Beiträge von Maxy

    Early Access Week 2 Update

    Sind im Patchnotes-Thread gesammelt vorhanden!

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    [img width=700 height=393]http://cdn.akamai.steamstatic.com/steamcommunity…3e3249af3bd.jpg[/img]


    Players,

    Today I want to address some of the standout issues you have reported, and what we are doing to improve server performance.

    First though, in case you missed it last week, here is our plan for updates during Early Access:

    Daily updates, to improve server performance.
    Weekly updates, to push bug fixes & client performance and stability fixes.
    Monthly updates, to add new content and push balance passes for game-play.

    Client Optimization

    We will push our first client optimization patch in our monthly update later this month. We understand some of you are not having the best experience when playing the game, and we are committed to improving performance for all players, but the optimization process takes time, so please bear with us as we complete it.

    Sounds

    As we work on the sound system in-game, there may be unforeseen issues due to changes we make at a low level. One of these, which a lot of you reported, was footstep sounds. This issue occurred due to our adding of an occlusion system to footstep sounds. Due to a miscalculation of how much these sounds would be occluded, footsteps ended up being very hard to hear. This has now been fixed, and with the new occlusion system it should be much easier for you to track a player’s movement using sound alone.

    Regarding where you are being shot from, we are looking into why this is a problem for some of you, and we will continue to push updates and improvements to these systems!

    Server Performance

    We are very aware of the issues you have seen on our servers over the last week, and we have been working hard to resolve them. Simply put, this is not any issue with the number of servers we have for players, but rather it is down to the optimization of the server code.

    Over the last week, we rolled out daily updates to the servers to improve profiling of optimization bottlenecks and yesterday these actions finally paid off! We found a issue within the Unreal Engine core code, which led the server to believe that it was being DDoS’ed due to the number of packets being sent between the clients and the server. When this detection was triggered on the server, it would drop 90% of packets received resulting in the lag/rubberbanding seen over the past week. We pushed a hotfix to the servers earlier today which should resolve these issues. We will continue to push daily updates to the servers to further improve both stability and performance.

    Now onto what we have updated for this week’s patch.

    This patch will be deployed for both clients and servers Thursday, April 6, 5PM KST/1AM PDT/8AM UTC

    Early Access - Week 2 - Patch Notes

    Performance Improvements

    Client performances have improved when loading buildings from a mid-distance
    Server performance has been improved


    World

    Fixed the issue that was causing buildings from a long distance to not be visible


    Sound

    Fixed an issue with door sounds playing at low volume
    Adjusted volume of wind, rain, and footsteps
    Improved the sounds for the buggy
    When in rainy weather, you will now sporadically hear thunder sounds


    Bug Fixes

    Fixed a bug that allowed players to hide and attack other players from inside a rock
    Applied additional fixes to address the issue of players going under the map in certain areas
    Fixed several issues with weapon switching
    Fixed an issue with the compass direction not displaying correctly

    See you in-game,

    PLAYERUNKNOWN

    Early Access Update 1

    Sind im Patchnotes-Thread gesammelt vorhanden!

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    29. März - PLAYERUNKNOWN

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    [img width=700 height=393]http://cdn.edgecast.steamstatic.com/steamcommunity…1506acdfebe.jpg[/img]

    Players,


    Today we outline the schedule for updates during Early Access and address some of the bigger issues some of you have faced so far.

    Early Access Schedule

    During Early Access, we plan to release updates in 3 phases.

    Daily updates, to improve server performance
    Weekly updates, to push bug fixes & client performance and stability fixes
    Monthly updates, to add new content and push balance passes for game-play


    Known Issues
    There is a rare bug which will cause some buildings not to render for players, allowing them to shoot others seemingly through the walls. We are tracking down the cause of this and will update you when it is fixed.

    Sound
    A lot of you have given feedback on our positional sounds, and today Marek will explain in a little more detail how sounds work in the game.

    Gunshot Sound

    Each gunshot sound you hear in game has propagation delay based on distance between source and the listener
    The propagation velocity is 340m/s so if a pistol is shot 340m away from the listener, he will see the muzzle flash first and hear the gunshot after 1 second
    If gunshot is fired from indoor or there is no direct or approximate line of sight (obstructed), the reverb effect and LPF are applied to the sound effect


    Bullet Crack/Whizz Effect

    Bullet crack effect (or bullet bow shockwave) is generated when a supersonic projectile passes in close proximity to the listener. The effect can be heard in a closest point on bullet trajectory line. Basically, the sound source is always perpendicular to the trajectory line, so if you hear a bullet crack just in your left headphone, you know that the shooter is either directly in front of you, or behind you

    [img width=700 height=381]http://cdn.edgecast.steamstatic.com/steamcommunity…d4a96424fae.jpg[/img]


    Most of our weapons are supersonic. This means that you will hear the crack/whizz before you hear the actual gunshot
    In a scenario where you see a shooter 1000m away, using AWM (>900m/s muzzle velocity) the events will occur in such order:

    1. You see the muzzle flash
    2. After ~1 sec you hear the crack/whizz (assuming no air drag)
    3. After ~3 sec you hear the gunshot

    Bullets passing close to the player will generate a crack sound, the ones passing further away will only generate whizz effect
    We blend between different sound samples based on distance (the maximum distance and attenuation characteristic is also affected by suppressor attachment). The close gunshot sounds louder and more clear than the distant one


    In the current public build, all bullets generate a sound crack effect. We've changed this mechanic by adding a velocity check, so bullets travelling slower than speed of sound will not generate the crack effect but just whizz.

