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Showing content with the highest reputation since 03/20/2018 in Posts

  1. 168 points
    Hi everybody, It’s been four months since PUBG hit Xbox Game Preview and we’ve just released patch #12. Our Xbox team has been constantly working on optimizations and bugfixes, alongside all the features we promised in the Xbox spring roadmap. Today we want to share a little more about the content drops and improvements we’ll be shipping to PUBG over the next couple of months. After extensive efforts, we’ve been able to get Miramar ready for Xbox. Miramar will be coming to test servers before the end of April, and we expect it’ll hit live servers sometime in May. The Miramar test server update will also include new vehicles and weapons, alongside several crucial gameplay optimizations. Here are just two examples: Our art asset streaming process has been optimized. This will somewhat improve the “play-doh” effect on textures and will mitigate interior prop pop-in issues. This will make a big difference in the early phases of each game. Our character movement system was also causing some problems, and has now been optimized. Performance and stability will be better even when many players gather in one location. We expect this to help out the game’s performance past the mid-phase. Expect to also see new and improved designs for out-of-game menus and screens. The update is necessary to prepare our servers for when event matches and custom matches are introduced later on. Finally, improving crashes is our highest priority. Simply put, stability is the most basic element that determines gameplay quality, so we’re taking it seriously and focusing on it with every patch. All of these changes will hit the test server first so we can make sure the above-mentioned optimizations run well before pushing them to live. It's been a significant challenge for our team to bring a massive open world game like PUBG to life on console, and we're working hard to staff up our development resources so we can invest more in the game and the community. The feedback we get from players is great motivation for us, so we want to say: thank you. Thanks for your feedback, your patience and your support throughout this journey. With love, PUBG Corp.
  2. 105 points
    Hi players, This is a follow-up to our recent dev letter - Addressing Player Concerns. We’ve received a lot of feedback from players that you’d like us to be more frequent and transparent with our communication. We’ve heard you loud and clear! That’s why today, we want to expand upon that post and share more detailed information regarding current issues, their status, and what we’re doing to get them resolved. This is going to be a long read, we’ve got a lot of information to share. Our dev team has expanded, and continues to expand in real-time, which will accelerate the rate of development. This hasn’t happened overnight and we’ll continue to expand our dev team over time. We’ll continue working to improve the game as fast as possible. With that said, let’s get started! Patch ETA The next patch is planned to release on June 5th. We may push this patch out earlier. If a critical issue arises, we may delay the update. We haven’t generally given specific dates until we’re completely confident with them, leading to a lot of frustration. Please understand that we want to share important dates as soon as possible, but we also don’t want to disappoint you by giving you a date which may change. Patch Info The next patch, currently planned for June 5th, will include fixes for GameHub stats not updating, as well as a fix for a common cause of crashing. We’ll also be implementing improvements to Elastic Accuracy Control for Characters (EACC), a system we recently introduced to reduce crashing and lag in heavily populated areas. We’ll detail EACC more later on in this post. There will also be improvements to our Prediction-based level streaming (PBLS) system, which we’ll also elaborate on. There are many issues that need to be fixed in regard to performance, stability and gameplay. Some will take more time than others. We’re working hard to address all issues that can negatively affect your gameplay experience, as quickly as possible. We’ll share more information about what will be included in the next patch as we get closer to its release. Now, we will detail some of the most important, and common player concerns. Stability (Crashing / Dashboarding) There are various reasons crashes can occur and we are working hard on fixing them all. Until the most recent patch, the instances of crashes experienced by players was decreasing each time we patched the game. The recent patch has increased instances of crashing for many players. This is unacceptable. We’re currently working on fixing the two most common causes of crashing, with the first being fixed in the next patch: 1. We introduced some back-end changes to prepare for an upcoming feature and in some cases, the game would try to interact with this unfinished feature, causing the game to crash. 2. A crash is occurring in relation to caching memory, which is used to improve performance. We’ve been actively addressing this issue since December, steadily reducing the instances of crashes related to this each patch. We are focusing on resolving this problem entirely by the end of June. As players have noticed, crashes and lag happen more often in highly populated areas.To combat this, on top of our standard ongoing performance and stability work, we recently introduced a system designed specifically to improve performance and reduce crashes in highly populated areas. Previously, we handled character resources in full for everyone that was near the player, within a 1km radius. This was causing lag/FPS drops and crashes at the early stages of the game after landing, as too many resources were being handled all at once, in populated areas. We have been working on introducing a dynamic system for these specific situations and have implemented a system called “Elastic Accuracy Control for Character, or EACC. Each resource was refreshed at a constant rate within 1km radius of your player. When characters were picking up items, changing clothes etc, this was causing all items within the 1km radius to be refreshed. We made this system dynamic with EACC. It will now work depending on many factors, mainly distance. It will handle resources (refresh resources faster or slower) depending on those factors. Much like PBLS, with each patch, EACC will become more effective at improving performance and in turn reducing crashes, as we gather more data each patch cycle and our engineers implement improvements based on the analysis of that data. Map Selection Map selection is still in development, we’ve still got some further work to do and we’ll get this out to you as soon as possible. World Rendering (Loading) The rendering (loading) process is different in each match, for each player, in each location. We need to find the best process to load resources in all scenarios, for every player. As mentioned in our previous dev letter, we’re using a system called prediction-based level streaming (PBLS) to speed up the rendering process. Our engineers are adjusting and optimizing this system every patch, based on data accumulated during that patch cycle. PBLS is used specifically when parachuting, as it uses a lot of resources which can cause lower FPS for players. We use a different non-prediction-based level streaming system while on the ground, as it is more efficient. When parachuting and falling through the air, a lot more resources have to be loaded than when you’re moving in on the ground. Imagine a chessboard as our map, with each square representing a square on our map. Your character occupies a square on that chessboard while on the ground and the game will load three squares in front of you (in a T shape), as your movement is somewhat predictable—we know where you’re going. This is much different when in the air, parachuting. When you’re parachuting and falling towards the ground, everything around you has to be loaded, because we can’t predict where you will go. Instead of having to only load three squares in front of you, an area of 3x3 squares around you will have to be loaded. With PBLS, this system intuitively decides where in that 3x3 area to load first, to improve rendering times in the area where you’re going to land. As you all know, there are often problems with rendering happening too slowly when driving vehicles, where buildings can suddenly appear in front of you, or you can get stuck inside a building which didn’t appear to be there previously. We have a level streaming system (separate from our prediction-based system) which is used while on the ground specifically, this system will load resources that you’re heading towards and instantly dump resources far behind you to improve performance. When travelling at high speeds, rendering can often not happen quickly enough, and we’re working to improve this system. We’ll be making adjustments to level-streaming, further taking into account vehicle speed to improve the process of rendering resources you want to see and dumping those that are no longer needed. For both our predictive and regular level-streaming systems, our engineers will be making improvements each patch to improve their efficiency and improve rendering times, after analyzing data from the patch cycle. Server Performance At the start of each match, the server is under the most stress due to having to keep track of 100 players all at once. We’ve recently applied some network improvements to the PC servers to help alleviate some early game load and we’re working to push these optimizations to Xbox as soon as possible, once they’re proven to be stable. We’re constantly working on improving server performance, this is an ongoing process. Vehicles There are many bumps and sharp terrain geometry around the maps which can cause vehicles to explode in situations you wouldn’t expect and this is, obviously, extremely frustrating. We’re working to smooth out the terrain on all maps and reduce instances of these frustrating situations. We expect to push some of these improvements later in June. Other important issues we’re investigating This list doesn’t include all issues we’re investigating, but these are some of issues being discussed the most: 1. Player teleports to a different location after vaulting 2. Match not ending, as the game believes another player is still alive, even though you cannot see anyone else in the final circle 3. Vehicles flipping or exploding for seemingly no reason 4. GameHub stats not updating - This will be fixed in the next patch. All of these stats have been tracked since the May update, but just haven’t yet been reflected in the GameHub. GameHub stats will not be restored instantly, but over time. Once the patch goes live, we’ll keep you updated through the process. While we work to fix these bugs, optimization and stability are still our top priorities. We have different teams who work on different aspects of development, based on their skill sets and experience. We will continue to address bugs, while improving performance and stability. ---- Hopefully this post has answered your questions and addressed concerns you may have. We again want to take this opportunity to apologize for our lack of communication and delay in addressing key community concerns. We’re actively working to improve our communication with the community and provide updates as often as possible. Thanks, PUBG Xbox Team
