PUBG: BATTLEGROUNDS - MephieKim


Hi everyone,

Ever since we launched the 1.0 version of PUBG earlier this year, we’ve been focused on building our team so we can invest in the game’s ongoing development. We’ve been building new content (like Sanhok), quality-of-life improvements (like map selection and weapon balance), and a whole series of aggressive anti-cheat measures. We want PUBG to be the best game possible so players like you keep loving—and playing—it.

Although we’ve made some meaningful improvements to PUBG, we’ve fallen short in other ways. Players have rightfully called us out for failing to address complaints about performance, and recently we haven’t done the best job of communicating about the changes we’re making to the game. Today we want to change that by talking in-depth about the things we’re prioritizing. We’ll also tease some of upcoming content we plan to add to the game.

This Dev Letter is the first of many more to come. Without further ado, let’s get into it.

OUR TOP PRIORITIES

We look at feedback from players around the world when determining our priorities. We’ve heard your voices, and as a result we believe that the biggest issues which deserve our attention are performance, server-side optimization, and cheating.

Performance and Server-Side Optimization - Over the past few patches, we’ve seen a big increase in complaints about performance problems, including unpredictable FPS drops, visual stuttering, and overall sluggish performance. Some of the root problems are occurring client-side, and others are server-side.

First things first. We’ve identified a few simple fixes we can make to improve overall game performance:
  • We’ve discovered that when vehicles move over many different types of ground materials quickly, too many effects are produced, causing players’ GPUS to overload.
  • Another cause of GPU overloading (and FPS drops) has to do with the way lighting effects are processed.

We’re already working on fixes for both of the issues above.

We’re also changing the way we ship optimizations. We’re planning to push updates to live servers whenever fixes are ready, instead of simply waiting for major patches. We’ll announce each of these improvements in subsequent patch notes.

Looking more toward the future, we’ve identified quite a number of ways we can optimize different aspects of the game to improve performance holistically.

Upcoming Client-Side Optimization Work
Character optimization
  • We’ll optimize the way the game handles the movement of opponents who you can’t see.
  • The vaulting process and animations will also be improved—we believe this will address certain screen stuttering issues affecting low-powered PCs.
  • We’ll improve the character model rendering process to prevent some small frame drop issues.
  • We’ll optimize character movement and animation while skydiving to improve framerate when multiple characters are skydiving at the same time.
  • We’ll optimize parachute animations to cut down on frame drops near the start of the match

We expect the final three changes above will make the early stages of each match feel much smoother. War Mode will also benefit immensely from these changes.

Vehicle optimization
  • We’ll optimize the way the game handles unseen (far away) vehicle movement and the movement of player models inside faraway vehicles.
  • Currently stopped vehicles demand an unnecessary amount from your CPU. We’ll fix it.

Loading optimization/stabilization
  • We’ll optimize the core structures of Miramar and Sanhok to improve map loading speed.
  • We’ll optimize physical texture loading while level streaming, which should address screen stuttering issues.
  • There’s a crashing issue caused by some level-streaming processes that we’ll address.

Other optimization work
  • We’ll address the frame drop issue caused by high-magnification scopes
  • Certain other far-away objects will be rendered in a less taxing way
  • We’ll optimize the replay system to improve framerate for players who have the replay/death cam activated

Upcoming Server-Side Optimization Work
  • We’ll optimize network code and reduce network latency. As a result, basic player inputs will be revealed to other players much more quickly.
  • We’re going to increase the speed at which the server transfers data about objects (items, doors, fences), to address the fact that sometimes item spawn in late after players parachute in.
  • We’re going to eliminate some inefficient network code. Currently, some objects send updates to the server unnecessarily
  • Currently the server rapidly updates certain frames (on vehicles and character models) in an inefficient way. When we address this, we believe it will also resolve some abnormal physics affecting vehicles.

