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  1. 51 points
    Hey everyone, Welcome to the community weekly post! Today, we’ll be diving into a few topics that the community has been asking for more details and updates on. This may be a long one, so grab a snack and let’s get right into it! Desync We are currently testing out a potential fix to reduce instances of desync. There was a bug with movement interpolation which could cause other players' movement to be visibly delayed. Character location was delayed on the server, which would send the wrong location to the enemy. This sometimes resulted in players dying behind cover. This fix will also reduce the questionable hit registration moments where sometimes bullets would seem as though they were going through an enemy and not hitting. This would happen because the server does not think that the player is there. Once we have tested this fix internally, we will be rolling it out in an upcoming hotfix (tentatively November 15, pending QA/Cert). Although this fix is expected to reduce desync instances, ping difference and network connection can still cause lag/desync. For this, we are developing region based matchmaking which we hope will resolve this issue. Movement In the upcoming hotfix, we are planning to address the movement issues. Currently, players are reporting that it is difficult to run in a straight line. We will be adding an option for forward movement deadzone which will help with this. This deadzone option can be adjusted in the controller settings. Graphical Settings We understand that many of our players are curious about the graphical setting options that the team is currently developing. While these options are still in development, here are a few details that we can provide: 3 options for Visual Quality 3 options for Resolution Dynamic Resolution will be added under one or two resolution options Dynamic Resolution will adjust the resolution depending on the resources being used in certain gameplay situations If frames are to drop, resolution will be lowered for a stable framerate This feature will allow for overall stable framerate As a heads up, we are targeting late November to implement these options, but this could be delayed to early December to make sure that these options function as intended. FPP FOV Improvement Thanks to community feedback, we are currently developing a FOV slider for FPP mode. This has been requested for quite some time, and we are targeting late November or early December for this improvement. What else is the team working on? In addition to the above, we are focusing on: Level Streaming Improving level streaming to reduce “play doh” like effects on buildings upon landing Increase world loading speed Improving loading speed of getting into matches, so that players won’t be fully loaded in with the plane already flown half its course on the map Free Play Days As a reminder, Xbox Free Play Days for all is currently in effect! From now to November 11, PUBG is free to play for everyone on Xbox One. Should you choose to purchase the game after this period, all stats and achievements will be rolled over to the full game. The South America Server is also open during this time. So spread the word, squad up, and drop into PUBG this weekend! Be sure to tune in for the event on November 10 at 1pm PST / 10pm CET to hear an exciting announcement from PUBG and Xbox! Tune in at: https://www.xbox.com/en-US/X018 Thank You Above all else, we want to say thank you to our community for sticking with us through thick and thin. Long standing issues like desync and “Lost Connection to Host” have been extremely frustrating for our players to deal with, and we would like to offer a token of appreciation from the team for your patience and understanding through it all. Everyone who logs in after the hotfix is live until November 21 (time TBD) will receive 20,000 BP and the Punk Jacket. Again, a massive thank you to our players, and please look out for further details on the upcoming hotfix! Thanks, PUBG Xbox Team
  2. 50 points
    These patch notes have been updated. 01/21/2018 - Maintenance Schedule update Hey everyone, On January 22, we will be updating live servers to Update #4! This update will include the new snow-themed map, Vikendi, the Survivor Pass: Vikendi, a new vehicle and new weapons, along with many quality of life and bug fixes. Check out the full patch notes below before jumping into the new update! Maintenance Schedule PST: January 22 12:00-2:00AM PST: January 21 11:00PM - January 22 3:00AM CET: January 22 9:00-11:00AM CET: January 22 8:00AM - 12:00PM Known Issues Digital Camo Pants do not show correctly QoL Minimap: Players can now further magnify the minimap Player order consistency: Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game. Added field of view slider in First Person Perspective mode (FPP) settings Added graphical settings option for Xbox One X New Map: Vikendi Vikendi Gameplay Vikendi is 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will be more slippery in snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently Keep in mind that footprints and tracks in the snow don’t stay around forever! Redzone The center of the red zone spawns outside of the play zone The smaller the play zone, the smaller the red zone Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world Level 3 vests spawn more often than other maps Smoke Grenades are spawned at a higher rate compared to other throwables SURVIVOR PASS: VIKENDI Added Survivor Pass: Vikendi The duration of the pass is 10 weeks. Players have the opportunity to complete missions and receive rewards throughout the duration of the pass. Two types of passes are available: Survivor Pass: Vikendi - Provides missions and rewards to unlock for all players, as they level-up the pass. Premium Pass - Provides special missions and exclusive rewards to players who’ve purchased the premium pass, as they level-up the pass. There are 5 mission types available to complete: Daily Missions: 3 missions will be provided every day. You swap out up to 1 mission per day. Weekly Missions: 10 missions will be available every week, and you can view the missions for specific weeks. Premium Pass holders can complete up to 10 missions per week and all players with Survivor Pass: Vikendi can complete up to 4 missions. Beginner Missions: Easy missions which are provided for beginner players. Premium Missions: All players can complete these missions, but only players who have the Premium Pass can claim rewards after completion. Challenge Missions: Theses are special missions provided for players who’ve completed all their weekly missions in a specific week. It contains more challenging and advanced missions. All players can complete Challenge Missions, but only players who have the Premium Pass can claim rewards after completion. You can view your current mission lists in-game by pressing “LB” You can also check the mission lists prior to jumping out of the plane (Not available after jumping out of the plane) Added ‘Coupon’ system in Survivor Pass: Vikendi You can claim Coupons (Blue, Yellow and White) each level or by completing challenge missions, which you can then use to unlock exclusive items in the Coupon Shop. Coupons are only available during Survivor Pass period. The existing Supply system will be integrated with Survivor Pass: Vikendi on January 22. We have integrated the existing Survival Rewards system into Survivor Pass: Vikendi. Supply System will be available in the Survival Pass menu. Existing Survival Rewards system will be closed on January 22, 2019 and all existing supply missions and levels will reset. Make sure to click ‘Claim’ and ‘Drop In Supply’ to redeem rewards before the system is closed. NEW WEAPON: SKORPION Added a new handgun, the Skorpion The Skorpion spawns on all maps Single fire and full auto fire mode Uses 9mm ammo, it can load up to 20 bullets and 40 with an Extended Magazine Attachments: Sight: Red dot sight Muzzle: Suppressor Lower Rail: Vertical Foregrip, Half Grip, Light Grip, Laser Sight Stock: Stock for Micro UZI Magazine: Extended Magazine only NEW WEAPON: G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. Region Renewal, Season & Rank, Leaderboard Server/region will now be decided automatically depending on the player’s local region If you group with a player from another region, matchmaking will automatically decide the best region to play on Region select button at the right bottom side of the screen will disappear. Survival Title System (Beta Season 1) has been added For more information, please see our post on Survival Title System here. Map Selection Map selection has changed with the addition of Vikendi You can select Vikendi or select Others (Erangel, Miramar, Sanhok) to play Quick Join function puts you in the first available game, regardless of map Play Menu UI Renewal Improved the map and game-mode selection interface Additional queuing information is now displayed for the selected match type. If the matching pool in your region has sufficient players for healthy matchmaking, the expected wait time will be displayed for the selected match type. When the matching pool in your region doesn't have enough players for healthy matchmaking, an accurate estimated waiting time cannot be provided and the number of players currently queuing will be displayed instead. When the concurrent player count for a region is too low to start games consistently in a particular mode, those players will be redirected to their next closest region instead. A message will alert players when this is happening and to expect higher ping than local servers. Gameplay Decreased recoil of the P18C Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu Maximum number of Forward Running Sensitivity has changed from 50 to 100 The maximum value would stay the same, so if your Forward Running Sensitivity was 10, it will change to 20 This is to have a more specific value Improved the sound settings in option The sound settings are now separated into Master Volume, FX Volume, UI Volume and Music Volume Parachute System Overhaul Freefalling Tapping L-Stick now puts you into a dive at full speed