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Showing content with the highest reputation on 02/10/2019 in all areas

  1. 2 points
    I didn’t feel like I should have to drop $100 but it do love this game. So before I had it this latest update was extremely rough even with a 1T external HDD I was altered putting to use (before the update it did the job 90% I’d say). After buying this bigger true SSD my rendering is flawless so far. I watch a streamer with an xbox X that hasn’t got the SSD and my OG renders way faster than his. So yes it sucks to pay extra for one game but I play it only and at the end of the day if you’re considering buying one then just do it. Rendering is there before I land and so are guns.
  2. 2 points
    Hello everyone, Over the last few weeks, many of our players have been experiencing performance issues on the new map, Vikendi. Specifically, players are experiencing long rendering/loading times or vehicles flying and/or falling through the map. We know these issues in particular have been big pain points for the community, and we’re sorry for any frustration caused by them. We’d like to take some time today to explain why these issues are happening and what we’re doing to fix them. Rendering/Loading Vikendi is composed of a lot of Static Mesh, and the Material/Textures used are larger than other maps. This means that loading times are naturally longer, which is why we added some optimizations to help reduce the level loading time. Despite the optimizations, the delay remains due to the sheer amount of textures used on Vikendi. The game can only load a limited amount of files simultaneously. Items that must be loaded (Level and Texture Loading) go to the Loading Queue, and are loaded one at a time. While Vikendi was optimized for loading, we suspect that the loading wait time is becoming longer because the textures used on Vikendi are larger than other maps, thus forcing large amounts of data in the Loading Queue. In addition, since Vikendi was designed to have many small villages, the size/position of the Grid became different from the existing maps, causing many borders to overlap. To reduce the size and frequency of the hitches, the grid was divided into smaller sizes which reduced the amount of data and boosted the loading speed. However, if a player covers a long distance too fast, they could incur larger Loading Tasks. The ground has the highest loading priority, loading faster than the nearest buildings. However, if the player rides a vehicle and crosses borders continuously, more Loading Tasks are created and added to the queue. If other external factors occur, creating a situation where they interfere with the loading, it may cause the large delay players have been experiencing. Flying/Falling Vehicles This is caused by the Level of Detail (LOD) 0 not being loaded in the area where the player is positioned (this can technically happen on any map). If LOD 0 is not loaded in due to the delayed queue, the result is situations where vehicles are either flying above or falling below the ground. Optimizations were made to secure memory for the ground height-field collision and were implemented on the December PTS before being pushed to live in January. Before this optimization, there was collision data memory for the whole map, so even if loading takes a long time, the player would not fly above or fall below the ground standing on LOD 1. It seems that the flying/falling bug is caused because there is no collision data for LOD 1 after the optimization. What we’re doing We’re working on further optimizing the Loading Queue so that building assets will load in faster. We’re also looking into keeping the collision data in the memory from before the optimization mentioned above - but this could have its own downsides so we will need to monitor it closely. As we tackle these issues, we’ll continue to provide updates when any progress is made. And of course, we’ll be sure to announce when we’re deploying any patches to help with these issues. We don’t have an exact ETA for fixes to provide as of yet, but we’ll provide another update in the near future. As always, thank you for your patience. Thanks, PUBG Console Team
  3. 2 points
    Yes, please ban VPN users immediately, we don't want you on NA either!
  4. 1 point
    I am tired of high ping time and Chinese players in India. We don't have separate servers and when we login to Asian servers, we are forcefully matched with Chinese hackers. Even local servers have high ping time. The worst part is when I use VPN to play in NA servers to play with English speaking players, I am matched with Chinese people again. Why is PUBG corp. not taking any action against this issue. This is ruining the experience of game. There are countless complaints against Chinese hackers in the game, still Bluehole is being ignorant to this. Kindly area restrict chinese people and stop them from entering in English speaking servers.
  5. 1 point
    I know the pain dude. Ive trained myself to not do it anymore. But it does happen in the odd occasion and my muscle memory drags my crosshairs all over place in that split second 😂
  6. 1 point
    Придумал дизайн. На футболке номер QQ месеснджера, где можно купить читы на pubg
  7. 1 point
    I play from the US east coast. I constantly get placed with players from China and Australia. Resource monitor shows the servers I connect to being within the US, usually under 50ms. The ping based matchmaking does not work or was never implemented.
  8. 1 point
    Seems like that was the problem thanks a lot
  9. 1 point
    Bin Richtig Enttäuscht von dem letzten Update seit dem Vikendi update ist es kaum noch möglich für EU Spieler FPP Server zu Finden zwischen den Uhrzeiten 12-21 Uhr wo jedoch die Beste zeit sein sollte für EU Spieler Server zu suchen . Die Server Werden auch immer um ca. 20 Uhr auf EU gestellt und schon wider um 01:00 auf NA was bedeutet das die Amerikanischen Spieler demnach bevorzugt werden das sie auf ihren Servern 19 Stunden Spielen können und wir Euro Spieler gerade mal ne Dauer von 5 stunden in einer nicht europäischen zeit Zone zur Verfügung haben. Ich würde mal vorschlagen da es ja soviel TPP Spieler gibt die Ganzen Quest für FPP zu machen oder zusätzliche damit die Spieler zahl auch in FPP mal etwas steigt .
  10. 1 point
    Would you be able to submit a video clip of this occuring so we can get a better idea of what is happening?
