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Showing content with the highest reputation since 12/16/2018 in all areas

  1. 43 points
    These patch notes have been updated. Update 1 - 12/20/2018 Read the changes at the bottom of this post. -- Hey everyone, This week, we are updating the PTS with lots of exciting content for you to test out! This update will include our new 6x6km map Vikendi, new weapons, Graphical Settings Options, and many quality of life and bug fixes. Please note that the parachute overhaul is currently being optimized for console and will be released in an update at a later date. Check out the full patch notes below! For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not just to provide a preview of upcoming features, but to find the issues we need to solve so we can push the content to live as smoothly as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. All player data, statistics, etc from the test server will not carry over to your live server account. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. PTS Open Schedule KST: December 21 2:00PM PST: December 20 9:00PM CET: December 21 6:00AM For healthy matchmaking, some modes have been disabled in PTS. Please see below for available queues: NA, EU - TPP Solo, TPP Squad Vikendi will be the only map available to play on PTS. NEW MAP - VIKENDI Vikendi Gameplay Vikendi is a 6x6km map. The gameplay of Vikendi is quicker than Erangel and Miramar, but offers an arguably more tactical experience than Sanhok. Players can throw snowballs while waiting to board the plane in the starting area Vehicles will have less traction on snow or icy areas. Acceleration on icy terrain is slow and you lose more general vehicle control as you speed up. Footprints and vehicle tracks will appear as players travel in snow-covered areas. Keep an eye out! These are great to help identify if enemies have passed by recently. Keep in mind that footprints and tracks in the snow don’t stay around forever! Redzone The center of the red zone spawns outside of the play zone. The smaller the play zone, the smaller the red zone. Bluezone The first circle of every game is much smaller than other maps, but subsequent circle sizes change less drastically. This facilitates more blue zone variety and unique experiences. Similar strategies work on Vikendi to Erangel and Miramar for the first three phases, but the zones will close slower starting from phase 4, similar to Sahnok. We feel this leads to a good balance between strategy and gunplay throughout the duration of each match. Item Spawn Balance The overall item spawn rate is at a midpoint between our maps - offering a unique place between the spawn rates of Erangel and Sahnok. Level 3 helmets spawn in the world. Level 3 vests spawn more often than other maps. Smoke Grenades are spawned at a higher rate compared to other throwables. NEW AR: G36C G36C spawns only in Vikendi Chambered for 5.56mm ammo, it can load 30 bullets and 40 with an Extended Magazine G36C has a lower and upper rail for attachments, but cannot attach a stock NEW SIDEARM: SKORPION Added a new handgun, the Skorpion The Skorpion spawns on all maps Single fire and full auto fire mode Uses 9mm ammo, it can load up to 20 bullets and 40 with an Extended Magazine Attachments: Sight: Red dot sight Muzzle: Suppressor Lower Rail: Vertical Foregrip, Half Grip, Light Grip, Laser Sight Stock: Stock for Micro UZI Magazine: Extended Magazine only Skorpion is also available in the Training Mode. Have fun! NEW VEHICLE: SNOWMOBILE Added a new vehicle - Snowmobile The Snowmobile only spawns in Vikendi It seats 2 players and performs much better than other vehicles on snow and ice, but is more difficult to drive on other terrain. QoL Minimap: Players can now further magnify the minimap Player order consistency: Player order between the lobby and in-game is now consistent so that players will have fixed numbers and colors based on lobby order when they enter a game. Added field of view slider in First Person Perspective mode (FPP) settings Added graphical settings option for Xbox One X Controller Guide can now be seen from the lobby from settings Graphical Settings Options (Xbox One X) For this initial round of testing, the graphical settings options will only be available for Xbox One X players. We are actively developing these options and are aiming to have them ready for all Xbox consoles as soon as possible (Xbox OG/S will have different settings). Framerate Priority Sets the resolution to 2560 x 1440 and enables V-Sync. This setting is recommended for a more consistent framerate. Resolution Priority Sets the resolution to 3840 x 2160 and enables V-Sync. This setting is recommended for a higher level of visual fidelity. Dynamic Resolution (NOT AVAILABLE FOR TESTING YET) Changes the resolution in real-time. This is the best setting for ensuring an optimal balance between framerate and visual fidelity. Further details are being finalized and tested internally. Gameplay Decreased recoil of the P18C Improved the sound settings in option The sound settings are now separated into Master Volume, FX Volume, UI Volume and Music Volume Maximum number of Forward Running Sensitivity has changed from 50 to 100 The maximum value would stay the same, so if your Forward Running Sensitivity was 10, it will change to 20 This is to have a more specific value Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu Performance Improved the client performance by optimizing the creation of character materials Improved performance by mitigating an issue causing thin objects to flicker. Optimized particles in rainy weather. Adjusted the parachute and character sync rate depending on the distance to improve server performance Optimized weapon target calculation overhead. Optimized culling logic of invisible instanced mesh. Optimized overall character movement cost. Reduced level streaming hitches. Reduced physics creation hitches. Report Added the report player function to event mode games Press 'Y' to report the killer When reporting someone who had team-killed you, there