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  1. 2 points
    The gun game in PubG is fantastic. A lot of us enjoy it because it’s realistic. We grew up playing shooters with super soldiers. This isn’t call of duty, time and time again Bluehole has told you all they’re trying to make a more realistic BR game
  2. 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
  3. 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
  4. 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!
  5. 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!
  6. 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.
  7. 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.
  8. 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
  9. 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
  10. 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
  11. 1 point
    Name says it all really. I just want duo's in FPP. I'm sick of getting killed by the 3rd person camera crutch kill.
  12. 1 point
    Considering they are using AWS and AWS doesn't have servers in Texas good luck with that bone. If they spun up a server through a different carrier the cost would be substantially higher than a California/Oregon AWS instance. So good luck there again. ROI is a huge factor. At the end of the day they are a business.
  13. 1 point
    If west coast on its own could fully support servers there would be west coast servers. As is there are not enough west coast players to warrant the cost. The same applies to OC Thus no OC servers.
  14. 1 point
    теперь проверяй как будет себя в играх вести,винда может и стартанёт ,а во время игры система повиснет ну в тех характеристиках указан что проц поддерживает 1866 ,я сам ещё не интерисовался ,есть ли смысл выше гнать чем эти значения
  15. 1 point
    Still whining little girls on here? Give it a rest people, if you're bored then play 1 man squad. That's what I do, and it's more gratifying wiping out a squad all by myself. Content will come, just be patient, games still amazing. Keep it up BLUEHOLE!!!!
  16. 1 point
    The next playable zone marker is white on a white background. Tha same thing is occurring with the fastest approach dashed line its white on white. Any chance we can control those colors or make it so they always have contrast? It was bearable in Miramar. But this is very disorienting. Thanks, Badmoon Risin68
  17. 1 point
    С самого релиза игры, жду доработки последнего попадания. Чтоб не смотря на knocked, пуля все равно долетела и была засчитана. Чисто чилю до сих пор
  18. 1 point
    The gun game and sensitivity translate to console very fine for me. Let’s be honest though, it’s not easy and it takes a while to get use to. It’s not like call of duty where basically anyone can pick up the controller and just start shooting like a pro. Dont get discouraged if your aim or gun game isnt good in Console PubG. Just keep on playing, and keep on practicing and you’ll understand more and more how certain guns shoot, stand still and hold L1 to get the most accurate shot, when to hip fire vs when to use over the shoulder aim. It’s a lot of processing going on. But I assure you that it’s not broken, it’s just difficult and folks have the tendency to blame it on the game rather because they’re not use to it, they’re used to COD, or Battlefield and etc. accept that it’s a bit more difficult and just keep on practicing. One thing I’ve found out about pubg players on PlayStation is that the players who’ve played socom have absolutely no problem with the shooting mechanics because it’s very similar to socom and we all know that wasn’t a very easy game to shoot in.
  19. 1 point
    Erstmal ein gesundes neues Jahr an alle! Außerdem: 12h SPECIAL STREAM INCOMING! Die Taufe der Chicken Challenge ( selbst gescipted - über 20.000 Zeilen Code ) - es ist endlich soweit! Schaltet am 01.01. ab 12:00 Uhr ein und verdient euch 20 / 10 / 5 Euro bei der Chicken Challenge! Worum es dabei geht? -> https://www.youtube.com/watch?v=5uoNQk0ejOg
  20. 1 point
  21. 1 point
    I'm saying they should've came out on release with fpp open as well. The game as it sits on xbox has different modes. Which means it exists they're just slowly releasing the same here even though it already is there.
  22. 1 point
    If the answer is "no" we would have a clear statement by the devs. for over a year this question has been asked repeatedly and never once has any dev or any console manufacturer said so. as posted just above by lone wolf they claim to have a clear handle on the situation. even have said the same things I tell the people in this thread like: there's just no way MnK users are ruining yours or anyones experience. the use of MnK is so low the fact you or anyone would complain about it goes to show you're looking for something to blame your loss on. when they say it's cheating, it will be cheating. until then they are gonna beat around the bush and develop their own way to make money off if it too the same as Microsoft plans too
  23. 1 point
    Over one year on since PUBG launched... Adapters are still here. Official MnK is supported on Xbox One. This thread has 58 pages, No one's proved anyone wrong or right. Nothings changed in regards to player input method.... Go argue about something else...