Obviously these are a lot of changes. Even once we implement every single one of the optimization opportunities listed above, we will keep looking for more chances to improve the game.

Cheating - Cheating is the area where we’ve made the most progress in recent months. We’ve introduced a variety of encryption based solutions to make it harder for hackers to exploit vulnerabilities. We’ve also banned hundreds of thousands of cheaters’ accounts and refined the process by which we identify cheaters—most cheaters are now banned within hours of using an exploit. We’ve also begun taking serious legal action against the people responsible for creating hacks and cheats.

All of this will continue, but there’s more we can do. We believe we’re winning the battle against cheating, but we won’t stop fighting until we’ve eliminated it. Look for more updates on this in future dev letters.


OTHER UPCOMING WORK

Of course, PUBG Corp. is made up of many different teams, and they’re each focused on improving the game in different ways. The people who work on maps, gameplay balance, or cosmetics aren’t going to stop making things simply because we’ve declared that our top priorities lie elsewhere.

The biggest content drop coming in the near future is Sanhok. We’re aiming to bring it to live servers before the end of June, and development on the map won’t stop there. We’re planning new exclusive vehicles and an exclusive weapon for Sanhok, each of which will drop sometime in the month after the map officially launches. Among these is a big fan request: a drivable three-wheeled vehicle we’re currently calling the Tukshai.




In many ways, Sanhok’s test servers have become a place for us to experiment with all sorts of changes and features, including dynamic weather, a variety of circle systems, and weapon spawn behavior. We’ll continue to test out changes during the upcoming test cycle.

We’re also excited to show off the work that our worldbuilding team has been doing to make Sanhok our most beautiful map yet.

For instance, one person on the team has spent countless hours touching up the island’s various rocks and cliffaces, adding moss to those near water:



Another member of the team has been carefully creating decorative items to make towns feel more like places which once hosted life. A massive pile of original art assets like this...



...will appear in game in places like the abandoned market below:



The team is focused on making literally every inch of Sanhok perfect for players, whether it’s the texture on a rock wall or little unique trimmings around each of the islands houses. Every detail matters, and the team is eager to get feedback from you guys during the latest test.

We’ll have a lot more to share about the other goodies coming to Sanhok in the coming weeks. And you can expect more letters like this from us going forward. There’s so much work we have to do to truly deliver on PUBG’s potential. We’ve teased just a few of the upcoming changes for this year in our Roadmap earlier this year, but the things contained there are really just the beginning.

We’ll talk again soon!

Thank you for playing,
The PUBG Dev Team
PUBG: BATTLEGROUNDS - RKRigney


READ THIS POST IN SPANISH

READ THIS POST IN PORTUGUESE

By now you’ve probably heard about the PUBG Global Invitational 2018 (PGI 2018), a global esports tournament that will pit 20 teams against each other in a contest for $2 million—and the ultimate PUBG bragging rights. We also have recently announced the PGI North America and the PGI Oceania Qualifiers.

Let’s talk about another regional qualifier: South America!

Beginning May 31st, 640 teams from South America will compete for $30,000 USD and a chance to represent the region at PGI 2018.

Full schedule and details below. To register your team for the PGI South America Qualifier, sign up using this link:

https://www.challengermode.com/Tournaments/Show/dfb2020a-265f-e811-80c2-000d3a22afbc

ONLINE QUALIFIERS SCHEDULE
Takes place in online custom server lobbies.

Round 1:
May 31 and June 1st - 640 teams
32 lobbies BO3 FPP
Top 10 teams from each lobby will advance.

Round 2:
June 2nd - 320 teams
16 lobbies BO3 FPP
Top 10 teams from each lobby will advance.

Round 3:
June 3rd - 160 teams
8 lobbies BO5 FPP
Top 5 teams from each lobby will advance.

Round 4:
June 5th and 6th - 40 teams
2 lobbies - BO6 - 3TPP and 3FPP
Top 9* teams from each lobby will advance.