straight down towards the ground Turning speed is now much faster and has increased control, responsiveness, and precision Parachuting Added new freefall animations and increased overall control and responsiveness Tapping L-Stick helps you drop faster and land quicker Pulling L-Stick backwards lets you glide, when you want to travel a longer distance You can now cut the parachute while relatively close to the ground by pressing B, while still moving through the air. This can be used to strategically to get to your drop point faster, but be careful, as you can take damage if you drop too far Added new landing animations The speed in which you land matters, as landing too fast may force your character to roll, or roll for longer, before you can gain full control of your movement Colliding with buildings or objects while parachuting will now automatically cut your parachute. Be careful! The parachute no longer disappears instantly after landing Improved the character animations used in the air. Character movements are much more fluid and have been improved to be more realistic. Improved blood hit effects Improved the visuals of blood particles when players are shot. Improved the visuals of blood effects that appear on screen when shot by other players. Slightly decreased the maximum number of shots possible to fire per second with the M16A4 The reason for this change was due to the fire-rate of burst mode for the M16A4 being unintentionally slower than single fire shot rapidly We are planning to have a weapon balance patch in the first half of 2019. Please continue to share your feedback with us regarding weapon balance Adjusted the sight position to be closer to the muzzle for some weapons In a future update, we will be adding a new attachment which will require this new sight position, so we've made the change in advance to help players adjust to the change There is no change to weapon recoil, but weapon control may be perceived differently due to the sight location change Players now receive damage from Molotovs that hit their vehicle Molotovs that hit around the vehicle, or when driven through an already-exploded molotov will not damage those inside UI/UX Player order consistency: Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game. Controller Guide can now be seen from the lobby from settings The name of the player being watched while spectating teammates, in observer view, or killer spectating will now appear in the top left corner of the screen. Changed the overall lobby theme in celebration of our latest map - Vikendi Applied the snowfield environment theme Applied a snowing effect Changed the background music Combined the 'Career' and 'Leaderboard' menu in Statistics into a 'Season' menu Performance Improved the client performance by optimizing the creation of character materials Improved performance by mitigating an issue causing thin objects to flicker. Optimized particles in rainy weather. Adjusted the parachute and character sync rate depending on the distance to improve server performance Improved the items and skins to look smoother on preview Added characters, weapon skins and parachute preview Optimized rendering method on vegetation to improve performance Optimized object creation to improve CPU performance Reports Added the report player function to event mode games Press 'Y' to report the killer You cannot report the same player more than once in one game G-Coin 13,000 G-Coin will now be 13,500 G-Coin Players who have purchased 13,000 G-Coin will have 500 G-Coins sent one at a time We'll share more detail on the schedule soon Bug Fixes Fixed the issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. Fixed the issue where a downed players' character model would sometimes penetrate walls. Fixed the issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time. Fixed the issue where characters would look headless when using heal/boost while in prone or when in a vehicle in FPP. Fixed the issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. Fixed the issue where some animations were cancelled when moving with certain steps Fixed the issue where sometimes an enemy player was seen shooting with the weapon at the back of the character Fixed the issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed the issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Fixed the issue where ADS worked unreliably when ADSing right after equipping a weapon. Fixed the issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle. Fixed an issue where a character would sometimes rotate even though its feet are fixed when the screen is rotated more than 180 degrees left or right. Fixed the issue where a player's motion was sometimes shown as scoping when taking steps next to a wall. Fixed the issue where characters could vault over other characters when positioned at certain heights. Fixed the issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. Fixed the issue where a character's animation would pop upward when getting close to the wheels of a buggy. Fixed the issue of where a character's animation would pop upward when crouching and standing up near a vehicle. Fixed an issue where player couldn’t see his/her teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where characters' hands would spin while looking up when looting or preparing to throw a throwable in FPP. Fixed an issue where players could get into certain terrain of Miramar which should be impossible Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed the issue where players could use weapons while swimming if they kept pushing the weapon equip button near rocks. Fixed an issue which caused the screen to shake excessively when spectating an opponent who was firing a weapon. Fixed the issue where when freefalling out of the plane and pressing particular movement keys, certain animations didn’t play correctly. Fixed the issue where the footstep sounds of players moving at low speed (walking when crouching) was not played to other players. Fixed an issue where the character's footsteps couldn't be heard when on carpet Fixed the issue where when click the “Play” button, game was frozen in the lobby. Fixed the issue where world map and wheel menu could be opened at the same time. Fixed the issue where a spot at the back of the truck and buggy would block bullets. Fixed the issue where when plane flew around you, the sound of plane was not played. Fixed a rare bug where teammates would receive friendly-fire damage, even if you weren’t aiming at them while shooting Fixed an issue where Harley Quinn's hair wouldn't move. Fixed the issue when the character passed through the barbed wire, it penetrates the character’s body or cause unexpected termination. Fixed the issue where the hair would not show when wearing certain beanies Fixed the issue where the effect sound of the Adrenaline Syringe continuously play even after canceling Fixed an issue where vehicle horns continued to sound after exiting a vehicle while horning Fixed the issue where the team list does not correspond when observing his/her teammate and changing camera. Fixed an issue where the casting gauge for health/boosting items and reviving was not shown while observing Fixed an issue where the number of available throwables would not update when picking up a throwable while holding a throwable as well Fixed an issue the bolt action of the observee was shown incorrectly while observing Fixed an issue where the quick marker was unable to remove while observing Fixed an issue where the animation for equipping/unequipping the weapon was shown incorrectly after the observee stands up from prone while observing Fixed an issue where the motorcycle was not mountable on certain angle Fixed an issue where the sound of emote played just before the round begins at the in-game lobby continued to play even after riding the plane Fixed an issue where the camera passed through the door on certain angle when ADSing close to the door while holding a handgun Fixed an issue where helmet skins applied in the lobby are sometimes delayed from appearing on looted in-game helmets. Fixed an issue where characters can’t pick up a dropped melee weapon again after dropping it on specific stairs in Erangel. Fixed an issue where grenades would sometimes damage an incorrect area. Fixed an issue where the grenade arc would stay displayed when knocked down while preparing to throw a grenade. Fixed an issue where sometimes a character would be shown as under the ground with only their face showing while waiting in specific areas before the game starts. Fixed an issue that the camera angle would move into the character’s body when walking into destroyed wired-fence. Fixed an issue that causes the camera to pass through doors when moving the camera in certain situations. Fixed an issue where an enemy player would appear to prone/stand up multiple times in specific situations, after proning and standing up once. Fixed an issue where in certain situations the door opening/closing animations did not play when another player interacted with the door. Fixed an issue where green blood was more visible than red blood. Fixed an issue with reconnecting while in a vehicle, which would remove the player from the vehicle and upon reconnect the player model would sometimes be clipped inside the vehicle. Fixed an issue where care packages would sometimes drop outside the playable area, in the water. Fixed an issue which sometimes caused care packages to drop from the plane tilted, or flipped upside down. Fixed an issue where each weapon had a different delay between reloading and being able to fire Fixed an issue that caused the region indicator in-game beneath the health bar to display as “UNKNOWN” Fixed an issue which caused vehicles to sometimes pass through players, when rolling down a hill Fixed an issue when laying prone right next to a wall, your weapon could move through the wall in FPP Fixed an issue which caused character animations to look unnatural when players were pushed by a vehicle moving down a hill Fixed an issue which cause the camera to shake while ADS and moving in a prone position on sloped terrain Fixed an issue which caused ammo capacity to display up to 6 decimal places Fixed an issue which while spectating could cause the spectated player's weapon to display in a misaligned position