will be an option of reporting "Teamkill" You cannot report the same player more than once in one game Bug Fixes Fixed an issue where players could sometimes climb stairs much faster while moving diagonally next to the wall. Fixed an issue where a downed players' character model would sometimes penetrate walls. Fixed an issue where characters would look like they were sliding while standing up if they took out a weapon and stood up at the same time. Fixed an issue of seeing headless characters when using healing items in FPP mode in prone position or when entering a vehicle. Fixed an issue where a player appeared to slide when standing up or moving while going prone before landing from a certain height. Fixed an issue where some animations were cancelled when moving with certain steps Fixed an issue where sometimes an enemy player was seen shooting with the weapon at the back of the character Fixed an issue where you can sometimes see through walls and rock surfaces while riding the motorcycle. Fixed an issue where your camera sometimes goes through the vehicle when the vehicle is leaning on an object. Fixed an issue where ADS worked unreliably when ADSing right after equipping a weapon. Fixed an issue where a player sometimes received collision damage from a motorcycle when another player picked up the motorcycle. Fixed an issue where a character would sometimes rotate even though its feet are fixed when the screen is rotated more than 180 degrees left or right. Fixed an issue where a player's motion was sometimes shown as scoping when taking steps next to a wall. Fixed an issue where characters could vault over other characters when positioned at certain heights. Fixed an issue where a player would sometimes clip through the floor of a building when disembarking a motorcycle. Fixed an issue where a character's animation would pop upward when getting close to the wheels of a buggy. Fixed an issue of where a character's animation would pop upward when crouching and standing up near a vehicle. Fixed an issue where player couldn’t see his/her teammate’s character in lobby after a match intermittently Fixed an issue where player couldn’t loot some items such as weapon or ammo on the ground Fixed an issue causing a character to be headless when wearing certain skins Fixed an issue where players could shoot in an abnormal direction in free-look Fixed an issue where In FPP when character holding throwables or ready to throw throwables is moving facing the sky, his/her hand flickers and moves around Fixed an issue where players could get into certain terrain of Miramar which should be impossible Fixed an issue where player can stand up from a prone position faster than usual in certain conditions. Fixed the issue where players could use weapons while swimming if they kept pushing the weapon equip button near rocks. Fixed an issue which caused the screen to shake excessively when spectating an opponent who was firing a weapon. Fixed an issue where when freefalling out of the plane and pressing particular movement keys, certain animations didn’t play correctly. Fixed the issue where the footstep sounds of players moving at low speed (walking when crouching) was not played to other players. Fixed an issue where the character's footsteps couldn't be heard when on carpet Fixed an issue where when click the “Play” button, game was frozen in the lobby. Fixed an issue where world map and wheel menu could be opened at the same time. Fixed an issue where a spot at the back of the truck and buggy would block bullets. Fixed an issue where when plane flew around you, the sound of plane was not played. Fixed a rare bug where teammates would receive friendly-fire damage, even if you weren’t aiming at them while shooting Fixed an issue when the character passed through the barbed wire, it penetrates the character’s body or cause unexpected termination. Fixed an issue where the hair when wearing certain beanies Fixed an issue where sometimes the effect sound of the Adrenaline Syringe is continuously played even after canceling Fixed an issue where vehicle horns continued to sound after exiting a vehicle while holding RT Fixed the issue where the team list does not correspond when observing his/her teammate and changing camera using LB/RB Fixed an issue where the casting gauge for health/boosting items and reviving was not shown while observing Fixed an issue when picking up a throwable while holding the same throwable, the holding amount did not update Fixed an issue the bolt action of the observee was shown incorrectly while observing Fixed an issue where the quick marker was unable to remove while observing Fixed an issue where the animation for equipping/unequipping the weapon was shown incorrectly after the observee stands up from prone while observing Fixed an issue where the motorcycle was not mountable on certain angle Fixed an issue where the sound of emote played just before the round begins at the in-game lobby continued to play even after riding the plane Fixed an issue where the camera passed through the door on certain angle when ADSing close to the door while holding a handgun For known issues, please go here. -- Update 1 - 12/20/2018 QoL Controller Guide can now be seen from the lobby from settings Gameplay Added auto-reload option When enabled, you will reload weapons automatically when you try to fire while your magazine is empty By default, this is set to “Off” but can be changed in the Gameplay menu
  2. 29 points