*2 teams will be invited directly to live finals

Round 4 of the PGI South America Qualifier will be broadcast on our regional Portuguese and Spanish language Twitch and YouTube channels!


OFFLINE QUALIFIER FINALS SCHEDULE
Takes place live in São Paulo, Brazil

June 29th to July 1st

20 teams compete in 12 matches split across three days. The first place team will advance to the PUBG Global Invitational 2018 in Berlin!

The top eight teams will also earn prize money based on their performance in the final round.

PRIZE POOL BREAKDOWN

1st – 12,000 US$
2nd – 8,000 US$
3rd – 4,000 US$
4th – 2,400 US$
5th – 6th – 1,200 US$
7th – 8th – 600 US$

POINT SYSTEM (EACH MATCH)

Each kill is worth 15 points. Points are also awarded based on placement:

1st – 500 Points
2nd – 410 Points
3rd – 345 Points
4th – 295 Points
5th – 250 Points
6th – 210 Points
7th – 175 Points
8th – 145 Points
9th – 120 Points
10th – 100 Points
11th – 80 Points
12th – 65 Points
13th – 50 Points
14th – 40 Points
15th – 30 Points
16th – 20 Points
17th – 15 Points
18th – 10 Points
19th – 5 Points
20th – 0 Points

ADDITIONAL RULES
  • The roster must consist of four players from Latin America
  • Players are not able to participate in more than one PGI Qualifier—if you’re playing in the NA Qualifiers, you can’t also play in the SA Qualifiers.
  • You must be at least 18 years of age in order to participate.
PUBG: BATTLEGROUNDS - RKRigney


By now you’ve probably heard about the PUBG Global Invitational 2018 (PGI 2018), a global esports tournament that will pit 20 teams against each other in a contest for $2 million—and the ultimate PUBG bragging rights. You may have also heard the dirty details about the PGI North America Qualifier.

Today it’s time to talk about yet another regional qualifier: Oceania.

Beginning June 2nd, 80 teams from OCE will compete for 30,000 AUD and a chance to represent the region at PGI 2018.

Full schedule and details below. To register your team for the PGI Oceania Qualifier, sign up here;
https://play.eslgaming.com/playerunknownsbattlegrounds/oceania/pgi-2018-oceania

ONLINE QUALIFIERS SCHEDULE
Takes place in online custom server lobbies.

June 2 & 3 - 80 teams compete, split up into four lobbies of 20 teams each. After playing eight matches across two days, the top five teams from each lobby will advance to the offline qualifiers finals in Sydney, Australia.

Various PGI Oceania Qualifier matches will be officially hosted for viewers on the ESL PUBG Twitch channel;
https://www.twitch.tv/esl_pubg

OFFLINE QUALIFIER FINALS SCHEDULE
Takes place live in Sydney, Australia

June 22–24 - 20 teams compete in 12 matches split across three days. The first place team will advance to the PUBG Global Invitational 2018 in Berlin.

The top eight teams will also earn prize money based on their performance in the final round.

PRIZE POOL BREAKDOWN

1st – 12,000 AUD
2nd – 8,000 AUD
3rd – 4,000 AUD
4th – 2,400 AUD
5th – 6th – 1,200 AUD
7th – 8th – 600 AUD

POINT SYSTEM (EACH MATCH)

Each kill is worth 15 points. Points are also awarded based on placement:

1st – 500 Points
2nd – 410 Points
3rd – 345 Points
4th – 295 Points
5th – 250 Points
6th – 210 Points
7th – 175 Points
8th – 145 Points
9th – 120 Points
10th – 100 Points
11th – 80 Points
12th – 65 Points
13th – 50 Points
14th – 40 Points
15th – 30 Points
16th – 20 Points
17th – 15 Points
18th – 10 Points
19th – 5 Points
20th – 0 Points

ADDITIONAL RULES
  • The roster must consist of four players from OCE (Australia or New Zealand)
  • Players are not able to participate in more than one PGI Qualifier—if you’re playing in the NA Qualifiers, you can’t also play in the OCE Qualifiers.
  • All matches will be FPP on Erangel only.
PUBG: BATTLEGROUNDS

As part of its most recent PC patch, PlayerUnknown's Battlegrounds tweaked its sound settings. Developer PUBG Corp has now apologised for not detailing said changes in the update's patch notes. 