  3. 92 points
    Hi folks, Since we recently verified some optimization and performance improvements on the recently launched on the Test Server, we’re now ready to bring these over to the live server. PATCH TIMING: May 2, 1am PDT / May 2, 10am CEST / May 2, 5pm KST PATCH CONTENT: These optimization and performance improvements have been proven to be effective on the PUBG test server, so we’re bringing them over to live servers now. The free-fall and parachuting process has been optimized, leading to performance improvements during the initial stages of each game. World loading has been optimized. “Play-doh” and interior prop pop-in effects have been improved. Movement data for nearby but out-of-sight players is now handled in a more efficient manner, resulting in general performance improvements. Similarly, when nearby but out-of-sight players equip or unequip items, this process is handled in a more efficient manner. This helps with performance and crashes throughout the game. The inventory has been optimized, improving response time when opening it and solving some crashing issues. Uninhabited boats and vehicles were causing some performance issues, and we’ve resolved this issue. KNOWN ISSUE: After long play sessions (three or more hours) on the standard Xbox One and the Xbox One S, the game sometimes crashes. This has been a problem for some time, and we hope to solve it soon. In the meantime, there’s a simple workaround you can use. Simply restart the app every couple of hours if you plan on playing a longer play session. TEST SERVER NEWS: Soon we’ll announce more details about our plans for additional testing on the Xbox Test Server. Stay tuned! Love, The PUBG Xbox Team
  4. 84 points
    Hello everyone, This is our promised June 26 patch. The entire focus of this patch is optimization and stabilization, to improve the player experience. No additional content is being introduced with this patch. Recently, we released two hotfixes with improvements originally planned to be included in this patch, as they were ready earlier than expected and we wanted to get them to you as soon as possible. The hotfix addressed a memory leak issue and this hotfix reduced the number of crashes remarkably. Our matchmaking hotfix improved matchmaking logic, to reduce instances of players being stuck in queues for a very long time. Some players are expressing concern that they’re still having issues with lengthy matchmaking times, we plan to release a dev letter later in the week to address this. Now let’s get into the improvements we’ve made this patch! PATCH TIMING June 26th 01:00 AM PDT / June 26th 10:00 AM CEST Stability Two changes have been made to reduce crashes related to being “out of memory”. We’ve optimized the total memory required by both maps, with a significant reduction in total memory required for Miramar. The UI has been optimized to use less resources. Even without any memory leaks, there are instances where players would crash due to being “out of memory”. This is mostly due to the huge amount of memory required to process maps. We’ve reduced the total amount of memory needed to process each map by a remarkable amount, which will lead to fewer crashes. There are still crashes to fix. Our goal is to prevent crashes entirely, for all our players. We will continue to work as hard we can to improve stability. Optimization As we’ve mentioned in previous dev letters, our team is prioritizing making improvements which will increase performance at the start of the game when landing, as well as when driving vehicles, as these have been the most common areas of performance related complaints from our players. PUBG tries to load all resources within a 1km radius of your player to ensure you’re seeing everything you need to see, to properly enjoy the Battle Royale experience. Although, loading all resources within that radius is negatively impacting performance. We’re continually making improvements to the way resources are handled to improve optimization. We’ve already implemented prediction-based level streaming and elastic control for characters, which are two examples of systems which reduce the loading of unnecessary resources. We will continue to work on and improve the efficiency of these systems, to improve performance. Below are all the performance related improvements we’ve made this patch. Character movement has been optimized to use less resources and improve performance. In our patch preview, we said that we’re aiming to reduce the total resources required to render characters by 50%. This is still our goal, but requires further testing to ensure stability. We’ll keep you updated on our progress. Vehicle location updates have been made more efficient for stationary vehicles to improve performance. The position of every vehicle in a 1km of your player is updated very frequently, to ensure vehicle movement is as smooth as possible. Prior to this patch, frequent vehicle location updates were also being requested for every stationary vehicle in a 1km radius of your player, negatively impacting performance. We’ve changed the way locations are updated for stationary vehicles, which will improve performance. Vehicle effects have been optimized to improve performance, without affecting visual quality. When vehicles were moving, many resources were being used to generate visual effects. We’ve optimized the effects without diminishing their visual quality, to improve overall game performance. Bullet impact effects will no-longer consume resources if they aren’t seen by the player. When bullets impact any surface, an effect is displayed. Previously, all bullet impact effects within a 1km radius of the player were consuming resources, even if the effect wasn’t directly seen by the player. Due to the sheer number of bullet impacts that can occur in a 1km radius of the player, having all of these effects consume resources was negatively impacting performance. Now, bullet impacts not directly seen by the player will not consume resources, improving performance, especially in close quarters combat. Character shadow rendering has been optimized to improve performance. While we’ve tried to have each character shadow be an entirely accurate representation of the player, both in shape and movement, this was having a negative impact on performance. We have changed the shape and movement of character shadows to significantly reduce their impact on performance. Terrain and grass have been optimized on both maps (Miramar/Erangel) to increase performance. We’ve made two additional changes to improve world loading times when landing: Parachutes have been optimized, they now use less resources. The physics while free falling have been optimized. The efficiency of the physics used while free falling upon exiting the plane has been improved. With this change, bullets will no longer be able to impact players in free fall. Players can still be shot while parachuting, this change only applies to free falling players, prior to opening their parachute. As it’s almost impossible to get to the ground, pick up a gun, and shoot someone who is free falling through the air, this change will not negatively impact gameplay, but will improve world loading times when landing. Bug Fixes Fixed a bug where sometimes footsteps weren’t heard during or after ADS. Fixed a bug where the position of teammates sometimes wouldn’t display correctly on the minimap. We will continue to push out updates and hotfixes as quickly as possible, to improve the player experience. Thanks
  5. 84 points
    Hi everyone, At Microsoft’s E3 Press Conference earlier today, we announced some exciting new content coming to all versions of PUBG later this year. Watch the full teaser from the conference below, then read on for a little extra context: The ballistic shield is a new tool for setting up cover points for when you’re in otherwise exposed territory. It can be used simultaneously with sidearms, smgs, melee weapons, and throwable grenades. The shield takes a primary weapon slot, and is especially powerful in squad-based combat. Shield-bearers can act as the vanguard for their team, pushing forward under cover while their teammates safely attack and move forward into better positions. The ballistic shield will first be introduced in War Mode for PC and Xbox later this year. Now, let’s talk about that snow map. This map is currently very early in development, and we’re aiming to bring it to both PC and Xbox One this winter. Expect to see some new mechanics built around the snowy terrain. Soon we’ll also have more news about our fast-approaching third map, Sanhok. We’re proud to announce that it’ll come to PC on June 22, and to Xbox in late summer 2018. Finally, we want our Xbox One players to know that improving optimization and stability is a top priority for our team. Our next patch will be focused on reducing crashing and improving performance. We are committed to transparency and frequency about improvements to the game—watch this space for news and updates. That’s all for now! See you on the battlegrounds.