    I will do a Q&A session soon to get more feedback on sounds in the game, so stay tuned! - Marek

    Client Optimization
    In case you missed it last week, here is a look at our schedule for client optimization. This process will take time, and will not be fixed with a single patch. We ask for your patience as we work to improve performance.

    Initial Performance Improvements
    Key Objectives

    To reduce the overload on the CPU, and make sure that the GPU performs to its full capability


    Expected Results

    Frame rates will be stable even when in high-density areas
    Get higher frame rates across all graphic options


    ETA: Apr. 14th (Expected to take roughly 5 weeks)

    Further Performance Improvements
    Step 1:Art assets optimization (Apr. 7th)

    Decrease the LOD vertex for buildings seen at long distances
    Decrease the total amount of vertex by adjusting the LOD on terrains


    ETA: Apr. 7th

    Step 2:Improve the rendering performance of terrain and ocean shader (TBD)

    Step 3:Decrease the overload on the CPU by rearranging wall near buildings (TBD)

    Step 4:Decrease the usage rate of the video memory (TBD)

    Leaderboards
    Our leaderboard system has proven to be a very popular feature, and for the most part, we are happy with the current ranking system. However, the system will need balancing once we have sufficient data from a good sample size. The ELO system will need many balance passes before it is ready and to complete this we will be wiping the leaderboards on a monthly basis so to allow us to get a clean data-set from any changes we make.

    OC/SA Servers
    With tomorrow’s client update we will be bringing Oceania and South American servers online. These servers will feature their own regional leaderboards.

    Ping Lock

    We are looking into implementing a ping lock for our servers. We have no ETA on when this will be added just yet as we have limited resources, and at the moment server performance and stability is our highest priority. We also don’t want to restrict the ability for friends in different regions to play together, but we understand how frustrating it can be playing against high ping players and take this very seriously. Please bear with us while we come up with the best way to add this new feature.

    Finally today, here are the patch notes for the weekly patch we will push this Thursday.

    Week 1 Patch Notes

    This patch will be deployed for both clients and servers Thursday, March 30, 5PM KST/1AM PDT/8AM UTC

    Out-game

    Added Oceanian & South American servers

    Server Performance/Stability

    Resolved an issue where game server performance would degrade over time
    Resolved several server crash issues

    Client Stability

    Resolved several client crash issues

    Client Optimization

    Added View Distance setting to graphics options

    Gameplay

    Adjusted movement speed of endgame play zones
    Adjusted weapon sound volume in the lobby

    UI

    Removed crosshair while in a vehicle and not in the aiming state
    Added ability to see item durability state directly in vicinity pane

    Bug fixes

    Fixed a bug with the volume of crouch walking
    Partially addressed performance degradation when opening inventory
    Fixed a problem which would allow characters to go under the map in certain areas
    Removed the depth of field effect when spectating in team-play modes.
    Fixed a bug with the character creation system
    Fixed an issue in the REVIVE system where a player would get stuck in the revive animation when the downed player died
    Fixed a bug which would cause the PLAYERUNKNOWN hi-top trainers to render incorrectly
    Fixed a bug where a character would receive damage from vehicles while behind trees/walls


    See you in-game,

    PLAYERUNKNOWN


    So, neuer kurzer Bericht vom Wochenende:

    Gestern konnt ich ewig nicht joinen, matchmaking failed oder so ähnlich die Meldung. Nach etwa 30 min (gefühlt 30 h) gings dann auf einmal. Vorher n bisschen die Einstellungen der Grafik reduziert (war ja alles auf "ultra" @~30-40 fps) hatte ich dann 70-90 fps, jedoch lief das Spiel um einiges unrunder... War gestern einfach die Auslastung der Server so groß oder warum läuft das Spiel mit mehr fps auf einmal ruckeliger? Wie sind eure bisherigen Erkenntnisse?

    gestern wars laggy, jo, stand auch auf twitter, dass die server probleme machen.

    sollte heut wieder behoben sein.


    Performanceunknown Battleground ist geboren!
    Da soll doch mal noch jemand auf die DayZ- FPS in Städten schimpfen. ;) Für mich heißt es, ein oder mehrere Patches abwarten und dann mal wieder testen, aber derzeit ist das Game für mich unspielbar (höchstens in niedrigster Einstellung, dass vertragen meine Augen aber nicht :) ).