  3. 45 points
    Hey everyone, Thank you all for your feedback and bug reports since our Vikendi update on January 22. We understand that there are a number of critical issues with this update and apologize for the frustration caused. We are currently working hard to release a hotfix which targets many of these issues. Please be aware that some bug fixes may take longer than others. We’re aiming to deploy an initial hotfix sometime next week, so please stay tuned for further details and patch notes. As a note, there will be no console dev report this week as the team is currently focused on the hotfix. Thanks again for your patience and understanding! Thanks, PUBG Console Team
  4. 43 points
    These patch notes have been updated. Update 1 - 12/20/2018 Read the changes at the bottom of this post. -- Hey everyone, This week, we are updating the PTS with lots of exciting content for you to test out! This update will include our new 6x6km map Vikendi, new weapons, Graphical Settings Options, and many quality of life and bug fixes. Please note that the parachute overhaul is currently being optimized for console and will be released in an update at a later date. Check out the full patch notes below! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can push the content to live as smoothly as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. All player data, statistics, etc from the test server will not carry over to your live server account. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. PTS Open Schedule KST: December 21 2:00PM PST: December 20 9:00PM CET: December 21 6:00AM For healthy matchmaking, some modes have been disabled in PTS. Please see below for available queues: NA, EU - TPP Solo, TPP Squad Vikendi will be the only map available to play on PTS. NEW MAP - VIKENDI Vikendi Gameplay Vikendi is a 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will have less traction on snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up. Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently. Keep in mind that footprints and tracks in the snow don’t stay around forever! Redzone The center of the red zone spawns outside of the play zone. The smaller the play zone, the smaller the red zone. Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match. Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world. Level 3 vests spawn more often than other maps. Smoke Grenades are spawned at a higher rate compared to other throwables. NEW AR: G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW SIDEARM: SKORPION Added a new handgun, the Skorpion The Skorpion spawns on all maps Single fire and full auto fire mode Uses 9mm ammo, it can load up to 20 bullets and 40 with an Extended Magazine Attachments: Sight: Red dot sight Muzzle: Suppressor Lower Rail: Vertical Foregrip, Half Grip, Light Grip, Laser Sight Stock: Stock for Micro UZI Magazine: Extended Magazine only Skorpion is also available in the Training Mode. Have fun! NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. QoL Minimap: Players can now further magnify the minimap Player order consistency: Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game. Added field of view slider in First Person Perspective mode (FPP) settings Added graphical settings option for Xbox One X Controller Guide can now be seen from the lobby from settings Graphical Settings Options (Xbox One X) For this initial round of testing, the graphical settings options will only be available for Xbox One X players. We are actively developing these options and are aiming to have them ready for all Xbox consoles as soon as possible (Xbox OG/S will have different settings). Framerate Priority Sets the resolution to 2560 x 1440 and enables V-Sync. This setting is recommended for a more consistent framerate. Resolution Priority Sets the resolution to 3840 x 2160 and enables V-Sync. This setting is recommended for a higher level of visual fidelity. Dynamic Resolution (NOT AVAILABLE FOR TESTING YET) Changes the resolution in real-time. This is the best setting for ensuring an optimal balance between framerate and visual fidelity. Further details are being finalized and tested internally. Gameplay Decreased recoil of the P18C Improved the sound settings in option The sound settings are now separated into Master Volume, FX Volume, UI Volume and Music Volume Maximum number of Forward Running Sensitivity has changed from 50 to 100 The maximum value would stay the same, so if your Forward Running Sensitivity was 10, it will change to 20 This is to have a more specific value Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu Performance Improved the client performance by optimizing the creation of character materials Improved performance by mitigating an issue causing thin objects to flicker. Optimized particles in rainy weather. Adjusted the parachute and character sync rate depending on the distance to improve server performance Optimized weapon target calculation overhead. Optimized culling logic of invisible instanced mesh. Optimized overall character movement cost. Reduced level streaming hitches. Reduced physics creation hitches. Report Added the report player function to event mode games Press 'Y' to report the killer When reporting someone who had team-killed you, there will be an option of reporting "Teamkill" You cannot report the same player more than once in one game Bug Fixes Fixed an issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. Fixed an issue where a downed players' character model would sometimes penetrate walls. Fixed an issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time. Fixed an issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. Fixed an issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. Fixed an issue where some animations were cancelled when moving with certain steps Fixed an issue where sometimes an enemy player was seen shooting with the weapon at the back of the character Fixed an issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed an issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Fixed an issue where ADS worked unreliably when ADSing right after equipping a weapon. Fixed an issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle. Fixed an issue where a character would sometimes rotate even though its feet are fixed when the screen is rotated more than 180 degrees left or right. Fixed an issue where a player's motion was sometimes shown as scoping when taking steps next to a wall. Fixed an issue where characters could vault over other characters when positioned at certain heights. Fixed an issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. Fixed an issue where a character's animation would pop upward when getting close to the wheels of a buggy. Fixed an issue of where a character's animation would pop upward when crouching and standing up near a vehicle. Fixed an issue where player couldn’t see his/her teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where In FPP when character holding throwables or ready to throw throwables is moving facing the sky, his/her hand flickers and moves around Fixed an issue where players could get into certain terrain of Miramar which should be impossible Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed the issue where players could use weapons while swimming if they kept pushing the weapon equip button near rocks. Fixed an issue which caused the screen to shake excessively when spectating an opponent who was firing a weapon. Fixed an issue where when freefalling out of the plane and pressing particular movement keys, certain animations didn’t play correctly. Fixed the issue where the footstep sounds of players moving at low speed (walking when crouching) was not played to other players. Fixed an issue where the character's footsteps couldn't be heard when on carpet Fixed an issue where when click the “Play” button, game was frozen in the lobby. Fixed an issue where world map and wheel menu could be opened at the same time. Fixed an issue where a spot at the back of the truck and buggy would block bullets. Fixed an issue where when plane flew around you, the sound of plane was not played. Fixed a rare bug where teammates would receive friendly-fire damage, even if you weren’t aiming at them while shooting Fixed an issue when the character passed through the barbed wire, it penetrates the character’s body or cause unexpected termination. Fixed an issue where the hair when wearing certain beanies Fixed an issue where sometimes the effect sound of the Adrenaline Syringe is continuously played even after canceling Fixed an issue where vehicle horns continued to sound after exiting a vehicle while holding RT Fixed the issue where the team list does not correspond when observing his/her teammate and changing camera using LB/RB Fixed an issue where the casting gauge for health/boosting items and reviving was not shown while observing Fixed an issue when picking up a throwable while holding the same throwable, the holding amount did not update Fixed an issue the bolt action of the observee was shown incorrectly while observing Fixed an issue where the quick marker was unable to remove while observing Fixed an issue where the animation for equipping/unequipping the weapon was shown incorrectly after the observee stands up from prone while observing Fixed an issue where the motorcycle was not mountable on certain angle Fixed an issue where the sound of emote played just before the round begins at the in-game lobby continued to play even after riding the plane Fixed an issue where the camera passed through the door on certain angle when ADSing close to the door while holding a handgun For known issues, please go here. -- Update 1 - 12/20/2018 QoL Controller Guide can now be seen from the lobby from settings Gameplay Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu
  5. 41 points