  6. 80 points
    Hello everyone, Today we’re sending out a hotfix with the primary purpose of improving stability and reducing the number of crashes players experience. A major bug fix is also included in this update. We will continue to release the update in multiple parts to give our players a better experience as early as possible! PATCH TIMING June 20th 01:00 AM PDT / June 20th 10:00 AM CEST PATCH CONTENT Stability: A memory leak was fixed regarding character renders, increasing efficiency of the process and reducing crashes. This will help with reducing crashes when playing for a long duration. To explain this in more detail, each time a scene was changed, (Start Screen ← → Lobby ← → Ingame) the memory being cached for character rendering was leaking. This means that the cached memory wasn’t being released, reducing the amount of available memory every time a scene was changed. In game, the memory is cached for every character within a 1km radius around you. This meant that when you died, causing a scene change back to the lobby, the cached memory was leaked for all characters within the 1km radius around you and became unusable memory. When transitioning to different scenes to and from the lobby, cached memory for up to 4 characters was being leaked (depending on party size). This means that upon entering a new game, returning to the lobby or start screen, each time the amount of available memory would be reduced until reaching the ‘out of memory’ phase, which increases the probability of crashing. Simply put, character renders stored in cached memory weren’t being released from the cache correctly, causing large amounts of memory to become unusable. Over time, this would cause the game to enter the ‘out of memory’ phase unnecessarily, increasing the probability of crashes. Stability - Level Streaming: We’ve made improvements to level streaming logic which will reduce crashes. The process of loading resources while simultaneously offloading the oldest stored resources has been made more efficient. The total number of resources stored has been lowered. Bug fixes: Fixed a bug where vehicles would sometimes lift off the ground and spin rapidly Our number one priority is to improve performance and stability. Today’s update brings meaningful improvements to stability, reducing crashes, especially over long gaming sessions.This doesn’t mean that all crashes will be gone, there are still many causes of crashes which we’re working hard to fix as soon as possible. Performance improvements are still fully focused by our engineers and we hope to have it improved as soon as possible. Based on player feedback, we’re prioritizing improvements to increase performance at the start of the game when landing, as well as when driving vehicles. We’ll keep you updated with our progress as we work towards the next patch/hotfix. Going forward, we will be providing more frequent updates to improve performance, stability and to fix important bugs. We will be pushing these updates as soon as they’re ready to go, rather than waiting to include many different improvements in one major update. Thanks PUBG Xbox Team
  7. 77 points
    Hi folks, The test server is back! This time around we’re planning to run the test for just three days. Depending on how the test goes, we may decide to extend it further. The test includes both Miramar and Erangel so we can test our matchmaking systems before bringing Miramar to live servers. That means that whenever you select a queue, the game will randomly drop you into one of the two possible maps. After we’ve tested our matchmaking systems, we may again adjust the map settings. Eventually, map selection will come to Xbox. It may simply take some time to bring it over. TEST SCHEDULE: Day One May 5, 5am PDT – May 5, 11pm PDT May 5, 2pm CEST – May 6, 8am CEST Day Two May 6, 8am PDT – May 6, 11pm PDT May 6, 5pm CEST – May 7, 8am CEST Day Three May 7, 8am PDT – May 7, 11pm PDT May 7, 5pm CEST – May 8, 8am CEST AVAILABLE QUEUES: [updated 05/06/2018] Miramar only Solo, Duo, Squad - FPP/TPP For now, we’re only opening up FPP servers for squads. This is because we’re concerned about splitting the matchmaking pool up too much. If it turns out that we have enough players on the test server, we’ll consider opening up FPP servers for both solos and duos. PATCH CHANGES: Settings menu changes: Game settings are now grouped up by category. Colorblind settings have been added Crosshair settings have been added Added a new slider interface Added an option to adjust strength of game controller vibration. Added an option to set deadzone for the left analog stick. Aim acceleration can now be completely disabled if set to 0. Those of you who previously set it to “0” may want to set it to “1” to preserve the feel from previous patches. The game controller function guide has been updated. Scopes have been changed to be more realistic: Expanded all scopes’ field of view Added a parallax effect when moving weapons quickly Added vignetting (darker edges), chromatic aberration (color difference caused by light refraction), and a distortion effect on the edge of scopes Out-of-game menus and UX improvements: The “cancel matchmaking” UI has been improved. You can now cancel matchmaking by holding the X button on any screen except the SETTINGS menu We improved the UI that indicates that matchmaking is in progress. Progress time is now displayed. When a match is found, a countdown will appear Transition speed between menus has been increased Two new menu items have been added: CUSTOMIZATION and STORE. To get a box, go to STORE > CRATES To open the box you’ve received, go to MY ITEMS in STORE On test servers, the number of boxes that can be purchased per week has been increased significantly (up to 100) After launching the game, a single, simplified loading screen pops up before the lobby appears (instead of many different screens) A few more miscellaneous changes: Emotes have been added. Emote UI will show up if you press the LB+RB buttons at the same time. Choose an emote with the right analog stick and press down with the R stick to use the selected emote. We added some contextual on-screen popups that explain button functions. Added new grenade hit effects and animations We’ve removed the grenade’s knockback effect for player characters when dealing non-lethal damage (if players are killed by a grenade, they’ll still be knocked back) Bug fixes There was a bug causing players to sometimes get stuck in a leaning position (caused by going prone while leaning). This is now fixed. Fixed an issue causing punching to slow down movement while sprinting Player can no longer see through walls by going prone near houses with stone steps in Miramar In spectator mode, water sounds sometimes inappropriately continued after changing perspective. This has now been fixed When preparing to throw grenades, the projection visualization no longer inappropriately penetrates through objects Known issue: After long play sessions (three or more hours) on the standard Xbox One and the Xbox One S, the game sometimes crashes. This has been a problem for some time, and we hope to solve it soon. In the meantime, there’s a simple workaround you can use. Simply restart the app every couple of hours if you plan on playing a longer play session. Bug Bounty Program: As announced previously, we’ll give rewards to 150 players who report bugs on the Xbox Test Server. To submit your bugs, just use this link before the bug bounty program ends on 5/14. Please visit the Bug Bounty FAQ for more information. We’ll also give two Militia Crates to everyone who participated in the test! These will be distributed sometime after the test closes. Thanks so much for playing, and we look forward to your feedback! With love, The PUBG Xbox Team
  8. 68 points
    Xbox players, The astounding number of all of our dedicated players participating on the test server is both humbling and overwhelming! We would like to continue testing so we're keeping the test server open from now until the end of the weekend. Below are the amended times: PDT 4/25, 5pm through 4/29, 11pm CEST 4/26, 2am through 4/30, 8am We look forward to your avid participation and feedback. See you in-game!