    Hello everyone, Welcome to the second edition of the Console Dev Report series! For those who missed out the first post of this series where we touched on the “viewing spectrum and how it affects the game's performance, feel free to check it out here: [Xbox] [PS4] In today's post, we will be going over GPU time and how various factors can play their roles to reduce GPU time. What is GPU Time? GPU time, simply put, is the time the GPU (Graphics Processing Unit) takes to calculate a single frame. The more GPU calculations required, the longer the GPU time will be. GPU times directly contribute towards the FPS (frames per second) you see while playing and increased GPU times can directly impact performance. There are numerous factors that affect GPU time, including the time it takes to render all the different visual elements of the game you see on-screen. The GPU is a processor that handles computer graphics. It draws millions of pixels on the screen each frame (multiple times per second). The number of pixels contained on-screen is determined by the resolution used. The higher the resolution, the more pixels and more detail that can be shown on the image each frame, but also the more processing power required. When comparing 4K resolution to the most commonly used 1080p resolutions, 4K has 4 times as many pixels as 1080p. That means the amount of data a GPU needs to process comparatively increases 4 times, which in turn increases the GPU time. Dynamic Resolution Note: The Dynamic Resolution option is currently being optimized and will be available on both PS4 and Xbox One in a future update. Dynamic resolution is a feature in which the resolution changes dynamically according to the number of GPU calculation required. It changes the resolution from 1440p to 4K in real-time, with a variable refresh rate. In circumstances when you’re in and match and the GPU is under heavy processing load, the resolution will be lowered automatically temporarily in order to ensure stable performance. We'd like to show you how the dynamic resolution option affects GPU times with the graph below. Please bear in mind that the graph is measuring GPU time in milliseconds, this graph is not showing frames per second. So, in this instance, lower is better. * GPU Time shown in the graph above calculated using an Xbox One X. A 20% improvement in processing speed for GPU times is observed with dynamic resolution turned on. A lower GPU time means the GPU can process each frame more quickly, which leads to improved and more stable performance! GPU Instance Culling GPU Instance Culling has been enabled since 1.0 for Xbox One X and PS4 Pro and we’ve made many improvements since its initial implementation to increase performance. We’ll be making additional improvements to GPU Instance Culling in the future, including in the next live server update. You can read more about those upcoming changes further down in this section. Please be aware that the upcoming improvements to GPU Instance Culling are still being optimized for 1st gen PS4 as well as 1st gen Xbox One and S models and will be implemented at a later date. You can find many dense forests in Erangel, Sanhok, and Vikendi. To achieve the best performance possible, trees with the same model are rendered using “instancing”. This reduces the processing cost of drawing a single tree, so the GPU can draw the forest shown below without waiting for additional draw calls (resource-intensive requests for the GPU to perform tasks) to be issued. Reducing the number of draw calls by instancing as many trees with the same model within the viewing distance as possible, the overall cost for drawing the trees is reduced, leading to improved performance. But what would happen if you scope in using a 8x scope? Level of Detail (LOD) plays a big part in achieving the desired performance, as objects are drawn in different quality levels depending on their distance from the player. In a normal (non-scoping) state, only the closest trees within the first instance are drawn as LOD 0 (the highest object detail), but when scoping in, all instances including the targeted trees seen through the scope are drawn as LOD 0, causing GPU time to increase (lower performance) by significant amounts. When you scope in, the viewing distance is extended so the distant trees can be viewed in higher detail. In the figure above, you will only see 3 to 7 trees through the scope, but the GPU will try to draw every instance that hits the view spectrum. Using instances in this case is a significant drawback because it will draw unnecessary trees, whereas if you didn't use instances only 7 trees will be drawn. The object's level of detail (LOD) is determined by proportionate size on-screen, and the object's cull distance decides whether the object will be rendered at all, based on distance from the player. With some upcoming optimizations to GPU Instance Culling, our goal is to increase performance both through not rendering high level of detail objects which aren’t shown on screen and developing a smarter process to determine which objects are processed when instancing and in which order. Since the GPU is aware of all object LODs, only the low LOD models will then be chosen to be instanced, after examining all instances. Then, the rendering process is performed in front-to-back order. We call this select-and-process GPU Instance Culling. The graph below compares GPU time when GPU Instance Culling is on and off in 4K resolution. * GPU Time measured while scoped in using a 8x scope. * GPU Time shown in the graph above calculated using an Xbox One X. We see a more stable result and around a 30% improvement in GPU time with GPU Instance Culling On. Without GPU Instance Culling, you can see GPU times are longer and fluctuate considerably. We hope you enjoyed this week's post, and hope to see you with another edition in two weeks! Thanks, The PUBG Team
  3. 17 points
    Hold on a minute, I'm a big supporter of freedom of choice. People should play whatever mode they want and leave everyone else the f*c* alone. There is a massive FPP elitist thing going on on this forum and you claim to play TPP to get easy chicken and yet you have 0 solo chickens in either FPP or TPP (in the current season granted)...................if it is so easy I would expect to see at least 1 in the 13? Not even a top 10? You don't really play much solo I guess, but 0 chickens on duo in TPP either? So when does this 'Easy Chicken' happen? I'm open to FPP/TPP debate on a factual level, this 'I'm so good, TPP is easy' mantra is retarded. I'm not great at this game, which is why I don't try and swing my falsified Pubg peen all over the place.