    Hey everyone, On November 7, we will be updating live servers to Update #3! This update will bring the new Supply System, Custom Matches, officially licensed Joker and Harley Quinn skins, bug fixes, and more. Dive into the patch notes below and read up before jumping into the new update! Maintenance Schedule PST: November 7 12:00AM - 2:00AM CET: November 7 9:00AM - 11:00AM Supply System Added Supply System Earn XP through play time and completing missions to level-up and obtain rewards. Each 10 levels you will receive a permanent reward. Every level-up on the way to each permanent reward will grant you BP and also a chance to receive an additional permanent reward. You can level up and get rewards when you fill the Survival gauge with survival XP You must click “Claim” to receive the completed mission XP Observing teammates grants 50% less XP than while alive Skin & Items Added a MAKE UP tab in the APPEARANCE category. The APPEARANCE category has been added to the store, where you can purchase additional Hair and Make-up options. Changing APPEARANCE such as face, hair and/or gender will not cost BP (some paid items for face and make-up are excluded from this). Cosmetics Officially licensed Joker and Harley Quinn Skins Harley Quinn “Daddy’s Lil Monster” outfit “Good Night” baseball bat skins for the crowbar and machete The Joker’s “Night Club Suit” outfit Each bundle includes new paid hair and makeup options as well to complete the look of these two iconic characters. Custom Match Custom matches have been added and custom match creation is available for all players. Known issue: You may experience short instances of hitching in the custom match lobby when assigning or moving teams. Custom match list can now be viewed after selecting custom match game mode. Normal mode: Classic battle royale rules—be the last person (or team) standing War Mode: Team deathmatch with respawns. The team with the most points (kills and knocks) wins. After selecting your preferred game mode, custom matches can now be created using presets. Each game mode currently has a default preset and one additional preset available. War Mode includes the Desert Knights preset. Normal Mode includes Sanhok Forty Fivers preset. RULES: Set number of players, team size. BASIC: Set game mode, password, map, weather, etc. After creating the match, the settings can be adjusted using the options in the BASIC and RULES menus. Things to keep in mind when creating custom matches: At least 10 players are required to start the match. You can keep the game in a waiting room for up to two hours. Performance Optimized texture streaming to reduce hitching Bug Fixes Fixed a bug where upon completing a match in Training Mode, you would receive two wins that counted towards Game Hub stats
  6. 40 points
    Our new winter themed map, Vikendi, is officially graduating from the Public Test Servers and releasing on to live servers on January 22! More details at: https://vikendi.pubg.com/ Before you jump in, check out the locations of Vikendi below for an in-depth look into your next hot drop on release day. Locations of Vikendi Of all the Battlegrounds in the world, none are quite as dangerous as Vikendi. A 6km island blanketed in snow and bathed in the Aurora Borealis, is it as harsh as it is beautiful. Yet before it was a Battleground, Vikendi thrived as a space exploration hub, a tourist attraction, and to some, a quiet place to call home. To get players up to date with the sights of this new map, we’re covering some of the points of interest around the island. Read on! With only a third of the island untouched by snow, Vikendi is a tracker’s paradise. Fresh footprints across a sea of snow leave no question as to who has been there before. But while open fields and forests are abundant, there are also dozens of small villages dotting the entirety of the island. There are also locations where the rivers have frozen over, allowing you to cross on foot or with a vehicle and see cover around one of the many frozen objects in the ice. Cities within Vikendi feature a very prominent European building style and their stone walls and densely placed buildings make for great opportunities for cover, or leaping across the rooftops to catch your opponents off guard. Now, let's look into a few key cities and points of interest. Cantra Cantra is the often talked about village by the sea on the edge of Vikendi. The natural hot spring in this area made the village a popular destination for tourists looking to enjoy Vikendi’s stunning beauty while soothing away the cold. Castle The Castle, complete with a moat formed by Vikendi’s largest river, is a standing reminder of Vikendi’s past. Well protected and with a vantage point across much of the surrounding land, the Castle is a statement of power from a time long past. Even today, Survivors hold up in the Castle are a force to be dealt with as its high towers provide a heavy advantage against a would-be siege. Cement Factory Volk Cement saw a huge opportunity with Vikendi’s abundance of limestone and set up their factory to meet the demands of Vikendi’s rising Commercial and Tourism needs. High rising silos, walkways, and warehouses make up the factory, providing plenty of areas for Survivors to gear up. Cosmodrome Cosmodrome and it’s unlaunched rocket are a stark reminder that not all dreams come true. An abandoned space center with huge maintenance hangars, control centers, and the remains of one of Vikendi’s tallest structures, Cosmodrome still leaves visitors with a strong impression-- everything on Vikendi eventually dies, even dreams. Dino Park Dino Park is the perfect example of how prosperous Vikendi used to be. A prehistoric amusement park, filled with various attractions including a roller coaster, bumper cars, and a “thrilling” dino maze, Dino Park was touted as fun for the whole family, as long as they were willing to drop some serious money on overpriced dino plushies in the gift shop. Dobro Mesto Dobro Mesto is one of Vikendi’s first major cities and as such remains one of the largest. Its glorious central plaza housed a famous clock tower and once attracted hundreds of people buying and selling crafts in a sort of communal market. Goroka Goroka is a unique lakeside town near central Vikendi. At the base of Mount Kreznic, the frigid temperatures of the island keep the lake frozen nearly all year round that once supported a small industry of ice fishermen. Nowadays, the ice is much more dangerous to be on with the high ground around it a prime spot for an ambush. Podvosto A traditional river city, Podvosto had larger town comforts such as bakeries and cafes, yet the “right at home” feeling of a small town. The old Podvosto Walkway was the original bridge connecting the two parts of this city, but in later years became a popular destination for young couples to walk together before marriage in a symbolic display of their upcoming life together. Trevno Located on the Northeastern coast of Vikendi, Trevno was a place where the poorer families of Vikendi went to live. Many of those who were lucky enough to have steady work were employed by the Zupan company, who hand stitched every dinosaur plushie sold by Dino Park. Being relatively far away from the island’s other destinations and with only their old lighthouse as a tourist spot, Trevno was never high on must-see lists. The low tourism income led to infrastructure in need of repairs and a large pipeline explosion didn’t make tourists feel much safer. Volnova Volnova was as big and bustling of a city as they come in Vikendi, with its first buildings dating back to the middle ages. Heritage and history were important to Volnova’s residents, but they were always eager to welcome a new restaurant or cafe. Centrally located between some of Vikendi’s main attractions, Volnova’s several hotels were always full, and the popularity of the city led to many buildings being built on top of each other. Even as part of a battleground, Volnova is still a popular destination where danger can strike from any direction. Winery The Dolinšek family took advantage of one of Vikendi’s warmest spots to set up their business and grow grapes for their traditional wine. They remained a popular tourist destination for wealthy people doing the “world tour of wine” and had daily showings and tastings in their heated underground lounge. The family business never quite recovered from a mysterious collapse of their lounge during one of these tours, which caused the deaths of several wealthy patrons. Zabava Zabava was a small artists’ town near the the old harbor. Sailors who passed through often fell for the town’s charm and culture and many wound up eventually laying down roots there. Zabava was also the first location of the famous Horvat’s Chicken restaurant, which spread to several locations around Vikendi and beyond. Vikendi is a unique and diverse island and there are many more places, businesses, and attractions awaiting survivors dropping onto the island. While you should be watching your back first and foremost, we hope you find the time to also enjoy the beauty, style, and culture that let it stand out among the battlegrounds.
  7. 34 points
    Hello everyone, Happy Thanksgiving! We hope everyone has a wonderful long weekend and feasts on some turkey dinners during the holidays. Make sure you’re not too full, so there’s still some room left for chicken dinners in-game too! We’d like to celebrate together with our users this Thanksgiving, so we’ve prepared a login event for those who’ll be playing PUBG during the Thanksgiving weekend. Even if you do not celebrate Thanksgiving, this login event is open to everyone, as you all deserve a special gift! Event Schedule: Starts: November 22 02:01AM PST / November 22 11:01AM CET Ends: November 26 00:00AM PST / November 26 09:00AM CET Players who login to the game at least once during the event during the event, will receive the Full Autumn M416 weapon skin immediately upon login! To equip the weapon skin, simply head over to the Customization tab and find the Full Autumn skin located under Weapons > M416. Again, have a wonderful Thanksgiving!! Thanks, PUBG Xbox Team
  8. 29 points
    With all the new items to customize our characters it would be nice if we could save map specific outfits. Snow gear for vikendi, cow boy hats got mirarmar, green stuff for sanhook, ect .