  9. 66 points
    Hello everyone, The May update is a major update focused on improvements to stability and optimization, as well as the addition of Miramar. The PUBG Xbox team has been constantly monitoring and reviewing your feedback from both the live servers and PTS. We are constantly focusing on improving service stability and game optimization. Some examples of problems which we are improving this patch are: Situations where the characters get stuck in the yet-to-be-loaded interior pop-ins. Situations where objects (especially buildings) were rendering too slow for users to enter. The May update adds a highly predictive-based loading system, which improves the system's overall performance in order to facilitate more advanced and optimized map loading. It will change the priority of the loading process, which will improve loading of the area where the player decides to land. This, as well as other improvements have been made to make loading of the map, objects and players a smoother experience overall. This system will become more effective as data is accumulated and as time goes on, you will experience more optimized and stabilized gameplay. In addition, we’ve collected about 1,500 bug reports (including redundancies) from the past 4 PTS tests. Also, issues that may cause problems in the Live Server have been fixed in the May Update build. Community feedback on the May update will also be monitored and reviewed to help improve future patches. We thank all the testers who participated actively in PTS. Optimization / Stabilization Both Miramar and Erangel have significantly improved overall game performance on the Xbox One/S/X and stability has also been improved. Optimization and stabilization is still the dev team’s top priority. Our goal is to deliver constant improvements. The free-fall and parachuting process has been optimized, leading to performance improvements during the initial stages of each game. The world loading process has been optimized, allowing buildings and their interiors to load simultaneously and reducing the overall rendering time. The handling of resources for unseen nearby characters’ movements has been optimized to improve performance of the game. Handling resources of equipping and unequipping items of unseen nearby characters have been optimized to improve performance during the early game and to reduce the likelihood of crashes Character inventory loading has been optimized, improving response time when opening inventory and reducing crashing. Unoccupied vehicles/boats have been optimized to increase the overall performance of the game. Contents New map, ‘Miramar’ has been added. Miramar will be available from: May 24 00:00 PDT / May 24 09:00 CEST Miramar is intentionally designed to provide a vastly different Battle Royale experience. It features extreme, elevated terrain and tall buildings with less trees which will give players new options for playing around cover. The characteristics of ‘on road’ and ‘off road’ have been further differentiated. This will make the selection of vehicle type and decision to drive more critical/important. New items are available on Miramar. R45 is a revolver handgun which is available as world spawn It uses 45 ACP Ammo and up to six bullets can be loaded Red dot sights can be equipped Damage and accuracy rate is high and reload speed is faster than R1895 The Win 94 is a lever-action rifle It uses 45 ACP Ammo and up to 8 bullets can be loaded It can attach bullet loops It inflicts severe damage and it is a mid-range weapon suitable for high level players. The sawed-off is a small shotgun It uses 12 gauge ammo and up to 2 bullets can be loaded This shotgun can inflict severe damage and equips to the handgun slot in the inventory A recolored version of the Ghillie suit has been added New vehicles have been added on Miramar: The mini bus is a six-seater on-road vehicle, available on Miramar only. Its top speed and torque are low but it has strong durability The pick-up truck is a four-seater off-road vehicle, available on Miramar only. It has a great suspension system and powerful torque, making it suitable for terrain with extreme elevation differences. The motorbike and buggy have new skins on Miramar Gameplay Features Emotes have been added. Emote UI will show up if you press the LB+RB buttons at the same time. Choose an emote with the right analog stick and press down with the R stick to use the selected emote. Scopes have been changed to be more realistic: Expanded all scopes’ field of view Added a parallax effect when moving weapons quickly while ADS Added vignetting (darker edges), chromatic aberration (color difference caused by light refraction), and a distortion effect on the edge of scopes Aim acceleration can now be turned off in settings. Setting menu has been specially improved for Xbox platform. Colorblind mode and other modes that could help the gameplay have been added. We’ve removed the grenade’s knockback effect for player characters when dealing non-lethal damage (if players are killed by a grenade, they’ll still be knocked back) Added new grenade hit effects and animations ‘Key legends’ function has been added for gameplay controls. It can be turned off in settings. Outgame Lobby loading screen is now more clean. Matchmaking can be started in the PLAY menu after selecting the game mode. Map selection will be added soon Matchmaking UI has been improved, allowing more pleasant entrance into the game. REWARDS menu has been changed to STORE menu. Go to CRATES in STORE menu to get crates. Go to MY ITEMS in STORE menu to open the crates you obtained. Game option settings can now be popped up. Leaderboard display method has been modified, allowing users below certain ranks to see their ranks in percentage. Lobby UI overall has been improved. Bugfixes Fixed an issue causing punching to slow down movement while sprinting In spectator mode, water sounds sometimes inappropriately continued after changing perspective. This has now been fixed When preparing to throw grenades, the projection visualization no longer inappropriately penetrates through objects You can now freelook while automatically swimming forward in water Sights should no longer become blocked while in ADS position after attaching high-magnification scopes Fixed an issue preventing some teammates’ map markers from showing on the compass Fixed some problems preventing interacting pop-ups from functioning properly in certain situations Fixed the problem preventing players from changing seats in vehicles Fixed the problem wherein turning off BGM in the lobby setting window didn’t work There was a bug causing players to sometimes get stuck in a leaning position (caused by going prone while leaning). This is now fixed. We hope you enjoy the update and we look forward to reading all of your feedback. Signed,The PUBG Xbox Team
  10. 65 points
    Starting later today, anyone who owns PUBG on Xbox One can download the Miramar test server (called “PUBG Test Server”), directly from the Microsoft Store. As the map is in an early stage of development, some aspects may not function as expected. For matchmaking reasons, the test will be limited to TPP on NA servers. We might make adjustments to this depending on how the test goes. During the test period and beyond, we will be actively listening to player feedback and using it to improve the build, so please be sure and share your comments, questions, and concerns in the thread below! There will also be “bug bounty” rewards: 150 players who help us find bugs will get some swaggy in-game items. Test Server Downloadable Starting: April 24th, 12am, your local timezone. Full Test Schedule Below: U.S. (PDT) SCHEDULE4/25, 5pm through 4/29, 11pm EUROPE (CEST) SCHEDULE4/26, 2am through 4/30, 8am U.S. (PDT) SCHEDULE 4/25, 4/26, 4/27: Servers available 5pm PDT through 11pm PDT 4/28 & 4/29: Servers available 11am PDT through 11pm PDT EUROPE (CEST) SCHEDULE 4/26, 4/27, 4/28: Servers available 2am CEST through 8am CEST 4/28 & 4/29: Servers available 8pm CEST through 8am CEST Servers can go down for maintenance at any time. If that happens, check our help Twitter or this post for info. We’ll update this thread with more information on future testing windows as they become available. Thanks for playing! See you in the game, PUBG Xbox Team
