PUBG: BATTLEGROUNDS

The new thing teased yesterday by Playerunknown's Battlegrounds creator Brendan Greene has been unveiled as Training Mode, which as the name suggests will give players an opportunity to learn and master the game's mechanics without the risk of being murdered if they stick their head up.   

Training Mode will support 5-20 players on a new 2x2 km map with facilities that cover all aspects of the game: There's a shooting range, as Joe speculated, plus practice areas for parachuting, melee, parkour, and "throwables," multiple racetracks, an indoor CQC range, and more. The idea is to offer something for everyone: Newcomers can get a handle on the basics without being shot at, while dedicated players can familiarize themselves with more advanced features like weapon attachments, recoil, and bullet drop.   

"We wanted to go beyond what players were asking for, so we didn’t want the map to be just a shooting range, but an open, living map where players can test a variety of skills to their heart’s content," senior designer Dave Osei explained. "The map is broken up into different sections; short and long range combat, vehicle races, jump skills, vaulting, vehicle ramps, etc. Each one of these sections represent a gameplay situation players may become involved in during normal gameplay. You can freely move around the map to practice whichever skill you like." 

The new training ground is also designed to be expanded in the future, Osei said, "with room to introduce new areas as well as ideas players want to see implemented in the future." 

Training Mode is still in development and some of the specifics may change before it goes live, which is currently targeted for September. As it stands, this is what you can look forward to: 

  • Incremental range targets: 800m Range, 400m Range, Special 1k Range target  
  • Free targets: Standing targets, Moving targets (left, right), Targets inside a building (stationary / moving)
  • Parachute practice area
  • Throwables range
  • Melee range
  • Parkour area
  • CQC Course
  • Indoor CQC Range
  • Vehicle tracks: Long track Racing track, Off road, Sweet Stunt Ramps
  • Open water for vehicles: Sweet Water Ramps
  • Tables of Equipment: Melee weapons, Guns, Attachments, Gear, Ammo, Throwables

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Alice O'Connor)

At last, the final piece of Playerunknown’s Battlegrounds lore will fall into place when a ‘Training Mode’ map is added next month. Along with the oft-requested shooting range to test out weapons and figure out how the heck this whole ‘ballistics’ thing works, across four square kilometres it’ll include shooting target courses, a spot to practice parachute drops, places to clamber around, tracks to race on, and at least one wikkid sikk loop-de-loop. 5-20 players will be able to train together, and it all looks pretty neat. And the lore? This is clearly the stag & hen outdoor activity centre which sparks a fatal misunderstanding.

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PUBG: BATTLEGROUNDS - Valor



Hey everyone,

Earlier this month, we unveiled FIX PUBG, our months long campaign to address the game’s bugs, quality of life needs, and performance issues. Today, we’re excited to add to that campaign with a feature many of you have been fervently asking for; a shooting range. Well, not just a shooting range.



The PUBG Training Mode lets 5-20 players (solo queue with matchmaking) explore a brand new 2x2 km map and practice all aspects of PUBG, from driving the game’s various vehicles around the island’s race tracks, to practicing parachute landings on scattered targets, to mastering the perfect peek shot. There are even areas to practice vaulting, close-quarters combat, and of course, sweet vehicle jumps.




There’s a lot to talk about in this new area, and we’ll go into more detail as we get closer to launching it, but here’s a quick list of some of the things we’re currently working on.

Incremental range targets:
  • 800m Range
  • 400m Range
  • Special 1k Range target
Free targets:
  • Standing targets
  • Moving targets (left, right)
  • Targets inside a building (stationary / moving)
Parachute practice area
Throwables range
Melee range
Parkour area
CQC Course
Indoor CQC Range
Vehicle tracks:
  • Long track
  • Racing track
  • Off road
  • Sweet Stunt Ramps
Open water for vehicles:
  • Sweet Water Ramps
Tables of Equipment:
  • Melee weapons
  • Guns
  • Attachments
  • Gear
  • Ammo
  • Throwables

All of the above is subject to change as the area is still in development, but we wanted to share our vision of some of the training zone features as we work towards getting it ready for launch, which is currently targeting September.



Before we wrap up, we wanted to leave a few words from the PUBG Madison team, who turned the idea of a simple shooting range into what you see here.