  4. 17 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.
  5. 16 points
    Thank you guys for your patience! Let's do this thing!!
  6. 15 points
    Made a post a few weeks ago if getting an SSD was worth it even though I have an X and everything but I decided to go and buy a 500 GB SanDisk SSD and I gotta say it was well worth it. Castle loaded in perfect, villa no problem. Games perfect no complaints with anything anymore. Now I got the full package, One x with SSD on 4K monitor, hard wired internet.. loving it. Suggest everyone buy one no matter what system you got
  7. 14 points
    It’ll be added the same time people learn to use the search button on the forums.
  8. 14 points
    It's great to be able to finally share this with the community. Thanks to everyone for their patience. Hope to see plenty of you playing on Vikendi in the next few days 😉
  9. 13 points
  10. 12 points
    Oh no (insert here) killed me, please nerf (insert here) as it shouldn't be able to kill me
  11. 12 points
    I would guess that the vast majority doesn't want to. Riddle solved.
  12. 12 points
    But you're not starting a conversation to help expedite features and improvements. You're just whining and complaining and making it clear you don't even know what you're talking about.
  13. 11 points
    Do we have any clue when we will get a maintenance or update to refresh the server. Pc gets then weekly
  14. 11 points
  15. 10 points
    Post your best Kar98 clips here https://xboxdvr.com/gamer/world-ceres/video/66386401 just got this pretty decent one earlier! 💪👍
  16. 10 points
    After almost 2000 hours and currently occupying position # 2 of the SA server rank I'm getting bored with PUBG. Almost two months without updates. Game feels slow. Unresponsive. Vikendi full of bugs. 30 fps in 2018 on Xbox One X can be extremely frustrating. It would only take a 1080p mode with framerate unlocked and everything would be solved. Honestly, I feel abandoned on Xbox because the pace of updates is too slow. This needs to change. For now there are no competitors for PUBG, but this may change.
  17. 10 points
    Just saying, and all that update was was the Marvel skins and the non-customizable custom matches. Its been so long, the announcement for the last update patch notes have almost been pushed to page 2 on the news announcements page, meaning the first page is just filled with disappointment. Am I selfish to feel that things should be moving a little faster?
  18. 10 points
    For now i would like to see better customization on custom games and Vikendi on live servers.
  19. 10 points
    It's a dev report... What did you expect? I appreciate the level of technical detail in the updates, I'd rather have stable gameplay and a higher FPS than live Vikendi. What's wrong with just playing Vikendi on the PTS for now?
  20. 10 points
  21. 10 points
    Get a vehicle and go pick some fights if you’re that bored. You don’t have to corner camp the whole time 🤦🏻‍♂️
  22. 9 points
    I'm still better than my friends... I still play with them. Rather have a laugh and mess about than worry about stats too much. If your leaving friends behind over a game it's a bit sad
  23. 9 points
    They should just do what they have on PC and have quick join. First available map is where you go. Have the option to select each map individually but you may wait longer to enter a game on your chosen map.
  24. 9 points
    Please try and drive in my final circle, it won't work out well for you 😆
  25. 9 points
    I must say, i was sitting in the fence a little bit as far as wether i like Vikendi or not. I play mostly TPP, with FPP thrown in when i can get a game - im Aussie, and after about 4pm it gets increasingly difficult to get an FPP game. The layout of the map itself is fantastic with an absolute shitload of places to hide, problem is that leads to heaps of peolle sitting tight and TPP periscoping around corners. Yes, even i do it. FPP on Vikendi turns it into a whole different animal. Heaps easier to spot people because they have to peek to see you, and first FPP match on Vikendi (3 kill, 2nd place) was by far the most fun and terrifying match ive played on the map! So much fun!