  11. 61 points
    Hi players, This is an update to address specific concerns regarding performance since the latest patch. While this post doesn’t cover each and every player concern, we will keep you updated on other key concerns through additional posts like these. Recently, many of you have experienced a significantly worse experience with certain aspects of PUBG's performance, especially when it comes to building load-in near the beginning of the match. Essentially, this is due to a side effect caused by the game's new prediction-based level streaming feature. Prediction-based level streaming was introduced to improve the system’s overall performance in order to facilitate more advanced and optimized map loading.The new level streaming feature will be improved over the coming weeks, making it much better at prioritizing which areas to load in first as more data is accumulated. It will change the priority of the loading process, which will improve loading of the area where the player decides to land. This issue has a higher chance of occurring in Miramar than Erangel, in part because Miramar has more buildings (in compact areas). The prediction logic is being tuned to work more efficiently in these situations in particular. We’ve also removed the process of displaying half-loaded (Play-doh) buildings, as it used resources which slowed down the level streaming process. We believe that within a couple of weeks, world loading will have improved noticeably—and that the rate of overall improvements will increase going forward. Regarding crashes, we’re analyzing data to determine the exact reason for the increased instances of crashing that many players are reporting. We will continue working to improve stability and performance as our highest priority. While our development team are working to reduce instances of crashing and improve performance, team members from other parts of the development team will focus on fixing bugs which impact the core gameplay experience. Thanks for playing, The PUBG Corp. Xbox Team
  12. 60 points
    Xbox players, The team’s efforts on “Patch 11” have been focused on continued performance optimization, and stability improvements across the family of Xbox consoles. We are also introducing changes to inventory management, in an effort to increase the speed at which players can navigate menus and change their loadout. We continue to monitor crash data, and look to further reduce the frequency of crashes with each update through Game Preview and beyond. Please continue to bring your feedback, questions and enthusiasm to: https://forums.playbattlegrounds.com/forum/178-xbox/ The servers will be in maintenance from 9PM KST / 1AM PDT / 9AM CET in preperation for the new patch. Maintenance will take about 30 minutes.Please restart your Xbox after the patch goes live to get the update. Apologies for the inconvenience. Performance / Optimization / Stability Implemented texture changes to improve graphical performance Optimized vehicle profiles to improve framerate Additional fixes to reduce crashes UI/UX (Inventory) The layout of the inventory has been improved, adding focal points to identify selected areas, a clearer button guide and tooltips Improved selection of weapon slots and attachments - players can change the focus and selection by using the D-Pad Quick scrolling has been added by using LT/RT buttons Gameplay A counter has been added to show the number of players remaining on the airplane Cosmetic Items Reminder to the community that the Varsity Jacket (also known as the PUBG5 jacket) announced last week will be rewarded to players after March 22nd 12:01AM. Look for it in your in-game inventory from March 22nd, inside the customization tab of the menu. Bug Fixes Fixed issue that caused players to hear footsteps when no other players were in the vicinity Fixed an issue that prevented the blue zone from being displayed correctly We ask that you continue to direct feedback, questions, or bugs to: General Discussion & Feedback General Help Suggestions Bug Reports & Troubleshooting See you in-game, The PUBG Development and Community Team
  13. 59 points
    Hi folks, As of tomorrow, Patch #12 will hit live servers. This time around we’ve got some crucial bug fixes and optimizations for various parts of the game. Optimization and Stabilization Partially optimized the vehicle system. The dust effect caused by friction with the ground during driving has especially been optimized, and the vehicle system has been improved in part. Fixed a problem with voice chat that caused some crashes. Grass objects in Erangel have been optimized and will continue to be optimized going forward. Gameplay Fixed a serious bug that caused vehicles to flip or get airtime for no reason. This includes the three-wheel bike. Fixed an issue where under certain circumstances the character would be upside down or seated in a strange position when moving seats while riding in vehicles. Player will receive more damage in a vehicle collision. The heavier the vehicle, the greater the damage inflicted upon the player. Also, players are now more likely to die or be knocked out when colliding with a vehicle running at high speed. The vehicle passenger will receive more damage when the vehicle crashes into an obstacle like a wall or tree. When crashing into something at high speed on a smaller vehicle, such as a motorcycle, the player will take much more damage. Fixed issue causing the 4x scope to be excessively reflective. UI/UX Fixed issue causing certain UI layouts not being properly aligned. Fixed issue of buttons bound to the UI(map, inventory etc.) affecting vehicle operation. Fixed issue of equipment icons not shown properly on the HUD. Fixed issue of LT, RT scrolling not working in the inventory when using controller preset B. Fixed issue of excessive acceleration when the stick is tilted more than a certain angle depending on the R stick acceleration setting. Fixed issue of team member indicators incorrectly showing on the plane Other Bug Fixes Removed collision of discarded magazine on the floor after reloading. Fixed a cosmetic bug that occurred when characters wore certain clothing or shoes. Fixed issue of fonts breaking up in case of certain languages. Scheduled fixes for identified issues When changing the deadzone settings in the lobby, the options screen needs to be opened once again for the settings to be reflected. This issue will be fixed soon. Cosmetics Added a new free crate ("Western Military Crate") that can be earned with BP. Below is the list of items that can you can get from the Western Military Crate Drop Rates. Items Drop rates Tank Top (Gray) 20% Raglan T-shirt (Red/White) 20% Polo Shirt (Pink) 20% Vintage Polo Shirt 20% Military Shirt (Gray) 6.5% Military Trousers (Black) 6.5% Long Sleeved Turtleneck (Black) 3% Utility Belt (Brown) 1.4% Camo Tank Top (Red) 1.4% Military Boots (Black) 0.4% Battle Belt 0.28% Vintage Gas Mask 0.28% Leather Bootcut Pants 0.08% Military Jacket (Black) 0.05% Military Cap (Black) 0.05% Cowboy Hat (Brown) 0.028% Faux Leather Jacket 0.0128% Cowboy Hat (White) 0.0128% Military Skirt (Black) 0.0064% That’s all for this week! Thanks for playing, and please leave your feedback as always! In the coming weeks you can expect some big news and content drops. <3, PUBG Corp.