    Kurze Info zum System:

    i5 4760K
    R9 280x
    8Gb Ram (bis zur Kotzgrenze ausgereizt, was auf schlechte Optimierung für manche Komponentenzusammenstellungen schließen lässt)
    Windows 7 Ultimate 64bit

    Bitte nicht als Meckerpost verstehen, ist ein EA- Game und ich habe den Text zum Anfang des Games verstanden. Wenn das hier nicht gewünscht sein sollte, bitte einfach löschen.

    Nene, alles gut :)
    das Problem haben wohl mehrere, aber die komplette EA Zeit wird sehr viel bzgl. Performance gearbeitet, siehe den Post über mir :)

    Dev-Blog

    Sind im Patchnotes-Thread gesammelt vorhanden!

    Spoiler anzeigen


    Link zum Original

    Today is a very special day for me! For the last four years, ever since I launched my first Battle Royale game-mode using the DayZ mod on Arma 2, I have worked hard to try deliver an intense, dynamic and fun experience. Through its various iterations in the ARMA series, H1Z1 and now in my own standalone game, you all have shown me tremendous support, and for that I want to say a sincere thank you.

    We will look at what steps we will take to optimize the game later in this post, but first, our official early access launch trailer!

    And now comes the line I thought I would never get the chance to say… my game is now available to purchase on Steam Early Access!


    http://store.steampowered.com/app/578080


    I now want to run through a timeline for optimization of our game. A lot of you have been asking about how and when we will optimize the game, so hopefully this post will give you a better idea of our plans over the coming months.

    One important thing to note. Client optimization takes time, and will not be solved in one single patch. We will be working hard over the next 6 months to ensure all players enjoy smooth gameplay with no lag or FPS drops.


    Initial Performance Improvements


    Key Objectives

    • To reduce the overload on the CPU, and make sure that the GPU performs to its full capability


    Expected Results

    • Frame rates will be stable even when in high-density areas

    • Get higher frame rates across all graphic options


    ETA: Apr. 14th (Expected to take roughly 5 weeks)


    Further Performance Improvements

    [img width=700 height=399]https://d1wfiv6sf8d64f.cloudfront.net/admin/smartedi…90279310039.png[/img]

    Step 1: Art assets optimization (Apr. 7th)
    Decrease the total amount of vertex by adjusting the LOD on terrains

    Step 2:
    Improve the rendering performance of terrain and ocean shader (TBD)

    Step 3:
    Decrease the overload on the CPU by rearranging wall near buildings (TBD)

    Step 4:
    Decrease the usage rate of the video memory (TBD)

    * We have already managed to make some of the improvements in our final CBT build, decreasing video memory usage by 1 GB.

    Patchnotes zum EA-Start

    Sind im Patchnotes-Thread gesammelt vorhanden!

    Spoiler anzeigen


    Link zum Original

    [img width=700 height=393]http://cdn.akamai.steamstatic.com/steamcommunity…a499327abe9.jpg[/img]


    Our Steam Early Access launch is less 3 hours away, and here are the launch day patch notes!


    Known Issues

    Characters may seem like they are shaking when in spectate mode
    (For non-English users) Some of the in-game texts may still show in English
    Collision checks on destructed doors may not be in sync with how they look


    Performances & Stability

    Server stabilization and client performance improvement are consistently being worked on
    Slightly improved the issue that caused a large number of players to get disconnected from a game
    Destruction logic has been reworked so that the destruction of doors do not interfere with server performance
    Resolved some issues that were causing client crashes


    Content

    Added the SKS rifle to the game
    2 new face presets have been added (1 male, 1 female)


    Action

    Improved parachute controls
    Added freelook while in 1st person/ADS views


    UI

    You are now able to sort your items in your inventory


    Others

    9 new languages have been added and now we offer the game in 12 languages total. There may be some bad translations, but we will be consistently adjusting them throughout Early Access
    The exclusive items for pre-ordering the Deluxe edition are available via an in-game redeem function
    Slightly adjusted the balance on end-game rewards


    Bug Fixes

    Fixed the bug that caused the scope aim to seem different than the actual when spectating
    Fixed the bug that caused the end-game results screen to not appear when spectating and all your teammates die
    Fixed the bug that caused the indoors footstep sound to be too low
    Fixed the bug that cause stats from other game modes to be applied between Solos, Duos and Squads.

    Ok schau ich mal,
    nein, nur eine Grafikkarte
    Beide Monitore werden erkannt

    was lustig ist

    hab grad treiber deinstalliert, dann gingen beide Bildschirme, in 640x480 logischerweise,

    dann von Windows neu installieren lassen, jetz geht Rechter wieder net

    EDIT: Versuche grad den offiziellen Intel Treiber