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  1. 5 points
    I read them and appreciate the effort. I'm sure others read them as well.
  2. 4 points
    ... as stated in your developer post, but you made the choice to render at 1440P for the performance mode? How does that make sense? Why not just match whatever output resolution the user has their Xbox set at? Tasking the hardware to output higher resolutions than the display is an extremely inefficient design choice. You don’t do that for PC, but you’ll handicap consoles which are less powerful than most PCs? So bizarre.
  3. 3 points
    <insert 100th reminder that NA is NOT the target audience of this game, and NA primetime is the LEAST played worldwide time of the 24 hour period.>
  4. 3 points
    Plenty of people read the dev reports. Just because you don't understand them doesn't mean they are useless. People wanted more information, and now that they get it they think it's bad info simply because it is not what you want to hear. Consider this -- take a breath and calm down. You're yelling at a stranger over nothing, because of a video game.
  5. 2 points
    https://1drv.ms/v/s!Am4Mb8YRgalFhRRQlDtfv5MJDT0p what is going on with this crap? this is another breed of desync, this is straight hot garbage. its been over a year, please hire better developers for the game code and pay for better servers.
  6. 2 points
    i do this mission to many times, but never count. Honestly im tired this mission. This is only one video.
  7. 2 points
    I think the same thing recently happened to me... https://xboxdvr.com/gamer/trivia-jockey/video/66310305#t=31
  8. 2 points
    you seem like this is too personal.
  9. 2 points
    Yeah man. And I'm just going to say it. There is more campers in FPP, period.
  10. 2 points
    I guess if you want too but be honest its a whole lot of technical talk. That is not what most people want to hear. We need info on why things are being delayed what problems are not easy to fix and what the estimated eta will be. And a honest report on what did not got fixed and why. Just a few examples.
  11. 2 points
    Yeah whe know, working hard and we will inform you when there is news to share blablabla. And please dont bother with the dev reports. They are utter useless. Nobody reads them. Overkill on information. We want easy simple answers and or responses. Thank you
  12. 2 points
    The performance mode is an utter joke. Simply lowering the resolution on your console to 1080p is already helping a lot. Forget about 4k, it only works if you play low demanding games. Performance is much better on 1080p.
  13. 2 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
  14. 2 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
  15. 2 points
    Hey everyone, On December 26, we will be deploying a hotfix to roll out several bug fixes. View the full patch notes below. Schedule (No Downtime): PST: December 26 12:00AM CET: December 26 9:00AM Bug Fixes: Fixed an issue where muting on 'TEAM MANAGEMENT' did not function properly Fixed an issue where the ammunition count sometimes showed 0/0 in the inventory Fixed an issue with incorrect character movement when changing system settings while swimming or under water Thanks for all of your reports and support!
  16. 2 points
    Hey everyone, Happy Holidays! To celebrate this festive time and our new map, Vikendi (now playable on PTS), we have prepared something very special just for our console community! Submit your writing skills in this Holiday Vikendi poem contest! Submit a poem in any format related to PUBG, the general spirit of the holidays, and Vikendi as a comment! Submit your entry as a reply in this thread. The top 10 players with the best lines will receive the Survival Pass: Vikendi when it is released on live servers in January. (For more info on the upcoming Survival Pass: Vikendi, please have a look at our guide here.) Event Period Starts: December 21 9PM PST / 6AM CET Ends: December 24 12AM PST / 9AM CET *Any poems submitted after December 24 00:00AM PST will not be eligible *Please make sure to provide your in-game ID (Gamertag / PSN ID) with the poem to receive the prize. We look forward to seeing all of your festive poems!
  17. 2 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.