  14. 56 points
    Hi everyone, Recently we shared a dev letter that gave a preview of some upcoming performance improvements we’ll be implementing in PUBG for Xbox One. We’ll need time to deliver on all of those improvements, but in the meantime we’ve got a small patch here with some bug fixes, improvements to Miramar, and a new teamkiller reporting function. PATCH TIMING June 1st 9PM PDT / June 2nd 6AM CEST PATCH CONTENT OPTIMIZATION/STABILIZATION Prediction based level streaming has improved. Elastic accuracy control for character has improved. We introduced some back-end changes to prepare for an upcoming feature and in some cases, the game would try to interact with this unfinished feature, causing the game to crash. This has been removed. PLAYER REPORTING You will now be able to report a team kill. If you get killed by a teammate, simply... Press the Y button when the result is shown to expose the report pop-up Press the A button to report Check whether the “report competed” message is shown on the bottom of the screen If it wasn’t a team kill, the report button won’t appear World Miramar Improvements were made mainly in the northern part of Miramar to make it a more appealing area. The Oasis in the northern area of the map has expanded. We’ve added more car spawning positions to facilitate easy travel into and out of the area. Certain problematic terrain elements (which caused weird collisions or movement) have been fixed for a smoother driving experience We’ve added extra farming points to loot in the map. We’ve added more objects like trees and rocks in the northern part of Miramar to provide some additional options for cover. The interiors of certain buildings have been simplified Bugfixes Fixed an issue where motorbike tires would not burst even when damaged Some issues related to motorbike crashes have been fixed Gamehub stats will now be shown correctly. These stats will be updated with the unaccounted data with some server-side operations which might take a bit of time Thanks.
  15. 56 points
    Hello everyone, After our May update we have discovered multiple network related issues. We apologize for the delay in our communication regarding these issues, but we want to let you know that we are working hard to get them fixed as quickly as possible. We would like to thank you for reporting these issues to us, the information supplied has been extremely valuable to our investigation. The immediate issues being worked on are the following (please note that these aren't the only issues we're working on, since our overall priority is still focused on optimization/stabilization? - Some players are unable to ready up after completing a match when in a team - Some leaderboards are displaying "No data" RESOLVED - Gamehub stats are not updating - will be fixed with the unaccounted data updated. - Excessive queue times for EU/OC Matchmaking RESOLVED - All players being set to the NA region by default RESOLVED We are very sorry for any inconvenience caused. We're working hard to resolve these issues as soon as possible.
  16. 55 points
    Hello PUBG Xbox Community, Everybody knows the old “spray and pray” tactic. See enemy, fire at enemy until they stop moving. For our first ever Xbox Community Event however, we’re challenging players to refine their aim and work together to achieve the ultimate shooter targeting goal. In a couple words? Boom, Headshot. Event Period: June 20th 00:00 AM PDT / 09:00 AM CEST ~ June 27th 00:00 AM PDT / 09:00 AM CEST What’s the Challenge? We want to see our Community earn a collective 4,000,000 Headshots within a week. M24, Shotgun, Crossbow, the method is up to you, as long as the Community works together to achieve this grand goal! How to participate? Everyone who plays at least one round during the event period (and earns at least 1 BP) will be eligible for the prize, should the Community complete the task. What’s the prize? Every eligible participant will receive the Bloody Shirt & Fingerless Gloves cosmetic items! You can track the community’s progression of the event goal with posts on June 22 and June 25, with the final results revealed on June 27. Thanks PUBG Xbox Team
  17. 53 points
    Hello everyone, As our next patch is quite far away, we’ve decided to create a series of three articles with information about our June 26th patch. In today’s post, we’ll share the problems that we’re focusing on first. We’ll be able to tell you more in our next posts! Stability For stability, we’ve currently got two main areas of focus: - Reducing crashes that occur after many hours of play - Reducing crashes that occur during loading (streaming) As many of you know, playing PUBG for a long time causes crashes. This has to do with the way memory caching works. There are some unnecessary processes happening during caching which we are trying to locate and eliminate. There’s also a lot of crashes when any sort of loading (or streaming) is happening—whether you’re parachuting, moving, running, or in vehicles. While streaming, there seems to be an unknown issue during loading which causes crashes. This is a very broad summary of the problem. We’ve found some of the underlying issues and fixed them already, but there are many other issues that are still need to be fixed. Optimization Many of the upcoming optimization work on the Xbox version comes from recent work we’ve been doing on the PC version of the game. First, character optimization. With character movement, there are many resources, some of them inefficiently. This has been a critical issue with the performance. We’re aiming to use 50% of current resources. Second, let’s talk about shadows. Shadows have been calculated separately from characters. While we tried to have the shadow of each character move identically and have the identical shape, this has caused the performance of the game to be low. We will be changing the shape and movement to improve performance. Finally, let’s talk about effects optimizations. Care packages and smoke grenades will be optimized as they slowed down the character and caused lag while in the smoke. There are also a lot of resource being used for vehicle effects while driving. We’ll try to reduce this without diminishing the quality of the effects. We’ll share more information next week! Sorry again for the long wait for the patch—we’ll work hard to make sure it’s worth the wait. Thanks, The PUBG Xbox Team
  18. 51 points
    Hi Xbox players, As announced earlier, the PUBG Xbox dev team is opening our first Xbox test server in the North American region on April 25th at 5pm PDT. Over the past two months, we've been working hard to improve the performance, stability, and overall gameplay experience of the Xbox version of PUBG. Opening this test server will help us to check the quality of the changes we've been working on. We hope you'll understand that, at least at first, we have to keep the test limited to a short time window and just one server. If all goes well with the first phase of the test, we can expand the test dates, time windows, and servers to include more regions. If we do so, we'll announce the change here in the community and on our official Twitter account. The purpose of having a test server is not to provide a preview of upcoming features, but to find the issues we need to solve so we can push the best possible gameplay experience to the live servers. I look forward to your participation! JC, PUBG Xbox Producer TEST DETAILS U.S. (PDT) SCHEDULE4/25, 5pm through 4/29, 11pm EUROPE (CEST) SCHEDULE4/26, 2am through 4/30, 8am U.S. (PDT) SCHEDULE 4/25, 4/26, 4/27: Servers available 5pm PDT through 11pm PDT 4/28 & 4/29: Servers available 11am PDT through 11pm PDT EUROPE (CEST) SCHEDULE 4/26, 4/27, 4/28: Servers available 2am CEST through 8am CEST 4/28 & 4/29: Servers available 8pm CEST through 8am CEST 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. Please refer to this forum thread or our help Twitter to find out more about test schedule and service status. PATCH NOTES Optimization and Stability Performance and stability are the highest priority issues for us, and it’s something we’ll continue to focus on going forward. This patch, we’ve shipped a number of performance and stability improvements for Xbox One, Xbox One S, and Xbox One X. The free-fall and parachuting process has been optimized, leading to performance improvements