From Dave Curd, World Team Lead, PUBG Madison:

When we kicked this project off, our goal was for this map to serve all of our players:
  • New players should be able to understand the basics of navigation, looting, shooting, driving, and parachuting.
  • Casual players should have fun experimenting in our expansive playground environment- stunt driving, boat racing, and exploring the island to find all its locations..
  • More serious players should enjoy learning about deeper gunplay- how the attachments, scopes, recoil, zeroing, and bullet-drop influence their shots.



We’ve had fun building and shooting the targets (my favorite is the “peeking” target, that simulates targets leaning from behind trees), but I’m most proud of all the sweet ramps we’ve added to the environment. Not all vehicles work on all ramps, so you will need to experiment to find the best car (or bike) for the job, and remember- hold spacebar to backflip!

We know the fans have been passionate about a shooting range, but I hope they don’t get too good- I’d still like to win a Chicken Dinner from time to time!

From Dave Osei, Senior Designer, PUBG Madison:

Training Mode was designed from the very beginning to have a living map - with room to introduce new areas as well as ideas players want to see implemented in the future.



We wanted to go beyond what players were asking for, so we didn’t want the map to be just a shooting range, but an open, living map where players can test a variety of skills to their heart’s content. The map is broken up into different sections; short and long range combat, vehicle races, jump skills, vaulting, vehicle ramps…etc. Each one of these sections represent a gameplay situation players may become involved in during normal gameplay. You can freely move around the map to practice whichever skill you like.

We created this map for you and look forward to seeing your new and improved skills on the battlegrounds!

---------------------------------

As always, your feedback is invaluable to us and we’re looking forward to hearing that feedback once we get the first iteration of the Training Mode into your hands next month. In the meantime, let us know your thoughts on the plan so far!


CHANGE LOG:

08/22/18 8:13PM: Added clarification on queues. Players will always solo queue and use the matchmaking system to find their session of 5-20 players. You will not need to find any other players yourself to jump in and play Training Mode.
PUBG: BATTLEGROUNDS - Valor


Dear players,

In today’s Dev Letter, we’d like to share some of the progress we’ve made towards significantly improving server performance, as well as additional improvements we’re currently working towards.


Overview:

The version of Unreal Engine that PUBG currently uses is based on a Client-Server model and therefore, the status of each actor (objects placed in levels that represent characters, buildings, backdrops, cameras, etc) has to be updated through the server for each player.

Server performance is usually indicated by server tick-rate or Frame Time. As server performance increases, the time per frame will decrease. As time per frame decreases, the Server Response Time improves as well.

The quicker the server responds, the faster your actions actions/movements are updated to other people. For example, how quickly you disappear from your opponent’s screen after ducking behind a wall on yours. If we want to reduce what is commonly known as de-sync, Server Response Time needs to be improved.


Improvements through Update #14

The network process structure before Update #14 and takeaways

Before Update #14, the network was processed on the server in the Unreal Engine as shown below.



Let us first explain the above network process flow. In the “Net Dispatch” stage, the packet received from the client is processed on the server. For example, you have incoming information such as Gunfire, Movement, etc. Things that are processed during this step are usually spread to other clients in two forms: RPC(Remote Procedure Calls) and Replication. After this, game logic like Physics Simulation is processed during the “Simulate & Render” stage and the result is delivered to all clients via “Net Flush”.

However, when RPCs are sent as a result of the Net Dispatch process, they are not sent immediately, but queued in the buffer. The many things stored in the buffer are sent to all clients during the “Net Flush” stage and the buffer is then emptied.

In this structure, the RPC has to go through the “Simulate & Render” stage to be delivered from “Net Dispatch” to “Net Flush” and therefore causes a delay. Perhaps Unreal Engine was structured this way to minimize the number of packets delivered to UDP. Regardless, when the number of packets are minimized, the network works more efficiently.

The new network process structure and improvements

We decided that improving the server response time was more important than decreasing the number of packets for PUBG. Therefore, the team redesigned the structure as shown below in Update #14. The team added a “Net Send Flush” stage before “Simulate & Render” stage.



In the “Net Send Flush” stage, all UDP data stored in the buffer will be sent out and the buffer will be emptied. Through this new flow, the time it used to take for “Simulate & Rendering” is no longer needed, thus decreasing the delay time. During the Net Send Flush phase there are no extensive calculations for actor replication and pending UDP data is flushed.

As there are two network updates, “Net Send Flush” and “Net Flush,” in the new structure, the network update rate doubled after Update #14, which caused some people to assume that the server tick-rate increased. However, it was not the server tick-rate, but the network update rate which had jumped to 60 tick-rate as another network update is delivered during Server Tick processing.

