Player Unknown's Battlegrounds [PUBG] - Xbox-PS4 Cross play is Live.

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Wed May 30, 2018 9:18 am

Last game of the night was a cracking one. Just me and some other chap in squads (1 quit and the other died at start) and we managed to survive trekking from one side of the map to the safe zone at the military base and scored a chicken dinner. Was tense as strawberry float when was down to the final tiny safe zone and there was us 2 and 1 more in one of the 2 storey buildings.

Still experienced framerate drops, more so indoors and tried capturing it on DVR but it doesn't capture the framerate drops it seems.

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Thu May 31, 2018 8:56 am

Land at water treatment with another squad lurking and managed to take them all out one after the other :slol: Didn't capture the first kill due to DVR settings being set to 4K so only does about 20 seconds.

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Then immediately after that a squad of 2 appear, one wearing a Ghillie suit..

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That suit is mine now :toot:

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Photek
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Thu May 31, 2018 9:13 am

Watched your clips last night, yeah, pop it down to 1080p and a minute.

Rinsed those mofo's with no scoped AKM, amazing, I can't use that without it recoiling all over the shop plus looking down sites on the AKM is like looking down a brick! :lol:

Hit me up if want to try duo's tonight man.

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Monkey Man
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Monkey Man » Fri Jun 01, 2018 11:05 pm

Dev Letter - Upcoming Fixes and Features

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:

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.

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:

Player teleports to a different location after vaulting
Match not ending, as the game believes another player is still alive, even though you cannot see anyone else in the final circle
Vehicles flipping or exploding for seemingly no reason
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.

If you have any other questions that we haven’t yet answered, please leave a comment and Hawkinz or myself will do our best to provide an answer.

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

https://fn-00.reddit.com/r/PUBGXboxOne/ ... _features/

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Sat Jun 02, 2018 8:35 am

There was an update this morning for it when I turned my Xbox on to update State of Decay.

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Death's Head
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PostRe: RE: Re: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Death's Head » Sat Jun 02, 2018 9:42 am

Zartan wrote:Man the difference between the xbox and PC is staggering, it is almost like it is a different game
(gameplay wise, not graphics or performance)
What is the difference in gameplay and do you mean for the better or worse? Still waiting for this to hit £10 or below on PC.

Yes?
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KjGarly
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PostRe: RE: Re: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Sat Jun 02, 2018 11:56 am

Death's Head wrote:
Zartan wrote:Man the difference between the xbox and PC is staggering, it is almost like it is a different game
(gameplay wise, not graphics or performance)
What is the difference in gameplay and do you mean for the better or worse? Still waiting for this to hit £10 or below on PC.


£17.99 from CDKeys and totally worth that price. Performance and graphics absolutely blow the Xbone version out the water.

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Death's Head
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PostRe: RE: Re: RE: Re: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Death's Head » Sat Jun 02, 2018 12:30 pm

KjGarly wrote:
Death's Head wrote:
Zartan wrote:Man the difference between the xbox and PC is staggering, it is almost like it is a different game
(gameplay wise, not graphics or performance)
What is the difference in gameplay and do you mean for the better or worse? Still waiting for this to hit £10 or below on PC.


£17.99 from CDKeys and totally worth that price. Performance and graphics absolutely blow the Xbone version out the water.
But what are the gameplay differences Zartan mentioned?

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KjGarly
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PostRe: RE: Re: RE: Re: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Sat Jun 02, 2018 1:05 pm

Death's Head wrote:
KjGarly wrote:
Death's Head wrote:
Zartan wrote:Man the difference between the xbox and PC is staggering, it is almost like it is a different game
(gameplay wise, not graphics or performance)
What is the difference in gameplay and do you mean for the better or worse? Still waiting for this to hit £10 or below on PC.


£17.99 from CDKeys and totally worth that price. Performance and graphics absolutely blow the Xbone version out the water.
But what are the gameplay differences Zartan mentioned?


How easy it looks with Photek standing out in open blowing vehicles up etc, not that easy on PC. Like things have been toned down and made easier for console gamers. Then again he does play in the cheap cheating TPP (third person perspective) :x

;)

I always squad up in a TPP game but instantly switch to FPP once I hit the ground.

You want a small taste of PUBG then try the Mobile game (yes the first few matches are mostly bots till you level up) but it's what made me buy it on PC and Xbox.



The last part of a game I had in bed last night on my phone :toot:

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Death's Head
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Death's Head » Sat Jun 02, 2018 1:37 pm

I think I'd prefer the easy version. I can imagine that by the time I get this everyone will be an expert and inaccessible to new players.

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Monkey Man
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Monkey Man » Sat Jun 02, 2018 4:10 pm

"Xbox Game Preview Patch Notes #15" -

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.

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Mon Jun 04, 2018 9:44 am

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2 of the many kills me and Photek got last night in about 10 rounds of PUBG.


OK I may have only got 3 kills in total in 10+ games :slol: :fp:

Loot was a nightmare in all fairness :shifty:

And I swear Photek is this guy..

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:lol:

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Photek
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Mon Jun 04, 2018 1:15 pm

No idea who that guy is. :lol:

It was an awful night of PUBG’ing but I enjoyed it all the same.

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Mon Jun 04, 2018 1:26 pm

Go youtube Paul Connolly :slol:

I know I'm a scouser m8 but we ain't all on the dole :lol:

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Photek
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Mon Jun 04, 2018 6:44 pm

?

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Mon Jun 04, 2018 7:38 pm

Photek wrote:?


He's an Irish fella on Channel 5 who confronts scumbags fiddling the dole and sick and those doing dodgy gooseberry fool basically. You sound like him :slol:

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Photek
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Photek » Mon Jun 04, 2018 8:42 pm

Oh right! :lol:

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KjGarly
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by KjGarly » Sat Jun 09, 2018 12:49 am

Just updated the game (7GB update) on Xbox and got a tracksuit crate for free along with 2 other western crates.

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Albert
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Albert » Sat Jun 09, 2018 11:36 am

KjGarly wrote:
I know I'm a scouser



KjGarly wrote:Just updated the game (7GB update) on Xbox and got a tracksuit crate


:slol:

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Monkey Man
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PostRe: Player Unknown's Battlegrounds [PUBG] - Out now on Steam and Xbox One Preview.
by Monkey Man » Sun Jun 10, 2018 11:30 pm



War Mode announced. Next map out this summer & a winter map out this winter.

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