during the initial stages of each game. World loading has been optimized. “Play-doh” and interior prop pop-in effects have been improved. (Players may still experience the play-doh effect in Miramar—we’re still working on this.) Movement data for nearby but out-of-sight players is now handled in a more efficient manner, resulting in general performance improvements. Similarly, when nearby but out-of-sight players equip or unequip items, this process is handled in a more efficient manner. This helps with performance and crashes throughout the game. The inventory has been optimized, improving response time when opening it and solving some crashing issues. Uninhabited boats and vehicles were causing some performance issues, and we’ve resolved this issue. The process relating to weapon and item usage has also been optimized. World The Miramar map has been added, and includes the recently-added areas from the PC version of the game. Miramar is intentionally designed to provide a vastly different Battle Royale experience. It features extreme, elevated terrain and tall buildings that give players new options for playing around cover. It also has few trees and many more wide, open spaces—if you want to win, you'll have to watch your back! We’re continuously working on improvements, but minor bugs can still be found on Miramar. We welcome all your feedback! Items New items are available on Miramar: R45 is a revolver hand-gun which is available as world spawn. It uses 45 ACP Ammo and up to six bullets can be loaded. Red dot sights can be equipped Damage and accuracy rate is high and reload speed is faster than R1895 The Win 94 is lever-action rifle It uses 45 ACP Ammo and up to 8 bullets can be loaded It can attach bullet loops It inflicts severe damage and it is a mid-range weapon suitable for high level players. The sawed-off is a small shotgun It uses 12 gauge ammo and up to 2 bullets can be loaded. This shotgun can inflict severe damage and equips to the handgun slot in the inventory A recolored version of the Ghillie suit has been added. Vehicles New vehicles have been added on Miramar: The mini bus is a six-seater on-road vehicle, available on Miramar only. Its top speed and torque is low but it has strong durability The pick-up truck is a four-seater off-road vehicle, available on Miramar only. It has a great suspension system and powerful torque, making it suitable for terrain with extreme elevation differences. The motorbike and buggy have new skins on Miramar Out-of-Game Menus We’re currently developing a new menu UI. We may implement it without advance notice, as the change will not affect normal gameplay. When players select SETTINGS menu, an option window will pop up. In near future, we will be implementing a new option window and will also provide various options which players can select. We will introduce a career and leaderboard menu. We may disable this service without advance notice since it is only for testing purposes. For the first week of testing, the customization and reward menu will not be available. We are planning to open this service gradually in the future. We’ll keep you updated about the changes in a future announcement.
  19. 49 points
    Hello everyone, The Xbox Test Server is coming back for one more round starting just over 12 hours from now! The latest update will be downloadable starting very soon. Here's the official start date for testing: UNITED STATES, PDT: 5/18 8am EUROPE, CEST: 5/18 5pm We'll reveal the end date and a big pile of patch notes whenever the servers go live!
  20. 49 points
    Hi folks, The Xbox test server is coming back soon for round three! This time we’re leaving it on for about three straight days so you can test on your preferred schedule. Servers can go down for maintenance at any time. If that happens, check our help Twitter or this post for info. TEST SCHEDULE: US (PDT) FRI, May 11, 8am – SUN, May 13, 11pm Europe (CEST) FRI, May 11, 5pm – MON, May 14, 8am AVAILABLE QUEUES: Miramar only Solo, Duo, Squad - FPP/TPP Bug Bounty Program: Don't forget to submit any bugs you find to the bounty program! To submit your bugs, just use this link before the bug bounty program ends on 5/14. Please visit the Bug Bounty FAQ for more information. Best of luck during the test, and we look forward to your feedback! Signed, The PUBG Xbox Team
  21. 48 points
    Hello everyone, We’re back with the final round of testing before Miramar comes to live servers on May 24th! We appreciate all of the feedback and bug reports we have received so far. As you can see from the patch notes below we have made changes based on that feedback, as well as fixing bugs which were reported in the previous tests. Please continue to give us your feedback and report bugs on the Xbox section of our forums. Servers can go down for maintenance at any time. If that happens, check our support Twitter or this post for info. TEST SCHEDULE: Servers open: Friday, May 18, 8am PDT / 5pm CEST Servers close: Servers will be open until Miramar comes to live servers on May 24th. PTS will be available during the live server maintenance. AVAILABLE QUEUES: All queues include both Miramar & Erangel Solos, Duos, and Squads (TPP/FPP for each) PATCH CHANGES: Optimization / Stabilization We have modified world loading processes, allowing buildings and their interiors to load simultaneously and reducing the overall rendering time. Miramar requires additional work to bring it to the same level of optimisation as Erangel. Optimized shadow in certain situations to reduce crashes. Settings Option of turning off Aim Acceleration has been separated, and the slider that sets the acceleration degree has been changed from 0~10 to 1~10. Settings tab order has been changed. Name and description of “Control Setting” has been modified. Slider range of the “Vertical Sensitivity Multiplier” has been adjusted to 50%–150%. World Vehicle and weapon spawns have been increased on Miramar. Bugfixes Fixed bug where vertical movement speed wasn't representative of settings chosen. Fixed an issue where inverted control settings were being applied to the emote UI. Fixed a problem that sometimes messed up movement while aiming down sights in third person perspective (it was happening when aim acceleration was turned off). You can now freelook while automatically swimming forward in water Fixed an issue preventing some teammates’ map markers from showing on the compass Sights should no longer become blocked while in ADS position after attaching high-magnification scopes Fixed a problem preventing weapon display UI colorblind mode from being applied properly Fixed the description of the “Auto Swim” button in the gamepad guide Fixed some problems preventing interacting pop-ups from functioning properly in certain situations The in-game UI was sometimes failing to update when reloading a firearm to indicate freed up inventory space The interaction key sometimes failed to show when certain actions were performed in front of a door Emotes can no longer be used while preparing to throw grenades Fixed the problem causing over-the-shoulder views to sometimes lock up when opening the emotes UI Fixed the problem wherein turning off BGM in the lobby setting window didn’t work Fixed the problem preventing players from changing seats in vehicles The emotes UI no longer improperly displays on the victory screen Improved situations where other player’s motorcycle will look as if it was going under the terrain while driving. Known issue: After long play sessions (three or more hours) on the standard Xbox One and the Xbox One S, the game sometimes crashes. This has been a problem for some time, and we hope to solve it soon. In the meantime, there’s a simple workaround you can use. Simply restart the app every couple of hours if you plan on playing a longer play session.
  22. 48 points
    Xbox players, Thanks to your feedback and active participation, we managed to fix the critical issue found during our first PUBG Xbox test server period. To show our sincere appreciation for the large amount of you currently playing and helping us with this test, we are extending the duration of the test server even further. The extended times can be found below, PDT4/25, 5pm through 4/29, 11pm CEST4/26, 2am through 4/30, 8am PDT 4/25, 5pm through 4/26 11pm CEST 4/26, 2am through 4/27, 8am Good luck and have fun!