  18. 2 points
    UPDATE: We have updated the rewards to 4 Raider Crates instead of 2 Triumph Crates. This is because the Triumph Crate is not yet available on console. We apologize for this oversight on our end. -- Hey everyone, Vikendi on the PTS is finally arriving for PS4! That means you can download the PTS now and play our newest map in just a few hours! (Patch notes here) To give the community a preview of the missions that will be included in the upcoming Survivor Pass: Vikendi, we would like to introduce you a very special event - PTS Vikendi Mission Event! (For more info on the upcoming Survival Pass: Vikendi, please have a look at our guide here.) In this event, everyone who completes the below missions on the PTS will earn 4 Raider Crates! Missions: Get 4 kills in a single match Play a match without using any healing/boost items and survive at least 5 minutes Travel at least 1km by parachute Get a roadkill using a vehicle and reach top 10 Additionally, we will randomly draw 10 lucky winners from those who completes all of the missions to win a Premium Pass when it is released in January. If a winner has been chosen who pre-ordered a bundle that included the Survivor Pass: Vikendi, they will be awarded with two 5 Level Up Coupons instead which can be applied to the pass. Please note that these missions must be completed on the PTS, not in the live game. These missions are not tracked automatically in-game, so players will need to track their progress manually. After the event is over, we will manually pull data and distribute rewards to all eligible players. Event Period Starts: December 21 9PM PST / 6AM CET Ends: December 24 12AM PST / 9AM CET What is the PTS? The PTS (Public Test Server) is a separate PUBG server that is free 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 work on the fix as soon as possible. To take part in the test, all you have to do is own a copy of PUBG for PS4 - it should have been automatically downloaded along with the Live PUBG application. If not, you can find it in the "Purchased" section of your Library. All player data, statistics, etc from the test server will not carry over to your live server account.
  19. 2 points
    PS4 Below are known issues on Vikendi that are being worked on by the dev team. These issues are planned to be fixed when the update goes to live servers. Vehicle tracks do not appear on snow after a vehicle has passed Moving while in prone does not leave tracks On PS4 (not Pro), in certain instances, rendering of some parts of the environment will show low LOD after scoping in and out - This has been done purposely for stability issue Some locations are under development and players may get under the map in certain locations
  20. 2 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, 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! What is the PTS? The PTS (Public Test Server) is a separate PUBG server that is free 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 work on the fix as soon as possible. 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 PS4 - it should have been automatically downloaded along with the Live PUBG application. If not, you can find the "PLAYERUNKNOWN'S BATTLEGROUNDS PTS" in the Purchased section of your Library. 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: Asia, NA, EU - TPP Solo, TPP Squad Vikendi will be the only map available to play on PTS. 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 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. 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 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 'Triangle button' 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 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 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 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 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 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 holding R2 Fixed the issue where the team list does not correspond when observing his/her teammate and changing camera using L1/R1 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 For known issues, please go here. -- Update 1 - 12/20/2018 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 Deleted Gameplay Improved the sound settings in option The sound settings are now separated into Master Volume, FX Volume, UI Volume and Music Volume
  21. 2 points
    Hey everyone, As many of you may know, we have not yet opened every queue that is available, including FPP. This is because we have been prioritizing fast matchmaking and queue times for everyone and are only opening queues as the online population increases to ensure that our players are not waiting too long for a match. However, due to the high interest in FPP from the community, we would like to start out by opening one FPP mode for the NA and EU regions. For this, we would like to gauge interest and request those who want to play FPP to vote in our poll to see which mode is most preferred (Solo, Duo, or Squads). Voting will take place from now until December 21 12:00pm PST, with the plan to open the FPP mode of choice for the NA and EU region on December 27. Please note that we will be monitoring the impact on matchmaking and player base numbers, and may choose to close the mode if there are not enough players to sustain the FPP mode. Thank you for your understanding and we look forward to opening FPP very soon! FOR NA POLL GO HERE: Thanks, PUBG PS4 Team
  22. 2 points
    ignore me bro lol. night shift workin. head ass
  23. 1 point
    Yes submit a support ticket and fill out the forum! Copying the link from your dvr or wherever and posting it in the discription will let the link become usable when you post. Don’t worry about adding attachments if you have the link in the discription. (Will save you 30 min trying to figure it out) Add usernames and all the good stuff in the discription Hope the team actually does something. Good luck
  24. 1 point
    New platform. New problems. New fixes. The game is what? A month old on ps4? Give them a second. Sheesh. As for performance. Shit runs pretty damn good on ps4 pro. Better tha my xbox one x.
  25. 1 point
    I’ve reported quite a few of these issues regarding teaming and always had a response. I record the clips and then look on PUBG detective and screenshot them landing together and even in vehicles together. I’m not sure if they ban the people in question though.
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