These results can be found in Battle(Non)Sense's Update #14 Netcode Analysis.

https://www.youtube.com/watch?v=dOVwu517GmI
As you can see in the table below, when 40 people are alive, the average delay for gunfire is reduced from 94.5msec to 77msec (18% decrease).




Improvements for Update #19

Profiling results before Update #19 and a new hypothesis

Profile data before PC Update #19, measured when 90 players are alive on June 25, 2018 is as following.



The Net Flush time is 43.2msec, 41% of the total frame time. Much of this time is used for “serializing” in order to replicate each actor to the client. “Serialize” is a process of writing data in an order in memory to deliver actor status to client through the network.

As we were searching for the optimization method based on the above profiling result, we thought “if we are able to reduce the number of replicated actors, especially characters, the total Net Flush time will reduce significantly.”

Unlike other games that use a dedicated server on Unreal Engine, up to 100 players simultaneously play in a game in PUBG, which means the number of actors is significantly higher. The large data size of actors is one issue, but the sheer volume of actors is the bigger problem. While we were thinking of ways to reduce the total number of actors, we thought replicating distant characters at a lower frequency would help. Since far away characters aren’t relevant at that distance, the number of actors that are serialized can be greatly reduced without affecting game play, and as a result, Net Flush time can be reduced.

Development process: Replication Interleaving System

Starting from the above idea, we reached a conclusion to implement a system that skips replication requests to a more appropriate frequency based on client and actor distance. We named this the “Replication Interleaving” system. First, we pulled out the section where actors are replicated, and lowered replication frequencies of far away characters. Then we analyzed the issues and the types of visual changes.

Once we were able to resolve the issues that occured when replication frequency was lowered, we tested how far we could go and reached the conclusion that lowering the replication frequencies to ¼ of the original level still had no impact on gameplay.

The completed Replication Interleaving system was implemented as following:
  • Step 1: Skip 1 frame on the characters that are located further than 70m
  • Step 2: Skip 2 frames on the characters that are located further than 400m
(Note: This is the status as of today, and this value may change in the future for better server performance and smoother movements)

Result of Improvement

Server performance increased by 20% after the new system was implemented. In the below diagram, we tracked the frame rate of an NA region server when 85 players were alive. After the update, the server tick-rate increased by 22% from 18.5 to 22.9. Other regions also showed over an average of 20% frame rate increase.



What's even better is the change that occurred in response time. Please refer to the Update #19 related YouTuber Battle(non)Sense’s video.

https://www.youtube.com/watch?v=KA43TocEAWs



In the above table, you can see that when 85 players are alive, the average delay time for gunfire dropped by 58%, from 149.4msec to 61.6msec, which indicates that the issue known as de-sync significantly improved.

Through other improvements, in addition to the Replication Interleaving, the server tick-rate increased by 20% and network delay dropped by 50% when more than 80 players are alive.


In conclusion

Improving the server tick-rate since the launch of PUBG has been an ongoing priority for the team. In addition to solving software issues, improvements have also been made to hardware. However, we know that there have not been clearly noticeable improvements to players for the past few months preceding Update #19.
During FIX PUBG, we doubled down on server performance improvement, and continue to research and experiment on various ideas, but this is a time consuming process.
In order to implement a single function, preliminary research must be done, and after the function is implemented, a large volume of analysis, verification, and testing is required. It is difficult to solve all the problems in a short period of time because effort and time must be constantly invested in each problem. Wrong implementation of new features can cause bigger problems. Therefore, new features must be implemented and applied as carefully as possible.

That said, after applying the improvements we’ve already talked about, we’re now working on optimizing the "Net Dispatch" stage of the process. According to our analysis, most of the time is consumed on character move processing, and we have pinpointed some opportunities for optimizing it. The movement of characters has a high impact on PUBG game play. Therefore, this task requires a lot of careful attention to ensure that any improvements made do not affect how characters move in an abnormal way, such as the jittering we described above.

We are experimenting with some ideas already and we’re anticipating the time required for the "Net Dispatch" stage to drop more than 50% from the current 41.8msec if these ideas do not have to be modified by what we find during the testing process. Stabilizing the feature after implementing new ideas is expected to take more than a month, but we will continue to work quickly and implement this as soon as possible.