  11. 1 point
    это отражает всю сущность это игры, разработчики занимаются добавлением скинов, и всячески пытаются монетизировать свой проект, не вкладывая ничего в улучшение производительности. И так, где то слышал что их доход составил около миллиарда за 2018, если кто знает точно поправите пожалуйста, миллиарда карл, это даже не миллион, напрашивается вопрос, неужели за один, мать его, миллиард нельзя нанять специалистов высококачественных и довести до ума все недостатки игры? Ответ тут прост - конечно же нет, лучше делать вид работы, при этом постоянно получать негативные отзывы в свою сторону. Честно говоря руководство напоминает правительство страны, когда обещают много чего но делать не собираются, сорь накипелов...
  12. 1 point
    Абсолютно заслужено. Но это никуда не девает все ее проблемы и необходимость их исправлять.
  13. 1 point
    First, I'd like to say that I love this game, and I've been playing it since it first entered the early release program on Xbox. With that said, this is a disaster of a release... I have about as good of a hardware setup as one can get. Xbox One X with SSD, wired internet connection with 300+ mb download speeds. The current state of the game is the worst that I've seen it, since 1.0 launched. Every single one of my stats are down since Vikendi released. K/D has dropped nearly in half, my average rank has dropped almost 15 places, my average survive time has dropped by 2 minutes. On drop, I'm getting shot through wall when the walls aren't rendered on my opponents screen, but are on mine. Something is either off with the TPP camera angles or there is some massive d-sync, because I'm constantly getting shot from behind cover. I can clearly see my opponent and believe he can not hit me and then get shot. I also see some clear d-sync or network lag at times when I go to shoot someone and hit registration is bad and then it is like their shots speed up and instant kill me. Put all of this together and it is nearly unplayable at this point. I can't go 2 gunfights without dying in some explainable way and it is very frustrating. I can't play the map that I want to play (Sanhok), and after backing out time and time again, until I get it, I drop and instantly die to someone who can shoot through walls or glitches around cover at unreal speed....
  14. 1 point
    Hello everyone, Over the last few weeks, many of our players have been experiencing performance issues on the new map, Vikendi. Specifically, players are experiencing long rendering/loading times or vehicles flying and/or falling through the map. We know these issues in particular have been big pain points for the community, and we’re sorry for any frustration caused by them. We’d like to take some time today to explain why these issues are happening and what we’re doing to fix them. Rendering/Loading Vikendi is composed of a lot of Static Mesh, and the Material/Textures used are larger than other maps. This means that loading times are naturally longer, which is why we added some optimizations to help reduce the level loading time. Despite the optimizations, the delay remains due to the sheer amount of textures used on Vikendi. The game can only load a limited amount of files simultaneously. Items that must be loaded (Level and Texture Loading) go to the Loading Queue, and are loaded one at a time. While Vikendi was optimized for loading, we suspect that the loading wait time is becoming longer because the textures used on Vikendi are larger than other maps, thus forcing large amounts of data in the Loading Queue. In addition, since Vikendi was designed to have many small villages, the size/position of the Grid became different from the existing maps, causing many borders to overlap. To reduce the size and frequency of the hitches, the grid was divided into smaller sizes which reduced the amount of data and boosted the loading speed. However, if a player covers a long distance too fast, they could incur larger Loading Tasks. The ground has the highest loading priority, loading faster than the nearest buildings. However, if the player rides a vehicle and crosses borders continuously, more Loading Tasks are created and added to the queue. If other external factors occur, creating a situation where they interfere with the loading, it may cause the large delay players have been experiencing. Flying/Falling Vehicles This is caused by the Level of Detail (LOD) 0 not being loaded in the area where the player is positioned (this can technically happen on any map). If LOD 0 is not loaded in due to the delayed queue, the result is situations where vehicles are either flying above or falling below the ground. Optimizations were made to secure memory for the ground height-field collision and were implemented on the December PTS before being pushed to live in January. Before this optimization, there was collision data memory for the whole map, so even if loading takes a long time, the player would not fly above or fall below the ground standing on LOD 1. It seems that the flying/falling bug is caused because there is no collision data for LOD 1 after the optimization. What we’re doing We’re working on further optimizing the Loading Queue so that building assets will load in faster. We’re also looking into keeping the collision data in the memory from before the optimization mentioned above - but this could have its own downsides so we will need to monitor it closely. As we tackle these issues, we’ll continue to provide updates when any progress is made. And of course, we’ll be sure to announce when we’re deploying any patches to help with these issues. We don’t have an exact ETA for fixes to provide as of yet, but we’ll provide another update in the near future. As always, thank you for your patience. Thanks, PUBG Console Team
  15. 1 point
    What's your rank & K/D in Duos?
  16. 1 point
  17. 1 point
    This one is 2 minutes but well worth it. Not sure what this squad was thinking, they must have thought I was one of them at first: https://xboxdvr.com/gamer/sixxx/video/68827164 This one may seem slightly sadistic, I decided to collect a little room of crawlers: https://xboxdvr.com/gamer/sixxx/video/68826329
  18. 1 point
    Do you not see the contradiction here? You say "ban them" yet you yourself admit to using the exact same method they use to get on those servers to begin with...
  19. 0 points
    I've come from the US to NZ and can't believe the ping! Wanted to show just how bad it is, and to try to shore up support for us little fellows here in Kiwiland and our Australian brethren. #reviveOCEservers
  20. 0 points
    When is coming update that se can play map we want!!! I hate all maps expect sanhok.. and sanhok comes very rarely.. camoon guys wake up!!! :D
  21. 0 points
    Hope this never comes to console. So you guys knew knew sneaky spot I got my self into
  22. 0 points
    Около 10 часов. За каждую полную минуту дается 10 очков. В самой игре нужно провести 8 часов, плюс ожидание между матчами.
  23. 0 points
    Можно в этом куске хоть что-то за год нормальное сделать? Почему анимация зарядки револьвера не синхронизирована? Это уже не первое обновление пропущено Не игра, а кусок ... )
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