"First things first," reads this Steam Community update, "we should have explained the change in the patch notes. We messed up here, and we hope you’ll accept our apology."

The developer says it was right to be called out for this lack of transparency, and that  it promises to do better moving forward. The update then explores what has changed, why it's changed, and how it'll make the game better in greater detail. 

"First, the primary audio changes have to do with the sounds other players’ gunshots make," the update adds. "The difference is due to some newly implemented functions of the HRTF (Head Related Transfer Function) plugin. Previously, this plug-in only affected sounds related to movement, explosions, and empty cartridges—not opponents’ gunshots. 

"You could generally tell whether shots were being fired from your left or right sides, but things were more problematic when trying to differentiate between sounds directly in front of or behind your character. There was also no way to tell whether shots were coming from above or below. Our new implementation of the HRTF plugin fixes both of these issues."

PUBG Corp then provides a handful of before and after clips—which can be perused in full this way.

In a separate Steam Community update, PUBG Corp reveals Ghillie Crossing as the battle royale's latest limited-time Event Mode. Designed with the "sneakiest of snakes" in mind, this 100-person/four-person squads bout is a crossbows and melee weapons-only foray that kicks off today at 7pm PST/tomorrow at 3am BST, and runs till Sunday at 7pm PST/Monday at 3am BST. 

Set on Erangel, says the developer, Ghillie Suits spawn alongside other world loot. Korean and Japanese Ghillie Crossers are tied to third-person servers, while everywhere else can choose between third and first-person play.   

More on that can be found over here

I can't help but wonder if I'd have successfully captured a bare-fisted chicken dinner in a melee-only mode like this. Na, probably not. 

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

You’ll shiver at the sight of shrubs and bawl at bushes in the next three-day event mode coming to Playerunknown’s Battlegrounds, because ‘Ghillie Crossing’ will see Erangel swarming with players armed with crossbows and wearing ghillie suits. The only projectile weapons in the four-lad mode will be crossbows, see, and ghillie suits will be found as regular world loot. Never mind the shooter on the grassy knoll; this time, the silent sniper will be the grassy knoll. (more…)

PUBG: BATTLEGROUNDS - MephieKim


Hi folks!

This week’s event is for only the sneakiest of snakes. It’s a crossbows and melee weapons only, 100-man blowout on Erangel. While you’re looting for quivers and bolts, be sure to keep an eye out for ghillie suits—they’ll spawn randomly alongside the usual world loot.

Best of luck, and remember if archery isn’t your strong suit you can always just pan people to death.

Full event details below.

EVENT SCHEDULE
  • STARTS: May 24, 7pm PDT / May 25, 4am CEST / May 25, 11am KST
  • ENDS: May 27, 7pm PDT / May 28, 4am CEST / May 28, 11am KST

AVAILABLE QUEUES
  • 4-man squads on Erangel (All Regions)
  • NA/EU/AS/SA/SEA/OC: TPP & FPP
  • KR/JP: TPP

GHILLIE CROSSING EVENT RULES
  • World spawn weapons include only crossbows and melee weapons.
  • Ghillie Suits spawn alongside other world loot.
  • Blue zone damage increases exponentially as the endgame approaches.
  • No vehicles spawn.
  • The first safe zone always forms around the center of the map.