The ultimate goal is to always keep the server tick-rate at 30, from 100 players to the very last bullet. We’ll keep working hard to achieve this goal so we that can continue to provide the very best Battle Royale experience possible for you all.

Thank you,
Sang-kyun Kim
Head of Development, PUBG Amsterdam

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Want to help us take on these tasks and more?

PUBG Seoul HQ, Amsterdam, and Wisconsin offices are looking for new engineers to work with the PUBG Dev team. If you have experience with the Unreal Engine and are passionate about PUBG, visit link below to apply for one of our open positions!

PUBG Corp Jobs
PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds' mobile variation has a shooting range—a feature which PC players have been calling out for for quite some time. Now, it seems us desktoppers might be in luck. 

Speaking rather cryptically via Twitter earlier today, Brendan Greene—aka PlayerUnknown himself—said "I couldn’t come to Gamescom and not reveal a little something new! More info tomorrow... ". 

Those words feature alongside an image, which appears to depict red and black targets, housed within a makeshift container-built maze. I reckon that layout looks perfect for testing weapons. 

I'm of course not the only one who thinks so, as a quick gander at the above tweet's comments clearly shows.  

I guess we'll find out either way tomorrow—check back for an update as soon as we know more.   

Serious Sam 4 - contact@rockpapershotgun.com (Katharine Castle)

Good gravy, don’t Nvidia’s Turing RTX 2080 cards look nice, eh? Yes, they’re just a teensy bit hideously expensive, but make no mistake. All three cards announced this evening, from the RTX 2070 right up to the RTX 2080Ti, have all been described to me as 4K, 60fps+ pixel pushers that are almost certainly going to be massive overkill for anyone still playing games at 1920×1080 or 2560×1440.

But enough about the graphics cards – there’s a whole article for you to read about those if you haven’t already. Here, I’m talking games>. Specifically, every game confirmed so far that will be benefiting from Nvidia’s oh-so-lovely ray-tracing tech that will hopefully make your RTX 20-series card feel like a worthwhile purchase. Here we go!

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Counter-Strike 2 - contact@rockpapershotgun.com (John Walker)

The grim effects of the Steam Summer Sale are finally wearing off, and we’ve got a bunch of new entries this week! Along with, of course, the usual hoary old guard of dreary regulars. So hold my hand as I guide you through the most exciting article of your life.

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PUBG: BATTLEGROUNDS

On Steam, PlayerUnknown's Battlegrounds is often accused of being riddled by bugs, performing badly and in dire need of attention from developer Bluehole.

Outside of Steam, PUBG seems to be having a much better time of it.

The battle royale phenomenon is a monster hit on mobile, where it's been downloaded more than 100m times since it came out over four months ago. The mobile version has over 14 million daily users, PUBG Corp recently said.

Read more…

PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds is bringing back "the days of Early Access" with a special event that strips PUBG back to its pre-alpha form.

Early Access Memories, which is live now and will run until 7pm PST on August 19, 2018 (which is 3am on August 20, UK time), gives players the chance to play with old-school loot, rules, and a steaming heap of nostalgia, of course.

25 four-man squads can leap into Erangle in both third- and first-person perspective where they'll get to play game settings that "mimic the settings used during the Early Access period". 

It's not all bad, mind; the current control scheme remains intact, your weapons should work as they presently do, and the blue circle won't batter you more the further away from the safe zone you are.

Crucially, level three helmets can still spawn in the world, while Kar98ks, Tommy Guns, camo jackets, and the much coveted Ghillie suits will be recoverable from care packages. Just don't be expecting any Aquarails, as they "will not spawn". 

Oh, and yes, the red zones are enabled, too.

Earlier this month, PlayerUnknown's Battlegrounds developer PUBG Corp announced 'Fix PUBG', a campaign that intends to do what it says on the tin. The initiative casts its net wide as it targets performance, matchmaking, bug fixes, quality of life improvements and more.  

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Alice O'Connor)

The latest temporary event mode Playerunknown’s Battlegrounds calls back to its days in early access, when the game was worse, and I can’t help but suspect the devs are doing this on purpose to show how far it has come. Live until the end of the weekend, the ‘Early Access Memories’ mode pulls terrible tricks like putting the Tommy Gun back in care packages and easing up the blue zone damage.

More importantly: a new rifle will arrive in the next patch and it seems a good’un. Most importantly: scooters are coming to the map of Sanhok. Parp parp!

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