  24. 1 point
    One of my more faster reactions https://xboxdvr.com/gamer/world-ceres/video/66392219
  25. 1 point
    You people need to relax about additional content, no offense. Game has only been out like 3 weeks, they’re working on bringing out Vikendi and fixing bugs. I’ll take the new map and patches over skins and stuff, and this coming from a guy that does want more skins
  26. 1 point
    Raisin the bar man, good shit. Here's Rick Grimes, 422m KAR98 4x WALKER KILL https://xboxdvr.com/gamer/umlst/video/64237477
  27. 1 point
    They're probably afraid to let people see how low it actually is..
  28. 1 point
    это идиотские квесты делают там...
  29. 1 point
    I mean its literally just different. It feels fine to me and I've played on PC since day 1. Controller play always feels different. No training wheels man. Git gud
  30. 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.
  31. 1 point
    Wellllllll. Gunplay is actually pretty on point. In fact it's one of the things this game gets right. It's all the other bs that's whack.
  32. 1 point
    Yeah gunplay in this game feels like crap tbh. And it has nothing to do with aim assist. Sensitivity just feels off and movement/aiming/shooting does not feel smooth at all.
  33. 1 point
    Hi, we do not allow the posting of images, videos, and player names accusing them of cheating. This is our Calling Out rule, and it is a standard rule found on most official game forums. Calling Out Do not publicly accuse other users/players of misconduct. Please always use proper channels for reporting users/players to us. The reasoning for this rule: - It is effectively showcasing the cheat which may lead to players seeking it out for their own use - You may be incorrect and falsely accusing a player - We have official reporting processes within the game and on our support website that should be used for reporting violations of the Terms of Service - Threads like these, in most cases, result in multiple rule breaks with replies and require heavy moderation If you have evidence of players breaking the Terms of service please report them here so our anti-cheat team can investigate and punish those involved, if found guilty.
  34. 1 point
    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!
  35. 1 point
    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.
  36. 1 point
    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 Xbox One! That means you can download the PTS now and play our newest map in just a few hours! (Patch notes here) We received lots of feedback regarding the difficulty of some of the missions from the previous Sanhok Pass, so we have adjusted the general balance of the missions. 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. 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 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. 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 and search for “PUBG Test Server” on the Microsoft Store.
  37. 1 point
    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
  38. 1 point
    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 EU POLL GO HERE: Thanks, PUBG PS4 Team
  39. 1 point
    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
  40. 1 point
    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
  41. 1 point
    Hey everyone, Happy 1st Anniversary! We’ve had ups and downs during our journey together this past year, but we couldn’t have made it this far without our Xbox community! The entire PUBG team would like to thank you all for your trust and support. All players who log into PUBG during the event period outlined below will receive a special anniversary gift, the Year One - SCAR-L skin! Login Event Period: Starts: December 17 00:00AM PST / 9:00AM CET Ends January 31 23:59PM PST / 8:59AM CET We hope you enjoy the skin! Thanks, PUBG Xbox Team
  42. 1 point
    Hey everyone, On December 11, we will be deploying a hotfix to roll out several bug fixes to address issues reported by our players. View the full patch notes below. Hotfix Release Schedule (No downtime) PST: December 11 12:00AM CET: December 11 9:00AM Bug Fixes Fixed a bug where some trophies would not accumulate progress correctly. Fixed a bug where the button guide UI on the report screen and controller guide screen would display the incorrect buttons. Fixed a bug where the airplane sound wouldn’t play intermittently. We will continue to work on bug fixes and improving the game. Thanks for all the reports sent in so far, keep them coming! Thanks, PUBG PS4 Team
  43. 1 point
  44. 1 point
    Hello everyone, We’d like to guide our users on how modes (such as FPP-Solo, TPP-Duo, etc.) will be managed in more detail. Our plan of opening each mode is as follows: Solo TPP → Squad TPP → Duo TPP → Solo FPP → Squad FPP → Duo FPP We’ll be changing how the modes will be opened and closed. Modes were to be opened and stay opened. Now, the modes will open and close dynamically depending on the current user base for a smooth matchmaking. Opening each modes will depend on the current user base. We’ll open new modes if there are enough players to open a mode without affecting matchmaking of currently opened ones. For example: Solo-TPP and Squad-TPP is available right now, the next mode to follow is Duo-TPP. Duo-TPP will be available when there are enough users for healthy matchmaking for Solo-TPP, Squad-TPP and Duo-TPP. The closing of a mode will depend on the time it takes to get into a match. When the average time of getting into a match for a certain mode exceeds 10 minutes, the corresponding mode shall become unavailable until the next opportunity of it becoming available, as stated above. Thanks