LOOT SPAWNS
  • Only 2x, 3x, and 4x scopes spawn (no larger scopes)
  • All other world spawn items—including bolts, grenades, consumables, and attachments like crossbow quivers and scopes—spawn at a normal rate

OTHER EVENT RULES
  • Weather is locked at “sunny.”
  • Redzones and care packages are disabled.
  • Killer spectating is enabled
PUBG: BATTLEGROUNDS

Have you noticed the way the sound works in PlayerUnknown's Battlegrounds has changed? If the answer to that question is yes, you're not alone.

It turns out, the developers of the game did change the way PUBG's sound works - but forgot to tell anyone.

"Some of you have noticed that we made some changes to the way sound works in PUBG's most recent patch," reads an update on PUBG's Steam page.

Read more…

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

If things have sounded a little off in Playerunknown’s Battlegrounds lately, no, your ears haven’t broken. Developers PUBG Corp today confirmed that they have quietly tweaked how the game’s sound works, and apologised for not being clearer about it. They’ve been reworking its simulation of directional sound, trying to make it clearer for us to hear whether shots are coming from above or below, ahead or behind. And directional sound does seem easier to read, handy in a game where that can make all the difference, though I’m not sure if I like how the sound actually sounds. Hmm! (more…)

PUBG: BATTLEGROUNDS - MephieKim


Hi everyone,

Some of you have noticed that we made some changes to the way sound works in PUBG’s most recent patch. First things first: We should have explained the change in the patch notes. We messed up here, and we hope you’ll accept our apology.

Many of you have called us out about not being thorough enough about documenting changes in the patch notes, and rightfully so. It’s something we’re going to try our best to fix going forward, and you guys should absolutely continue to hold us accountable when we miss something. We can and will do better.

With that said, we’d like to explain what’s changed with the game’s sound systems. We’ll also share how we plan to further improve the systems moving forward.

First, the primary audio changes have to do with the sounds other players’ gunshots make. The difference is due to some newly implemented functions of the HRTF (Head Related Transfer Function) plugin.

Previously, this plug-in only affected sounds related to movement, explosions, and empty cartridges—not opponents’ gunshots. You could generally tell whether shots were being fired from your left or right sides, but things were more problematic when trying to differentiate between sounds directly in front of or behind your character. There was also no way to tell whether shots were coming from above or below. Our new implementation of the HRTF plugin fixes both of these issues.

Below are a few before/after clips to help you understand the difference. Listen with headphones and check out the visualizer for the left/right audio channels at the top of the screen to see how things have changed. Please be aware in advance that PUBG test characters refuse to wear clothing—that’s just how they roll.


Opponent gunfire sounds from the same height:
Before:
https://youtu.be/NZNqCMCNIJE
After:
https://youtu.be/qIWq69_HtUg

Opponent gunfire sounds from below:
Before:
https://youtu.be/Xg3gPSHpLQM
After
https://youtu.be/AqZp1U_rGdY

Opponent gunfire sounds from above:
Before
https://youtu.be/-Nt-Q2GqMcc
After
https://youtu.be/Le22UALj6A4


We think these changes are a big improvement that should help you detect the location of enemies much more effectively than before. But we’ve also heard some early feedback that some sounds feel a little “weird” or even “garbled.”

We’re keeping tabs on feedback like this, and we’ll keep making updates to the sound system going forward. In addition, we intend to add some options that’ll let you customize your sound settings on a more granular level.

Again, we apologize for not sharing details about this change earlier. Going forward, we plan on doing dev letters like this before we make any major changes to game systems.

Thanks for reading,
The PUBG Team
Eurogamer

When Treyarch announced Call of Duty: Black Ops 4's upcoming battle royale mode, it refused to say exactly how big the map would be, nor how many players would take part in a match.

What Treyarch did say, however, is the map is 1500 times the size of Nuketown, one of Call of Duty's most famous and most popular maps.

Ever since the reveal event on Tuesday 17th May, the Call of Duty community has tried to work out exactly what 1500 times the size of Nuketown means - and how that compares to the maps in PlayerUnknown's Battlegrounds and Fortnite.

Read more…

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