  9. 29 points
    Hello everyone, We are excited to introduce a new way to progress through PUBG - welcome to the Survival Title System! The Survival Title System will be implemented into the game with the update on January 22. We designed the new Survival Title System so you can see how you progress, going from zero to obtaining honorable Titles through continued play while improving your skills. And while this is also a beta and can change with your feedback, here’s some more information on our thoughts and goals for the new Survival Title System in Beta Season 1. Beta Season 1 Survival Title System The Survival Title System is based on personal growth, instead of having your placement being decided based on competition with others. With the Survival Title System, you can obtain Titles through consistently playing the game. Once you reach Expert, there are no longer any divisions, but progression will be more difficult and influenced more by a higher ranking and kill count in every session. There is no demotion aspect in the Survival Title System, meaning once you achieve a Title, the only place to go is up (with exception to the Lone Survivor Title, detailed below)! Players will begin with 1 Survival Point (SP). SP gain efficiency will be tweaked slightly between different game modes (Solo, Duo, Squad) in an effort to keep each mode fair and balanced to prevent any as being seen as the only viable way to grind SP. The Lone Survivor As the top end of this system, only the top 100 players are able to acquire the Lone Survivor Title. Once you reach the required amount of SP for Lone Survivor, you will have to continue earning SP or risk being bumped by a competitor. You will retain the Lone Survivor Title as long as you remain in the top 100, so play well and play often to show off your prestigious title! Leaderboard Improvements The Leaderboard has been improved to highlight players who have made it to Lone Survivor. This leaderboard will be updated every 2 hours. Lone Survivor players who do not play a match for one week will be removed from the Leaderboard. Title Icon In Lobby Title emblems will be displayed in the lobby for you and your team. The emblem will be changed and displayed to reflect each mode. Rewards (system) per Survival Title We’ve added a reward system for those working their way up through the new Title System. For Beta Season 1, you will receive rewards based on the highest Title achieved during the season regardless of Mode(Solo/Duo/Squad) or Perspective (TPP/FPP). Those rewards will be given out at the start of the following Season. Novice through Survivor Titles will receive rewards as their milestones are achieved. You can check your status, which can be checked in the Title information on the “SEASON - OVERVIEW” page of the game lobby. Lone Survivors will receive the same rewards as Survivors and will only retain the Lone Survivor Title while within the top 100. Remember that the Title System is still in Beta. Your continued and valuable feedback will help us choose the direction of this and future systems, so let us know your thoughts on what we’re doing right or more importantly, what you’d like to see from us in the future. Thank you, PUBG Console Dev Team
  10. 29 points
    Hello everyone, Welcome to the second edition of the Console Dev Report series! For those who missed out the first post of this series where we touched on the “viewing spectrum and how it affects the game's performance, feel free to check it out here: [Xbox] [PS4] In today's post, we will be going over GPU time and how various factors can play their roles to reduce GPU time. What is GPU Time? GPU time, simply put, is the time the GPU (Graphics Processing Unit) takes to calculate a single frame. The more GPU calculations required, the longer the GPU time will be. GPU times directly contribute towards the FPS (frames per second) you see while playing and increased GPU times can directly impact performance. There are numerous factors that affect GPU time, including the time it takes to render all the different visual elements of the game you see on-screen. The GPU is a processor that handles computer graphics. It draws millions of pixels on the screen each frame (multiple times per second). The number of pixels contained on-screen is determined by the resolution used. The higher the resolution, the more pixels and more detail that can be shown on the image each frame, but also the more processing power required. When comparing 4K resolution to the most commonly used 1080p resolutions, 4K has 4 times as many pixels as 1080p. That means the amount of data a GPU needs to process comparatively increases 4 times, which in turn increases the GPU time. Dynamic Resolution Note: The Dynamic Resolution option is currently being optimized and will be available on both PS4 and Xbox One in a future update. Dynamic resolution is a feature in which the resolution changes dynamically according to the number of GPU calculation required. It changes the resolution from 1440p to 4K in real-time, with a variable refresh rate. In circumstances when you’re in and match and the GPU is under heavy processing load, the resolution will be lowered automatically temporarily in order to ensure stable performance. We'd like to show you how the dynamic resolution option affects GPU times with the graph below. Please bear in mind that the graph is measuring GPU time in milliseconds, this graph is not showing frames per second. So, in this instance, lower is better. * GPU Time shown in the graph above calculated using an Xbox One X. A 20% improvement in processing speed for GPU times is observed with dynamic resolution turned on. A lower GPU time means the GPU can process each frame more quickly, which leads to improved and more stable performance! GPU Instance Culling GPU Instance Culling has been enabled since 1.0 for Xbox One X and PS4 Pro and we’ve made many improvements since its initial implementation to increase performance. We’ll be making additional improvements to GPU Instance Culling in the future, including in the next live server update. You can read more about those upcoming changes further down in this section. Please be aware that the upcoming improvements to GPU Instance Culling are still being optimized for 1st gen PS4 as well as 1st gen Xbox One and S models and will be implemented at a later date. You can find many dense forests in Erangel, Sanhok, and Vikendi. To achieve the best performance possible, trees with the same model are rendered using “instancing”. This reduces the processing cost of drawing a single tree, so the GPU can draw the forest shown below without waiting for additional draw calls (resource-intensive requests for the GPU to perform tasks) to be issued. Reducing the number of draw calls by instancing as many trees with the same model within the viewing distance as possible, the overall cost for drawing the trees is reduced, leading to improved performance. But what would happen if you scope in using a 8x scope? Level of Detail (LOD) plays a big part in achieving the desired performance, as objects are drawn in different quality levels depending on their distance from the player. In a normal (non-scoping) state, only the closest trees within the first instance are drawn as LOD 0 (the highest object detail), but when scoping in, all instances including the targeted trees seen through the scope are drawn as LOD 0, causing GPU time to increase (lower performance) by significant amounts. When you scope in, the viewing distance is extended so the distant trees can be viewed in higher detail. In the figure above, you will only see 3 to 7 trees through the scope, but the GPU will try to draw every instance that hits the view spectrum. Using instances in this case is a significant drawback because it will draw unnecessary trees, whereas if you didn't use instances only 7 trees will be drawn. The object's level of detail (LOD) is determined by proportionate size on-screen, and the object's cull distance decides whether the object will be rendered at all, based on distance from the player. With some upcoming optimizations to GPU Instance Culling, our goal is to increase performance both through not rendering high level of detail objects which aren’t shown on screen and developing a smarter process to determine which objects are processed when instancing and in which order. Since the GPU is aware of all object LODs, only the low LOD models will then be chosen to be instanced, after examining all instances. Then, the rendering process is performed in front-to-back order. We call this select-and-process GPU Instance Culling. The graph below compares GPU time when GPU Instance Culling is on and off in 4K resolution. * GPU Time measured while scoped in using a 8x scope. * GPU Time shown in the graph above calculated using an Xbox One X. We see a more stable result and around a 30% improvement in GPU time with GPU Instance Culling On. Without GPU Instance Culling, you can see GPU times are longer and fluctuate considerably. We hope you enjoyed this week's post, and hope to see you with another edition in two weeks! Thanks, The PUBG Team
  11. 28 points
    Hello everyone, Welcome to the first edition of our new series, the Console Dev Report, which will be replacing the weekly community posts! As previously mentioned, we’re aiming for this series will be posted bi-weekly and focused on performance, dev issues, and how we will be fixing them. Please note that this schedule may change from time to time as there is more or less to talk about. In today’s post, we take a deeper dive into framerate and how we will plan to reach higher framerate to meet everyone's expectations when playing PUBG. Intro Players have been reporting framedrops, especially during late stages where there are frequent close-quarter-combat (CQC) situations. PUBG calculates resources of everything within the 600m radius of the character. This means, wherever your character is, everything within the 600m radius of your character will be calculated. When we get into the late game where the white zone shrinks, players are focused into a smaller circle. This means that there are more players in the small circle that needs the resources calculated. This is a similar case in hotdrops as well, but late games usually have more resources needed to be calculated as many of the players that reach late game are fully kitted. Vehicles, outfits, weapon skins and smokes are some of the many resources that need to be calculated. To improve the performance and reduce the rate of framedrops in these situations, we need to lower the resources needed to be calculated. To explain further on our efforts to do so, we'd first need to explain the "View Spectrum". The view spectrum basically means "the angle of sight shown on the monitor". So if there's an enemy that walks in front of you and is shown on the screen, the enemy is inside the view spectrum. This, however, does not mean that if something is to be inside the view spectrum, it must be shown on the monitor. The direction and the angle of sight are what really matters - if a player is behind the wall that