Reduced the load on the CPU through instance rendering so that the GPUs can function to their full capabilities
  • Made improvements to address the issue of FPS severely dropping when in the vicinity of Yasnaya, Polyana & Georgopol
  • Rendering performance on PCs with minimum system requirements has been improved
  • Graphic performance and quality on PCs with minimum system requirements has been improved

Server Performance Improvements
  • Performance improvements have been made with relation to the items spawned in the world

Content Updates
  • Added Vector SMG. A very powerful SMG most appropriate for short to mid-range combat that is spawned in the world
  • Added Motorbike w/ sidecar. A sidecar-less version will be added in a future update
  • Added a 2X Aimpoint scope
  • Added a Ballistic Mask
  • Added 3 new color variations for the Dacia
  • Added the crossbow back into the game

World
  • Adjusted the density of environmental elements to be identical across all graphic options
  • Adjusted object placement to address issues of characters getting stuck
  • Adjusted placement of trees that were spawning inside houses or above the terrain
  • Adjusted the frequency of thunder sound effects

UI
  • Revised certain system messages and item descriptions.
  • Added descriptions for attachments
  • The dead team-mate icon will now disappear after a certain time and distance when in team modes
  • Map markers are now visible to all teammates
  • Names of teammates now appear on the world map

Gameplay
  • You are now able to move sideways and backwards in the REVIVE state
  • The REVIVE timer will no longer decrease when a team mate is attempting to revive you
  • When attempting to revive a team mate, the reviving timer icon will now also be visible to the player being revived
  • Adjusted the character position slightly when in the REVIVE state
  • Made improvements to address the issue of characters shaking while being spectated
  • You are now able to open the world map when spectating
  • You can now view the casting bar when the teammate you are spectating uses heal and/or boost items
  • You can no longer use heal and/or boost items when in water

Action/Gunplay
  • Adjusted the overall balance on all attachments
  • Adjusted the overall balance on Assault Rifles
  • We will continue to balance all weapons and attachments throughout Early Access
  • Fixed the issue that caused cars to temporarily stop when their tires get shot out
  • You can now sprint when in the crouch stance
  • Fixed the issue of “Armed/Unarmed” state not being applied when there are delays in the server network
  • The blood hit effect size now varies according to the weapon caliber
  • You can now move when in aiming and/or scoping in the prone state
  • Fixed an issue with the sitting position of the character in the back-right seat of the UAZ
  • Fixed an issue with the position of the left hand when reloading the AWM
  • Fixed an issue where aiming from vehicles was not accurate
  • The positions of bullet hits are now the same for both yourself and the others
  • Fixed an issue that caused the hit box for the head to be slightly larger than the actual head
  • Adjusted the ragdoll physics for dead characters to be more natural
  • Fixed an issue that caused the character to use the wrong aim offset when using the freelook function while holding a grenade
  • Fixed an issue that caused the landing-from-a-high-altitude motion to seem awkward when holding a pistol
  • Improved the quality of zoomed-in scope views
  • Bolt actions are now triggered even after the final shot has been fired, so that you can starti re-firing as soon as reload is complete
  • Added swimming animations to go upwards and downwards
  • Fixed an issue that caused the reticle to appear even when in situations where you are not able to shoot
  • Your character now uses a different animation when in crouch stance while holding a melee weapon
  • Made improvements to the reload animations for the M249
  • Made improvements to the reload animations for the P1911
  • The muzzle flash is now brighter than before and is now visible from a longer distance

Sound
  • There are now sound effect differences for supersonic and non-supersonic bullet speeds
  • Made adjustments so that the sound of the bullet flying through air doesn’t play when shots are fired from a short distance from your character
  • You can now figure out what floor the opponents are at just by listening to their footsteps
  • Adjusted the firing sound of the SKS in mid to long range combat
  • Adjusted the volume of the footsteps

Miscellaneous
  • We have opened a test server to better manage our content and secure stability for our live environment updates
  • Additional in-game texts have been localized

Bug fixes
  • Fixed a bug that caused some buildings to not be visible at long distance
  • Fixed a bug that caused a knocked out player to be ejected in front of a vehicle. If knocked out in a vehicle, you will now be ejected to the side
  • Fixed a bug that caused weapons to clip through walls
  • Fixed a bug that caused the icons for certain “pants” items to not appear correctly
  • Fixed a bug that caused the PLAYERUNKNOWN shoes to not render properly
  • Fixed a bug that caused the hit effects to play at random
  • Fixed a bug that caused bald characters to have hair
  • Fixed a bug that caused disconnects after 5 minutes into a match

See you in-game,
PLAYERUNKNOWN
 

daze23

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Adjusted the density of environmental elements to be identical across all graphic options

sounds like they're fixing the foliage thing
 

Spaceman Piff

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game's fun as hell:banderas:


i don't have high hopes of it becoming too much more than it is now.. but i'm cool with that :manny:

if they could just make it less laggy though.. :ld:
 

daze23

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FZ3lAYf.jpg
 
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