PlayerUnknown’s Battlegrounds developer has launched the primary of many letters to the group, bearing on a variety of topics.
In a weblog put up, PUBG Corp. admitted that it has fallen quick in areas comparable to sport efficiency optimisations whereas it centered on creating new content material, tackling the sport’s dishonest downside, and making quality-of-life enhancements.
The studio’s priorities now are in efficiency, server-side optimisations, and dishonest. Some of the problems inflicting efficiency drops are client-side, comparable to autos producing too many results as they transfer over completely different floor supplies.
The approach lighting results are processed is one other perpetrator, and each are presently being labored on. There’s one other, lengthy checklist of client-side optimisations the developer additionally promised to deal with, which you’ll see beneath.
The primary takeaway is that efficiency and optimisation fixes can be shipped as quickly as they’re prepared, reasonably than ready for a significant patch.
On the server-side, the developer is engaged on decreasing desync issues. This entails optimising the sport’s community code to translate participant actions quicker, and enhance the pace servers switch loot knowledge with the intention to eliminate conditions the place gadgets spawn late for some gamers.
These netcode replace ought to make it extra environment friendly at dealing with object updates. This ought to scale back the variety of updates sure objects unnecessarily ship to the server, which explains why gamers typically see frame-rate drops and different points when nothing is occurring of their neighborhood.
When it involves anti-cheat, PUBG Corp. says cheaters now get banned inside hours of utilizing a cheat or exploit, and the developer promised to proceed with its “aggressive” anti-cheat measures.
As far as new content material, the developer confirmed that Sanhok can be launched earlier than the top of June, adopted by a Sanhok-exclusive car and weapon. The car known as Tukshai, and it’s primarily based on the Tuk-Tuk used all through the area.
Upcoming client-side optimisation
-Character optimisation
- We’ll optimize the way in which the sport handles the motion of opponents who you possibly can’t see.
- The vaulting course of and animations may also be improved—we imagine this can handle sure display screen stuttering points affecting low-powered PCs.
- We’ll enhance the character mannequin rendering course of to forestall some small body drop points.
- We’ll optimize character motion and animation whereas skydiving to enhance framerate when a number of characters are skydiving on the identical time.
- We’ll optimise parachute animations to chop down on body drops close to the beginning of the match
-Vehicle optimisation
- We’ll optimise the way in which the sport handles unseen (far-off) car motion and the motion of participant fashions inside faraway autos.
- Currently stopped autos demand an pointless quantity out of your CPU. We’ll repair it.
-Loading optimisation/stabilisation
- We’ll optimise the core buildings of Miramar and Sanhok to enhance map loading pace.
- We’ll optimise bodily texture loading whereas stage streaming, which ought to handle display screen stuttering points.
- There’s a crashing situation brought on by some level-streaming processes that we’ll handle.
-Other optimisation work
- We’ll handle the body drop situation brought on by high-magnification scopes
- Certain different far-away objects can be rendered in a much less taxing approach
- We’ll optimise the replay system to enhance frame-rate for gamers who’ve the replay/loss of life cam activated
Upcoming server-side optimisation
- We’ll handle the body drop situation brought on by high-magnification scopes
- Certain different far-away objects can be rendered in a much less taxing approach
- We’ll optimise the replay system to enhance frame-rate for gamers who’ve the replay/loss of life cam activated
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