you're looking at, that player is indeed inside your view spectrum. Inside the View Spectrum What is inside the view spectrum is always calculated. That is why the character movement of your allies or enemies are always shown. To be as accurate as possible on showing character movement, there needs to be some predictive calculation from the server. Let's say a user A is moving at a direction. When the server gets the character location info from user A's client and send it back, the sent location of user A would be the old location of user A as the player would have kept moving while user A's client sends the location to the server and the server sends user A's location to your client. If the error between them is too big, this causes 'desync'. To be very accurate on character location, the server predicts the user's movement direction and speed to exactly tell where they will be. The server also predicts the location by checking the elevation of the terrain and also whether or not if there would be any object blocking the player in the direction, e.g. a wall. This has greatly improved the response time of character location to be more accurate and fixed the desync issue. To make an accurate prediction on the character movement, there has been an increase in resource needed to be calculated which was one of the reasons of frames dropping. To improve the performance, we've reduced the process above to remove the unnecessary calculations. Unnecessary components of movement have been removed. This has reduced the framedrops and improved the performance. Below graph shows the "Physics volume calculation time per each frame". This was tested with 30 bots, and is comparing the current build versus the improved build to be put in the next patch in the near future. The reduced time means that there are fewer resources calculated so there's a better performance. Outside the View Spectrum Outside the view spectrum, we also calculate each of the character's movement. So if there are 25 characters moving outside of your view spectrum, their movement was being fully calculated which means that a lot of calculations are needed causing framedrops. To change this, we've reduced the resources being calculated regarding character movement outside the view spectrum by a lot. There are two things to consider for a character. There's mesh and a physics body. Mesh is mostly related to the character model, and the sound of the footsteps and gunfire and such. Physics body is mostly related to the hit points of the character. For characters outside the view spectrum, we've decided to only update the mesh of character location, so the physics body stays on the last location of the character on the outer view spectrum. By only calculating mesh, more than half of resources calculated has been saved. When your character looks back at the character outside the view spectrum, the physics body location is joint back to the mesh location of the character. So rather than consistently calculating the physics body location, it now only needs to be calculated after the physics body location gets into the view spectrum. Depending on the mesh location of the character, the physics body location calculation could continue or not. As the physics body location stays the same, and mesh location keeps on moving (or not), when physics body location gets into your view spectrum, the physics body location is transferred to the mesh location. If the mesh location then, is not in your view spectrum, the physics body location stays at that spot until it gets in your view spectrum again which then is transferred to mesh character location. Below graph shows the improvement of "Physics volume calculation time per each frame". Again, this was tested with 30 bots, and is comparing the current build versus the improved build. To conclude, our changes for both inside and outside the view spectrum will improve the performance by lessening the time needed to calculate player location. We've reduced the resources needed to be calculated so less time was needed. With this change, there will be a reduction in framedrops and an increase in the average framerate. We will continue to aim for higher framerate for a better user experience and will update again in two weeks later another post of the series! See you then! Thanks, PUBG
  12. 26 points
    Hey everyone, The time has come. We’ve heard the call, and we’re excited to bring the Ghillie Crossing event for this week’s Event Mode! It’s simple - world spawns are limited to Ghillie Suits, crossbows, melee weapons, and throwables. Get your archery and melee skills ready. Full event details below! EVENT SCHEDULE STARTS: Nov 29, 7pm PST / Nov 30, 4am CET ENDS: Dec 2, 7pm PST / Dec 3, 4am CET AVAILABLE QUEUES 4-man squads on Erangel NA/EU: TPP/FPP OC/SA: TPP only Please note that getting into the Event Mode lobby as a party may cause your team to disband or crash when the match is made. Instead, invite your friends to play once you’re in the Event Mode lobby. RULES World spawn weapons include only crossbows and melee weapons. Ghillie Suits spawn alongside other world loot. Blue zone damage increases exponentially as the endgame approaches. Only red dot, holographic, 2x, 3x, and 4x scopes spawn (no larger scopes) All other world spawn items—including bolts, grenades, consumables, and attachments like crossbow quivers and scopes—spawn at a normal rate OTHER EVENT RULES Vehicles do not spawn Red zones are disabled Weather is set to “Overcast” Friendly fire is disabled We hope everyone enjoys the event this weekend - be sure to head over to our forums to leave us your feedback once you jump in! Thanks, PUBG Xbox Team
  13. 26 points
    UPDATE #2 11/14: Survivor Supply System The mission reset time will be adjusted at a later time. For the time being, the reset time will remain the same. Daily reset: 00:00 UTC Weekly reset: Thursday 00:00 UTC UPDATE #1 11/14: Hey everyone, We announced today in our hotfix patch notes that we would be closing the NA FPP Duo, EU FPP Solo, and OC TPP Duo queues. This decision was made due to the high matchmaking times that we've seen in our data. We have decided to revert this decision and will not be closing any of the modes today, due to community feedback. We do not make these decisions lightly and our last decision was originally made to provide a better experience in terms of quicker matchmaking. We understand that the interest in playing these modes are still there, and we will continue to look into other ways for healthy matchmaking times. Thank you for your understanding. ------ Hey everyone, On November 15, we will be deploying a hotfix that should reduce instances of desync, as well as an option to enable a forward movement deadzone. Be sure to log in after the maintenance is over to collect your 20,000 BP and Punk Jacket for the login event! View the full patch notes below. Maintenance Schedule PST: November 15 12:00AM-2:00AM CET: November 15 9:00AM-11:00AM Login Event As a token of our appreciation for our players, 20,000 BP and the Punk Jacket (Black) will be received upon logging into the game after the hotfix maintenance has been completed. Once again, we thank our players for all the support while we worked to resolve long standing issues like Lost Connection to Host. Event Start time: After Maintenance Event End time: November 22 2:00AM PST / November 22 11:00AM CET Punk Jacket (Black) Skin Road Warrior Helmet is now available for purchase in the in-game Store for 20,000 BP Road Warrior Helmet Gameplay Added Forward Sensitivity option in controller settings Players who had difficulty moving in a straight line will be able to adjust this value Note: Higher deadzone value equates to less sensitive movement of the left stick when moving forward Server With the support and requests from our LATAM community, we have decided to open the South America server - TPP Squad. If the server can sustain a suitable population, other modes will be available to play in the order below: TPP [Squad → Solo → Duo] → FPP [Squad → Solo → Duo] Custom Match We have reduced the time for automatically closing custom match lobbies from 2 hours after creating the lobby to 40 minutes after creating the lobby The host will be given a warning 30 minutes after creating the lobby Bug Fixes Fixed a bug with movement interpolation which could cause other players' movement to be visibly delayed This should reduce instances of desync Fixed an issue where the PUBG Limited Edition Controller DLC item (Male Jacket) would display in an incorrect color Thanks, PUBG Xbox Team
  14. 25 points
    I have forwarded this request to the team. Thanks
  15. 24 points
    Hello everyone, We’re back with another installment of Console Dev Report! This week, we’ll be diving into an explanation of multiple LOD types, what LOD means and why it’s important for performance. LOD stands for Level of Detail and there are different LODs for many objects in PUBG. Depending on the circumstance, a more or less detailed LOD is used to strike the optimal balance between performance and quality visuals for the best gameplay experience possible. PUBG generally uses 3 different LOD levels depending on the situation - LOD 2, LOD 1, or LOD 0 which is the most detailed of the 3. The higher detailed LOD used, the higher the performance cost. While performance is important, it’s also very important we work hard to not negatively impact gameplay wherever possible by using a less detailed LOD. One instance you’ve likely seen LODs in action is the “playdough” look of some buildings when viewing them in the distance while parachuting. This is the first and least detailed LOD displayed. At the beginning of a match, buildings closeby can look like this too, as there are so many different objects to process all at once. These will increase to LOD 0 (highest detail) as soon as possible, but the speed of this process is heavily dependant on the hardware you’re using. Three different LOD types are also applied to characters: Mesh LOD, Bone LOD and AnimNode LOD. First, we’ll explain some details about both Mesh LOD and Bone LOD briefly, before diving into the focus of this Console Dev Report, AnimNode LOD. Mesh LOD and Bone LOD Mesh LOD determines the character model LOD. When a character is close to you, it is rendered as LOD 0 (highest detail) and the further you move away from a character, the lower detail LOD that character model will rendered as. This happens in stages, with LOD 2, LOD 1 and LOD 0. You generally won’t notice the transitions that occur, because they happen at a distance where the characters are very small on screen. Bone LOD works in the same way, but determine the number of bones activated during character animations. This means that at great distances, your game doesn’t need to process detailed animations which would decrease performance. A lesser LOD means there are fewer vertex and less bone data to be processed. This leads to big performance improvements compared to not having optimized LODs. Having additional LOD levels (3, 4 etc.) would definitely increase performance, by reducing the performance cost on the CPU, but unfortunately