  45. 1 point
    Hey everyone, To prepare you for launch day as much as possible, we have put together a brief overview on how to navigate the in-game lobby and going over each of the main lobby menu options. There are four different queues to choose from, depending on your preference and playstyle: Solo Duo Squad 1-man Squad (playing alone in a match against squads of 3 or 4) In all of these queues, you can also choose between Third Person Perspective (TPP) and First Person Perspective (FPP). To jump into a match, hit Play. There is also a Training Mode where you can practice all aspects of PUBG. This is a great option for those of you jumping into the game for the first time or to warm up before you start your matches for the day. In the Customization menu, you can customize a wide range of looks from head to toe. Choose your gender, face, hairstyle, and makeup. Here, you can also preview the skins you have in your inventory of each clothing item, gun, parachute, and helmet. In the upper right corner of the lobby screen, you can see the amount of BP you have accrued. BP is earned by playing the game and can be used to purchase a variety of items in the in-game Store. There are also Crates available for purchase with BP, which contain an assortment of cosmetic skins depending on the type of crate. G-Coin, PUBG’s premium currency, is purchased with real money and can be used to directly buy cosmetics such as skin sets and parachute skins, plus other miscellaneous items like event passes. In Career, you can view your match and combat statistics for Solo, Duo, and Squad games as well as each perspective. Leaderboards show you where you stand amongst the competition, sorted by Rating, Win Rating, and Kill Rating. Then of course you have Settings, where you can set your preferences for Controls, Gameplay, Audio, and Graphics. And there you have it! For other guides to prep for launch, check out our FAQ and Controller Guide. We hope to see many of you at the official launch on December 7!
  46. 1 point
    Hey everyone, We’ve put together a PS4 controller guide to get you ready for launch day. Below are the controls and functions that we recommend familiarizing yourself with before jumping into your first match on December 7! There are 5 different controller schemes for different scenarios where some controls are changed: Basic Aim Vehicle Swim Map There will also be another preset available called Type B. The most important change for Type B is the L2 button (when in Basic). Holding L2 will make your character go into ADS mode and tapping once will just aim. Remember - practice makes perfect, so the more you play, the more comfortable you’ll become with the controls. Be sure to try out the Training Mode to warm up before you start! We’ll see you on launch day! Thanks, PUBG PS4 Team
  47. 1 point
    General Q: When is the release date for PLAYERUNKNOWN’S BATTLEGROUNDS on PlayStation 4? A: PLAYERUNKNOWN’S BATTLEGROUNDS will be coming to PlayStation 4 on Dec. 7, 2018 at 12am local time. Q: Is there a pre-order bonus? A: Yes, we’ve partnered with PlayStation and Naughty Dog to bring elements of Uncharted and The Last of Us to PLAYERUNKNOWN’S BATTLEGROUNDS. All PlayStation players that pre-ordered PLAYERUNKNOWN’S BATTLEGROUNDS will receive a Nathan Drake outfit as well as Ellie’s backpack. Additional items are included in the different pre-order bundles (Looter’s Digital Edition, Survivor’s Digital Edition, Champion’s Digital Edition), including an exclusive PlayStation avatar and theme. Q: When will the pre-order bonuses be available? A: The exclusive Nathan Drake Desert Outfit and Ellie’s Backpack pre-order bonuses will be available when the game releases on Dec 7. For NA & ASIA: The avatar and theme are available as an instant download. For EMEA/OC/Korea: The avatar and theme will be made available on Dec 7. Q: How much will the game cost? A: To give players both options and value, we have the following pre-order options available. Note that some of these bundles are available for pre-order only. Disc Edition $29.99 USD (MSRP) / €29.99 EUR (MSRP) Includes: Base Game, Pre-Order Bonuses Looter’s Digital Edition $29.99 USD (MSRP) / €29.99 EUR (MSRP) Includes: Base Game, Pre-Order Bonuses Survivor’s Digital Edition $59.99 USD (MSRP) / €49.99 EUR (MSRP) Includes: Base Game, Pre-Order Bonuses, Survivor Pass: Vikendi, 2,300 G-Coin Pack, 20,000 BP Champion’s Digital Edition $89.99 USD (MSRP) / €59.99 EUR (MSRP) Includes: Base Game, Pre-Order Bonuses, Survivor Pass: Vikendi, 6,000 G-Coin Pack, 20,000 BP Q: Will I need PlayStation Plus to play PLAYERUNKNOWN’S