  23. 44 points
    Hi everyone, As mentioned in the recent dev letter, the top priority for our development team is to improve optimization and stability of the game above all else. Our next patch is planned to release on June 26. The main focus of the patch is to reduce crashing and improve performance. With our commitment to be more frequent and transparent with our communication, we will update you weekly, letting you know how we’re progressing as we get closer to the June 26 patch. With that said, today we’re releasing a hotfix to reduce crashes related to a specific issue that has been identified with the 3D character render on the inventory screen. We’d like to thank all the players who reported this as a potential cause of crashes. HOTFIX PATCH TIMING June 7th 01:00 AM PDT / June 7th 10:00 AM CEST The 3D character render in the inventory screen has been temporarily removed, as this was causing crashes. In our testing, after this change, crashes have decreased significantly on the Xbox One X, with S and OG having some an overall decrease in crashes as well. Once we’ve fixed this issue with the 3D character render, it will be added back into the game with an option to turn it on/off via the settings. Thanks PUBG Xbox Team
  24. 43 points
    Hello everyone, This is a new type of post we’re experimenting with. The purpose of the Dev Report is to let the players have a deeper insight into our game’s issues, including explanations of the root problems and plans for fixes. Today, we’ll be talking about the recent matchmaking issue, which is mostly related to EU FPP modes. The problem Before the May update, EU FPP had a decent wait time for matches. Although, compared to TPP or NA FPP, it had less players participating, but it still did not have an indefinite wait time during matchmaking. With the introduction of the May update, however, that changed. Matchmaking times continued to increase, ultimately leading to indefinite matchmaking times. The reason With the May update, there were some aspects introduced which altered the matchmaking logic. Before, matchmaking would only need to create a match when a sufficient number of players were in queue, as there weren’t any other aspects to consider. After the update that added Miramar, this was changed. Matchmaking started making two virtual pools, with each pool needing a sufficient number of players to start the match. This was introduced to increase performance, as having two virtual pools rather than one would reduce the chance of server instability. At the same time, this change also made matchmaking in more populated modes quicker, as handling 200 players at a time is actually quicker than handling 100 at a time. Unfortunately, there was a flaw in this change which significantly affected modes with lower populations, causing a critical issue where matchmaking times would not double, but in fact increase much more. For example, even if 80 people were in both virtual pools and 90 were needed to get into game lobby, the 80 people in each queue might cancel and join the other pool. This sometimes worked when people cancelled matchmaking and started again to join the other pool (which just needed a few more players to start). So the actual time needed would’ve been double, but there were variables that caused this to be much longer. As time passed, fewer people queued up for EU FPP, which made matchmaking even slower. The fix During all this, other issues popped up that made the situation worse. The default region for players was set to North America, even for players not living in that region. We focused on getting the default region issue fixed, but by the time it was fixed, the issue had gotten worse for the other reasons laid out above. We figured out those reasons (having to do with the multiple virtual pools) and worked on its fix straight away. Due to the complexity of this system, and the way it interacts with other aspects of the game, the improvement took more time to complete. It has been improved with a hotfix on 21st June and is currently running exactly like it was before the May update. Current Status Although matchmaking logic has been improved, there are people who have left the modes that they were playing during the issue. For example, EU FPP players have joined NA FPP or EU TPP. We’ll be looking at more ways to make the player base healthy for EU FPP and other affected region/modes. Thanks for the time to read this post. We know that this issue has been causing a lot of frustration for our players and we hope to have matchmaking times back to their original state as soon as possible. We’re still experimenting with this posting format, so please tell us how you like it. If the feedback is mainly positive, we’ll try to have dev reports posted every 2 to 3 weeks. Thanks, PUBG Xbox Team
  25. 43 points
    Hi everyone! Firstly, we want to thank you all for your value feedback, bug reports, and suggestions. We very much appreciate the time and effort that you make to help us improve PUBG. In an effort to keep you more well informed about the progress we’re making with PUBG for Xbox, we’re aiming to give you weekly updates on some of the more prominent issues and what we’re doing to resolve them. World Loading We aim to have loading optimized, especially for Miramar. Currently, we’re testing some improvements to see if they’ll have a positive effect on game performance. We’ll be working to make the resources that are critical for gameplay (e.g. buildings, weapons) load in first, then have the other textures load in later, to have better performance early game. We’ll also aim to have dynamic level streaming, so when a player is walking slow, rendering will be at an average speed. Also when players are moving fast (especially in vehicles), we will be making rendering will prioritize the important assets first to make rendering faster to not break immersion of gameplay, and also more resources will be put into rendering. This will reduce the problems of buildings not loading in or players dropping below ground when moving at high speeds. Before, level streaming did not change dynamically depending on the speed of the character. The reason why the speed of level streaming was constant and rather slow were to have world loading as detailed as possible. This constant level streaming speed was appropriate for walking/running. Due to this, when people were running/moving across the map, players did not notice that buildings/assets would be loading when they are near a 1km distance from them. With the current level streaming, it would make buildings/assets load in detail which would delay the loading of buildings/assets further away from you that are within 1km radius. With higher speed, there would be more buildings/assets to load as players moved a lot more distance compared to when they were moving at an average speed. With level streaming speed changing dynamically, buildings/assets will be loaded even if moving at fast speed, but it won’t be as detailed compared to when a player is walking normally. Black Screen Some players have been unable to join the game lobby or could not see anything while in the plane, because they did not enter the game. They were stuck on the loading screen with the PUBG logo. Many had been sent back to the lobby, with some who were able to join when they had been automatically dropped from the plane at its final drop location. We are still investigating the cause of this issue. There are several reports saying that it’s fixed when hardwired, run with an internal HDD, or with data cleared. Those were not helpful 100% of the time, and some players did not get any help from those actions at all. It would be great to hear more from the community to have this issue fixed as soon as possible. Please, if you are experiencing this issue, tell us your hardware specification (X/OG/S, internal/external HDD/SSD, available space on HDD, etc.) and connection (wired/wireless). It would be a great help for us working to resolve this issue. Frame Drops Character optimization and effects optimization will come to reduce the frequency of frame drops. With character movement, much resources are used, with some of them being used inefficiently. This has been a critical issue for performance. We’re aiming to cut down resource use by 50%. A small number of related changes were patched in this week, but we plan to have the rest implemented on live servers soon. Care packages and smoke grenades will be optimized as they slowed down the character and caused lag when the player is inside the smoke. Ready Bug Often at the completion of games and more commonly when playing duos/squads, the “Ready” button disappeared from the screen and players would have to exit then re-enter the lobby to fix it. In the most recent patch, we implemented a fix which should resolve this issue and we are monitoring community feedback to ensure this has been completely fixed. Unfortunately, we weren’t able to fix this frustrating bug as soon as we would have liked, as we weren’t able to replicate the problem 100% of the time, which made tracking down the specific cause difficult. Other issues we’ll be talking about next week that we do not have much information to give right now: - Rubberbanding - Grenade arc bug - Teleporting bug - Not being able to win even when you are the last player in the final circle - Hit registration This post will be back next Friday, we’ll be updating you regarding the issues above and any issues that may arise during the week. We hope to provide you with more fixes as the week goes on. We will continue to push out hotfixes/patches as soon as possible, to fix all problems players are experiencing. Thanks, PUBG Xbox Team
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