the extra strain caused to memory, IO, etc. is very high for console hardware and not something that can be implemented effectively at this stage. AnimNode LOD Animations also have LODs called AnimNode LODs, but we can't apply them to such a wide degree as we can for Mesh LOD or Bone LOD, as the visual changes are very noticeable. Animations such as running, looking to the side, or the animation of aiming down your weapon sights are all skeletal control of your character. The animations related to the character skeleton are all calculated on a per limb basis, requiring independent calculations and animations to be performed for the arms, legs, neck, etc. We developed an additional LOD method based on the character model size proportionate to the whole screen. Then, we set parameters to automatically and dynamically select a less detailed AnimNode LOD for character models only when they’re at a distance where you wouldn’t notice the visual change. This means increased performance without negatively impacting gameplay or visual experience to any noticeable degree. Please bear in mind that for the visual examples shown further down in this Dev Report, AnimNode LOD changes take effect at very close distances to give you a better understanding of how it works. When playing PUBG, AnimNode LOD only takes effect at great distances. Here is the first example of how AnimNode LOD works in-game: (The image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) In the image above, you can see the differences between having AnimNode LOD enabled and disabled. When AnimNode LOD is completely disabled, animations performed by the character are disabled and not reflected by the model, which results in better performance. However, when a player is crouched, the lower body must have AnimNode LOD enabled, otherwise the player would appear to be standing. For the next example, in our development environment we've set AnimNode LOD to be disabled when the character model fills 10% of the whole screen to further help you understand what's happening when AnimNode LOD is disabled. When in-game, AnimNode LOD would only be disabled when the character model would look too small for you to see these changes. (Image used above is from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) You may also be wondering "What happens when I scope in on an enemy far away?" When you scope in on a player far away, the character model you’re looking at will fill more of the screen and AnimNode LOD will be turned on dynamically based on the character model size proportionate to your whole screen, ensuring there is no negative impact to gameplay. Below is a visual example of AnimNode LOD being used in our development environment coded to disable when the character model takes up 10% of the whole screen, to give you a clearer example of what’s happening. (Image used above are from a development environment and for illustrative purposes, AnimNode LOD is only disabled at great distances while playing PUBG) Again, while actually playing PUBG, these changes only take effect when the character model is very far away and taking up a small portion of the whole screen, where you won’t be able to notice the changes. AnimNode LOD Performance The graph below measures AnimNode LOD enabled (blue) vs. AnimNode LOD disabled (red) when there are 10 characters around. Around a 10% performance improvement is achieved with AnimNode LOD disabled. * Graph results measured using an Xbox One X. The more character models in the area which can have AnimNode LOD disabled, the higher performance gain compared to having AnimNode LOD enabled. To summarize this section, some animation effects of character models are disabled or dialed back when they’re at such a distance that you wouldn’t notice the change take effect. This results in less resources being used and an increase in performance. Thanks for reading! See you all in the next addition of the Console Dev Report. The PUBG Console Team
  16. 23 points
    Hey everyone, A quick heads up: Public Test Servers (PTS) will officially be closing on January 14! If you haven’t yet jumped into the PTS to test out upcoming content, now is the time to do so. The PTS content includes the new map, Vikendi, the Snowmobile, two new weapons, and more. For full PTS patch notes, please see: [Xbox] [PS4] PTS feedback reports can be submitted here: [Xbox] [PS4] PTS bug reports can be submitted here: [Xbox] [PS4] The PTS will close on January 14 at 12am PST / 9am CET / 5pm KST. The team is hard at work and looking at your reports from the PTS to prepare for the upcoming live server content update. Please stay tuned for more details on the release date. A heartfelt thanks for helping us test out upcoming content and for taking the time to leave us your thoughts and bug reports!
  17. 22 points
    Hey everyone, Welcome back to another community post. We have an update on how the community posts will work from now on, as well as provide some info on the next update for Xbox. Bi-Weekly Community Posts When we started community posts back in Game Preview, we had frequent information to share about updates and future content. Now that we’re past the launch phase, we’ve been focusing more on stability and performance, making a weekly post a little too frequent to still be full of content. These bi-weekly posts will be more development based and give insight on current issues, how we plan to tackle them, what’s been done so far, and ETAs for fixes. There will be more detailed information, and we’ll try to insert graphs/images to give everyone better insight on each issue. With more detail, we’ll definitely continue to include our community on the development of PUBG. Future Content If you’re curious about what kind of content will be released in December and January, please read our November Week 3 community post here. Graphical Settings Options In our November Week 2 community post, we briefly went over what you can expect with the graphical settings options that the team is currently developing. We are finalizing a few changes, and plan to share these updates next week. In our next PTS update which is tentatively sometime next week pending QA and certification, players will have a chance to test this out and provide feedback. We will be providing more information and patch notes soon, so be on the lookout on our official channels. Thanks, PUBG Xbox Team
  18. 20 points
    Hello Survivors, This week Vikendi was added to Live Servers, and to celebrate the arrival of winter on Xbox we have prepared a special competition for our community, Vikendi Scavenger Hunt! Grab a Snowmobile, spend some time seeing the sights, and read the details below for instructions on how to take part. Dates Challenge #1~5: Start: Jan 26, 2:00 PM PST / 11:00 PM CET End: Feb 1, 2:00 PM PST / 11:00 PM CET Challenge #6~10: Start: Jan 27, 5:00 PM CET / 8:00 AM PST End: Feb 3, 5:00 PM CET / 8:00 AM PST How to participate Check the challenge images at the challenge posts scheduled above. Each one is a small section of a screenshot we have taken on Vikendi. Find the location where they were taken, and take your own. You must upload the full screenshot of the game at the challenge location. (This includes the map and compass) Submit your screenshot along with your Xbox Gamertag and email address HERE To take a screenshot, press the Xbox button and press Y When prompted, press and hold the Xbox button to view your screenshot Select "Upload", and then "Upload to Xbox Live" Either log in to your account at https://account.xbox.com OR input your name at https://xboxdvr.com, to find your screenshot. Rules The First player who submits a correct screenshot for any of the challenges will win special PUBG goods, as well as the in-game item. If a player is first to submit a correct screenshot for 2 or more challenges, they will only be eligible for 1 prize, which is of their choosing. The unchosen prize(s) will be given to the second fastest player. Goods will vary on difficulty of challenge and will be revealed along with the challenges. All players who submit a screenshot of the correct location for any of the challenges will win the in-game item. Two in-game rewards are available, one for each set of 5 challenges. Challenges #1~5 (Posted on day 1) will receive Snow Beanie (Pink). Challenges #6~10 (Posted on day 2) will receive Snow Sunglasses. You can only submit one screenshot at a time through the submission form. This means that if you have answers for two challenges, you need to fill out the form twice, once for each screenshot. Prizes Challenges #1~5: Snow Beanie (Pink) Challenges #6~10: Snow Sunglasses Challenge (Example) Player screenshot (Example) PUBG Goods Erangel Picnic Mat PUBG Logo Eco-Bag Winner Winner Chicken Leg Dinner Bag-charm Winner Winner Chicken Leg Dinner Cushion PUBG Logo Zip-up Hoodie (L or XL) PUBG Backpack Now get ready to hunt! Thanks, PUBG Xbox Team
  19. 20 points
    Hey everyone, Below is a quick overview of the upcoming Survivor Pass: Vikendi. This pass is not yet available on live servers, and will be released alongside the Vikendi map in January (date TBD). To prepare you for the pass, here are some details of what you can expect. SURVIVOR PASS: VIKENDI The System is currently under development - the actual UI/UX may be different when it is released. The duration of the pass is 10 weeks. Players have the opportunity to complete missions and receive rewards throughout the duration of the pass. Two types of passes are available: Free version of Survivor Pass: Vikendi - Provides missions and rewards to unlock for all players, as they level-up the pass. Premium version of Survival Pass: Vikendi - Provides special missions and exclusive rewards to players who’ve purchased the premium pass, as they level-up the pass. Each level you can claim rewards from Survivor Pass: Vikendi in the Rewards tab and also claim Coupons by clicking on the ‘Drop In Supply’ button. Coupons can be used to unlock exclusive rewards, read on for more details. You can view your current mission lists in the ‘Missions’ tab. There are 5 mission types available to complete: Daily Missions: 3 missions will be provided every day. You swap out up to 1 mission per day. Weekly Missions: 10 missions will be available every week, and you can view the missions for specific weeks. Premium Pass holders can complete up to 10 missions per week and all players with Survivor Pass: Vikendi can complete up to 4 missions. Beginner Missions: Easy missions which are provided for beginner players. Premium Missions: All players can complete these missions, but only players who have the Premium Pass can claim rewards after completion. Challenge Missions: Theses are special missions provided for players who’ve completed all their weekly missions in a specific week. It contains more challenging and advanced missions. All players can complete Challenge Missions, but only players who have the Premium Pass can claim rewards after completion. ‘Coupon’ system in Survivor Pass: Vikendi You can claim Coupons (Blue, Yellow and White) each level, which you can then use to unlock exclusive items in the Coupon Shop.