BATTLEGROUNDS on PlayStation 4? A: Since PLAYERUNKNOWN’S BATTLEGROUNDS is an online game, both internet and a PlayStation Plus membership is required. Q: Does the PlayStation 4 version have the same content as PC or as Xbox One? Console parity is very important for us, however, custom matches, and event mode will be releasing for PlayStation 4 at a later date. Map and mode selection will be turned on after servers fill up to a suitable population that can support these features. Q: Will you be able to pre-load? A: Yes, you will be able to pre-load PLAYERUNKNOWN’S BATTLEGROUNDS 48h in advance. Q: Will PlayStation 4 players have access to test servers? A: Yes, everyone who owns the game will have access to the Public Test Servers when they are online. Q: Will the physical version of the game be account-bound or can I lend it to a friend? A: The physical copy of the game is the full entitlement and isn’t “locked” to a specific account. As long as you have a copy of the physical disc (and a PlayStation Plus account), you can play PLAYERUNKNOWN’S BATTLEGROUNDS. Q: What age rating is PUBG? A: PUBG has received an ESRB T rating. Ratings vary by market globally, as determined by regional ratings boards. Q: How much disk space will PUBG require on PlayStation 4? A: A minimum of 25GB free space is required. Gameplay Q: Will all the maps be available on PlayStation 4 immediately? A: PlayStation 4 will launch with three iconic maps - Erangel, Miramar, and Sanhok. Please see PUBG.com for all the latest information. Q: How will servers be separated? A: Without getting into the specifics, we can promise players that we will be constantly monitoring usage for the PS4 version of PUBG to ensure our servers deliver the best possible experience for our users. Q: Can I play with a keyboard and mouse on PlayStation 4? A: Mouse and keyboard support is not currently supported. Q: Will cross-play be available between Xbox One, PlayStation 4 and PC? A: It’s not a feature that will be available at launch, but we’re interested in working with our partners to explore cross-play functionality. Graphical Q: Is there a difference between PLAYERUNKNOWN’S BATTLEGROUNDS on PlayStation 4 and PlayStation 4 Pro? A: PUBG on the PlayStation 4 Pro has some performance improvements and increased graphical fidelity. Q: Does PLAYERUNKNOWN’S BATTLEGROUNDS support HDR? A: Yes, both PlayStation 4 and PlayStation 4 Pro support HDR. Q: Will there be 4k resolution? A: PLAYERUNKNOWN’S BATTLEGROUNDS on PlayStation 4 does not support native 4k resolution. Q: What framerate will this be playable at? A: The game will be playable at 30 fps.
  48. 1 point
    Hey everyone, After months of long work, we are incredibly excited to finally announce that all of the heart-pounding, last-man standing action of PUBG is coming to PlayStation 4 on December 7! Starting today, you can pre-order one of three different editions of PUBG for PS4, each with their own bonuses so you can enjoy the game however you choose. Game Packages Disc Edition $29.99 USD (MSRP) / $39.99 CAD (MSRP) Base Game Pre-Order Bonuses Looter’s Edition $29.99 USD (MSRP) / $39.99 CAD (MSRP) Base Game Pre-Order Bonuses Survivor’s Edition $59.99 USD (MSRP) / $79.99 CAD (MSRP) Base Game Pre-Order Bonuses Survivor Pass: Vikendi 2,300 G-Coin Pack 20,000 BP Champion’s Edition $89.99 USD (MSRP) / $119.99 CAD (MSRP) Base Game Pre-Order Bonuses Survivor Pass: Vikendi 6,000 G-Coin Pack 20,000 BP Pre-Order Bonuses To celebrate joining the PlayStation family, we’re including some amazing in-game skins from two of the platforms most renowned games; Uncharted and The Last of Us! Take to the battlegrounds in Nathan Drake’s iconic outfit and store your loot in Ellie’s backpack, both included for free when you pre-order any edition of PUBG on PS4! Nathan Drake Desert Outfit Uncharted Series Ellie’s Backpack (Level 2) The Last of Us We are also offering a PUBG avatar and theme as an instant download when you pre-order the game. Check out the Unknown Avatar and Miramar Theme! The Unknown Avatar Miramar Theme We are thrilled to finally be a part of the PlayStation community and can’t wait to get our game into your hands. There’s only a few short weeks to go, so follow and keep an eye on our social channels and forums to hear the latest news and updates. Twitter Facebook Instagram Forums We’re looking forward to seeing all of you on the PS4 battlegrounds on December 7! Thanks, PUBG PS4 Team
  49. 0 points
    Listen people it’s not just me I hear the same thing from random sqauds. Now quit being fanboys and tell bluehole they need to do better. After releasing on 2 other platforms the game should be a lot better then this. These problems are problems pc had Almost what 3 years ago. Myself and others expected better especially waiting this long.
  50. 0 points
    Hi everyone, This is a friendly reminder to not post clips of players who you believe to be cheating, or breaking the rules of conduct. Instead, report them to us directly. For more information on how to submit a report, please see the following link: Please read the full forum rules below.
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