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Beiträge von Maxy
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"Performance improvemne scheduled on 14th of April has been postponed to 20th of April." [1]
"Next week will have no weekly update. Week 2 update will be included on the 20th Update." [2]
Announced in KR forums. Sharing for PSA. -
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Early Access Week 2 Update
Sind im Patchnotes-Thread gesammelt vorhanden!
[img width=700 height=393]http://cdn.akamai.steamstatic.…8d1349d17d3e3249af3bd.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.
SoundsAs 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
WorldFixed the issue that was causing buildings from a long distance to not be visible
SoundFixed 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 FixesFixed 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 correctlySee you in-game,
PLAYERUNKNOWN
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Early Access Update 1
Sind im Patchnotes-Thread gesammelt vorhanden!
29. März - PLAYERUNKNOWN[img width=700 height=393]http://cdn.edgecast.steamstati…f1994a05da1506acdfebe.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-playKnown 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 effectBullet 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.steamstati…eef1883710d4a96424fae.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 gunshotBullets 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 oneIn 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 ObjectivesTo 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 optionsETA: 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 terrainsETA: 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 issuesClient Stability
Resolved several client crash issues
Client OptimizationAdded View Distance setting to graphics options
Gameplay
Adjusted movement speed of endgame play zones
Adjusted weapon sound volume in the lobbyUI
Removed crosshair while in a vehicle and not in the aiming state
Added ability to see item durability state directly in vicinity paneBug 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/wallsSee you in-game,
PLAYERUNKNOWN
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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.
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Hat Deichmann echt die Preise gesenkt?
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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 64bitBitte 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!
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.cloudfr…real/11_1490279310039.png[/img]
Step 1: Art assets optimization (Apr. 7th)
Decrease the total amount of vertex by adjusting the LOD on terrainsStep 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.
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Patchnotes zum EA-Start
Sind im Patchnotes-Thread gesammelt vorhanden!
[img width=700 height=393]http://cdn.akamai.steamstatic.…2aaa7bdb10a499327abe9.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 lookPerformances & 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 crashesContent
Added the SKS rifle to the game
2 new face presets have been added (1 male, 1 female)
ActionImproved parachute controls
Added freelook while in 1st person/ADS viewsUI
You are now able to sort your items in your inventory
Others9 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 rewardsBug 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. -
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Werde dem Gundral hier auch bisschen behilflich sein, wird wohl mein persönliches GOTY werden
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Ok, fail, sehe grad... Kollege is wohl auf Kabel hinten getreten, istn Teil abgerissen ;D ;D ;D ;D ;D
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Ok schau ich mal,
nein, nur eine Grafikkarte
Beide Monitore werden erkanntwas 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