  20. 19 points
    Hello Survivors, On January 30, will be applying a hotfix to the live servers to resolve several bugs reported to us over the past week. Due to the complexity of some of the issues, we were unable to resolve them all in time for inclusion in this hotfix. We are working as hard as we can to resolve the remaining issues as soon as possible. Thank you for the valuable feedback and bug reports provided so far, as well as your patience and understanding! Maintenance Schedule CET: January 30 8AM-11AM PST: January 29 11PM - January 30 2AM Bug Fixes Fixed an issue where sometimes "PLAY"/"READY" button would not function correctly (XBOX ONLY) Fixed an issue where a party member's character would intermittently not appear in the lobby Fixed an issue where you were unable able to move to "CAREERS" tab in the "SEASON" menu Fixed an issue where you were unable to pick up the wanted quantity of an item from a loot box Fixed bugs related to Survivor Pass: Vikendi Fixed an issue where the mission list language would not update after changing the language in SETTINGS Fixed an issue where a UI button would be placed incorrectly Fixed an issue where main weapons were not equipped if selected immediately after throwing a molotov Fixed an issue where sometimes main weapons were not equipped in certain situations Fixed an issue where "Now you see me now you don't" achievement could not be achieved on Vikendi Fixed mistyped information on the "SEASON - Survivor Point" page Known Issues The issue where "Play a match without using any bandages" mission would be cleared even when bandages are used in a match The issue where certain symbols would show in "Survivor Pass: Vikendi" and "SEASON" page on consoles set to Japanese language
  21. 17 points
    We are back to the beginning of pubg. Broken updates, little to no communication, and still on the back burner. For awhile there I thought we were doing great even after the large steps back with rendering. Once again we are given a horrible game (if you play squads). The development of this game makes me feel horrible nothing we say matters they just give us the PTS to slow down updates bc obviously they fix little or nothing from the PTS and move it straight to live. Does anyone feel genuinely disrespected I mean I bought the game on Dec. 12th 2017 I’ve been here since the beginning and really feel bad. I don’t want a new map I don’t want new skins(even though I’ll buy them) stop adding BS and start fixing things. Circle on the map (vikendi). that has been a problem that we have complained about since the first day of PTS Such a simple fix but completely ignored on the PUBG XBOX forum, this is how we are supposed to give feedback but what’s the point they don’t listen anyways. Squads are broken, they can’t even get a simple UI to run smoothly the menu jumps 2 every time I press 1 down or up WTF is really going on over there? I thought Microsoft was supposed to have a hand in this. Honestly I feel like this game has made my whole Xbox 1 X run crappier.
  22. 17 points
    Hey everyone, Happy Friday! In today’s weekly post, we’ll be going our recently released hotfix, PUBG on Xbox Game Pass, the new Supply System, and what you can expect in our next update. Hotfix and Login Event We deployed a hotfix yesterday that included a potential fix to reduce instances of desync, as well as an option to enable a forward movement deadzone. Feel free to review the full patch notes here, and let us know your thoughts on these fixes. The login event has also begun, so be sure to log into the game before November 22 2:00AM PST / 11:00AM CET to receive your 20,000 BP and Punk Jacket! Future Updates For the month of November, we had two updates planned. This plan has now changed, and we are now targeting mid-December for our next update. We are testing upcoming content internally and want to make sure that new content and features are stable as they are released. You can expect the following in our December update: Graphical settings options FPP FOV slider Skorpion Tentative January Update: Region Renewal Server/region is decided automatically depending on the player’s local region. If you group with a player from another region, matchmaking will automatically decide the best region to play on This is delayed due to many issues with the system. The team is currently fixing issues and testing performance before it releases We want to ensure that our players are happy with this new way of matchmaking, so we are taking extra caution and care on this feature so that there are no regions that are negatively impacted after its implementation Rank System Xbox Game Pass In case you missed the news, PUBG is now available on the Xbox Game Pass! Xbox Game Pass is a subscription service for Xbox One gamers that includes access to a wide catalog of games. Got any friends who haven’t yet tried out the game? This would be a great way to get them into the game and onto your squad. Performance We are currently focusing on optimizing the overall weapons system, from textures to effects. This is to reduce many of the CQC performance issues that some of our players are experiencing, as well as increase overall stability in framerate. The team is currently targeting December to implement these optimizations. We will be providing more details in a longer dev letter with the changes and fixes as we get closer to the patch day. Custom Matches After we introduced Custom Matches, we were seeing many complaints of custom lobbies not starting even after it was full. After we investigated this, we found that the custom lobby hosts would be inactive after certain periods of time, causing lobbies that were created but not able to start. Our original time limit for having an open custom lobby was 2 hours before it was automatically deleted, and with the hotfix we reduced this time to 40 minutes. In addition, there will be a 10 minute warning given to the host after 30 minutes letting the host know that the lobby will be closed. We’re also looking into implementing an auto-start feature for custom lobbies. Survival Supply System When we introduced the Supply System, we received lots of feedback about the mission reset times. In our hotfix patch notes, we announced that we would be changing the reset times. Unfortunately this had to be removed due to needing a change in code, so we are targeting next Thursday after the login event is finished to update the mission reset times. Event Mode: Huntsmen and Marksmen The new event for this weekend is now live! In Huntsmen and Marksmen, three 10-man squads fight on Sanhok, kitted out with shotguns and pistols. See the full rules here and let us know what you think of this week’s event when you jump into Event Mode this weekend! Thanks for reading this week’s post, and let us know what other topics you’d like to see updates on from the dev team. Thanks, PUBG Xbox Team
  23. 16 points
  24. 16 points
    Hey everyone, The PTS update that was planned for this week has been postponed. We are working to fix the issues with this build so that our players will have a stable and enjoyable experience when the PTS update is released. We apologize for this delay and will keep you updated once we have a concrete date for the update. Thank you for your patience! Thanks, PUBG Xbox Team
  25. 16 points
    Игра работает просто шикарно. Играю без фризов, не разу не умер за стеной. Это хорошо что шторы и решетки не простреливаются, это добавляет некого разнообразия в игру. Еще нравится что выстрелы убиенного не зачитываются если его быстро убить, а то приходилось бы бесполезно тратить хил при законченом пвп. Еще хорошо что синие зоны идут не как в фортнайте, а так что я успеваю зайти в дом взять дробовик сесть в угол и сходить покакать, как раз к возвращению и зона подспевает и фри кил бывает заходит ко мне. Красная зона и самолет мои любимые в этой игре, это хорошо что зона не убивает в 99% случаев и невидно снарядов летящих, можно выключить звук и не заметить что зона началась. Бросать гранаты вообще афигенно, можно их даже не лутать. Ближний бой наверно лучше чем в мортал комбате. Так же хочу поблагодарить за выбор карты, теперь мне не нужно ливать что бы наролить Эрангель, теперь я могу вовсе не играть потому как пинг в 100+ на русском сервере дает мне такую возможность.
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