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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PUBG: BATTLEGROUNDS - Hawkinz


Take a trip down memory lane with this week’s event mode, Early Access Memories! This event borrows from the days of Early Access to bring back older PUBG loot, rules, and nostalgia. Read on to learn more!

EVENT SCHEDULE
STARTS: Aug 16, 7pm PST / Aug 17, 4am CEST / Aug 17 11am KST
ENDS: Aug 19, 7pm PST / Aug 20, 4am CEST / Aug 20 11am KST

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

RULES
  • Game settings mimic the settings used during the Early Access period.
  • 100 Players across 25 teams on Erangel.
  • Lvl 3 Helmets spawn in world, while the Tommy Gun and Kar98k can also be found in care packages.
  • Camo-patterned jackets, as well as Ghillie suits, can be found in care packages.
  • Blue Zone damage is not amplified by distance from the safe zone.
  • Aquarails will not spawn
  • Weapon stats and vaulting mechanisms are the same as the current.
  • Additional items will spawn on the "Starting Island".
OTHER EVENT RULES
  • 4-person squads only. Auto-matching can be set on/off
  • Weather is Sunny
  • Red zones are enabled
  • Care packages are enabled
  • Friendly fire is disabled
Aug 16, 2018
PUBG: BATTLEGROUNDS - Hawkinz

________________________

These patch notes have been updated.
Update 1 - 08/21/2018
Update 2 - 08/28/2018
Read the changes at the bottom of this post.
________________________


Hey everyone,

Last week, we announced FIX PUBG, an initiative to tackle some of the game’s long-standing bugs and quality of life requests. Update 19 addressed a slew of those already and for Update 20, we’re adding a section to the patch notes to specifically cover FIX PUBG issues. These patch notes will show up in their normal sections as well.

As usual, these updates will be implemented to the test server first and will be applied to the live server at a later date. Here’s what’s coming to the test server today:
  • We’re implementing FIX PUBG related improvements and new content
  • Adding a new AR, the Beryl M762, to all maps for wider weapon diversity and strategy.
  • Adding a new Sanhok exclusive vehicle, the scooter!
    • Both the scooter and 2-seater motorbike can be found on Sanhok
  • Also we’re introducing more new functions such as TPP camera position setting and reporting system improvements.
  • Decreased the minimum required players for starting a custom match from 10 to 8
  • Please note there may be additional changes made before this patch comes to live servers
An update on the Tukshai: The Tukshai is an upcoming Sanhok exclusive three-wheeled vehicle which we'd originally planned to release in the month after Sanhok came to live servers. Due to higher priority development tasks and the extra fine tuning required to make driving experience of the three-wheeled Tukshai feel just right, it will now be released in September.

FIX PUBG Update Section

Quality of Life
  • [LOADING SCREEN] Added a key guide to the loading screen tips
  • [UI/UX #01] Targeted interactive objects are now more easily distinguishable by the highlighted outline
  • [DEATH CAM REPORTING] Players can now report a player even if the deathcam’s target wasn’t shown properly
  • [KILL FEED DISPLAY #01] You can now adjust your killfeed display options
    • For war mode/observer screen, the amount is fixed to 5 lines
    • You can adjust the normal killfeed results to show 5 to a maximum 10 lines
  • [FIXED-PERSPECTIVE OPTION] Added TPP Aim Camera Position to options.
  • [TEAMMATE REPORTING] You can now report teammates.

Bug Fixes
  • [MIRAMAR FIX #04] Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar.
  • [ITEM MESH] Fixed an issue where items were difficult to distinguish from the floor in the police station in El Azahar on Miramar.
  • [REPLAY #02] Fixed an issue in replays where a player appears to be in an unarmed state even though the character is armed with a weapon.
  • [REPLAY #03] Fixed the issue where a character sometimes vaults the opposite direction while you’re time-jumping through a replay.
  • [REPLAY #04] Fixed the issue where the bolt-action animation doesn't always occur during replays.
  • [REPLAY #05] Fixed the issue where certain sounds are not playing during replays.
  • [CHARACTER MOVEMENT #04] Fixed the issue where a prone player is shown to be moving very fast while on a sloped area.
  • [SPECTATING] Fixed an issue where when spectating a teammate, a teammate's kill feed will be displayed in white instead of blue.
  • [GETTING STUCK #02] Fixed an issue where characters can sometimes get stuck between a wall and vehicle while exiting the passenger seat when the vehicle is touching a wall.
  • [LOOT EFFECTS] Fixed the issue where the looting sound and visual effects play, even though the item is not looted, if the character moves away while looting.
  • [BLOOD EFFECTS] Fixed an issue where the blood effect sometimes shows up randomly when moving in replay
  • [FUEL GAUGE] Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard

    New Weapon: Beryl M762

    https://www.youtube.com/watch?v=HNnpiJn_zOg
    • Added the Beryl M762, which is a new versatile Assault Rifle which spawns on Erangel, Miramar, and Sanhok.
    • Beryl M762 uses 7.62mm ammunition and can load up to 30 rounds (40 with an extended magazine)
    • The Beryl has upper and lower rails, allowing for scopes and a grip.
    • It has lower per bullet damage than the AKM, but a higher firing rate, meaning higher DPS if you can control the kick.

    New Sanhok-Exclusive Vehicle: Scooter

    https://www.youtube.com/watch?v=jG5B6SO6LT0
    • Added a new two-seat vehicle, the Scooter, which is exclusive to Sanhok
      • Both the scooter and 2-seater motorbike can be found on Sanhok
    • Compared to the current motorbike, the Scooter has lower speed and an increased turning circle, but the same HP.

    Gameplay
    • Added ‘TPP Aim Camera Position’ to options
      • Reset to Right Shoulder (default setting)
        • Camera will always be positioned above the character’s right shoulder
      • Reset to Left Shoulder
        • Camera will always be positioned above the character’s left shoulder
      • Latest Peek Shoulder
        • Camera position automatically moves to the direction you last leaned
      • Latest Aim Shoulder
        • Camera remains in the last ADS direction
        • In this setting, the camera position won’t be changed by leaning while not in ADS or scoping


      [Right shoulder camera / Left shoulder camera]

      UI/UX

      • Added a key guide to the loading screen tips

      • Targeted objects are now more easily distinguishable by the highlighted outline
      • When a player is not in a group, the default team mode is set to Squad mode in the lobby
        • After playing any other modes, the setting will be saved to the latest one.

      • Improved the design of the map markers
        • This is thanks to feedback that some players were confusing the previous marker design with the player icon

      Replay
      • Replays from previous updates are incompatible with Update #20. Unfortunately, these older replays are unable to be played.


      Anti-cheat & Reporting

      • Added a report feedback system so players can receive an update when their reports have resulted in action.
        • It will show the report description, player’s name and report status.

      • Added the ability to report teammates in the team management window
      • Added 2 new report options to the report window

      Custom Match
      • Players will now be able to access custom match settings, even if they are not the owner of the session
      • Added two more custom game presets
        • War mode
          • Bomb kit (Dodgebomb): a game mode which only uses throwables
          • VSS kit: a game mode which only uses the VSS
      • Decreased the minimum required players for starting a custom match from 10 to 8

      Skin & Items
      • PGI Team Hoodies sale has been extended.
        • Sale of these items will end on Aug 21 at 7pm PDT / Aug 22 4am CEST / Aug 22 11am KST

      Bug Fixes
    • Fixed an issue where tooltips for the stun grenade did not accurately reflect its in-game effects
    • Fixed an issue where characters were seen moving fast while prone when moving on slopes a certain way
    • Fixed an issue in replays where a character appears to be unarmed even though the character is armed
    • Fixed the issue where a character sometimes vaults the opposite direction while you’re time-jumping through a replay
    • Fixed the issue where the bolt-action animation doesn't always occur during replays
    • Fixed the issue where certain sounds were not playing during replays
    • Fixed an issue where a dead player's loot box is sometimes buried in certain locations in Miramar
    • Fixed an issue where item mesh is sometimes difficult to distinguish from the floor in the police station in El Azahar in Miramar
    • Fixed an issue where characters can sometimes get stuck between the wall and vehicle while leaving the passenger seat when the vehicle is touching a wall
    • Fixed an issue where the blood effect sometimes shows up randomly when moving in replay
    • Fixed an issue where in some situations in FPP, players could see through walls
    • Fixed an issue where the sawed-off wasn't listed in the attachable weapon list tooltip of the shotgun choke
    • Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location
    • Fixed an issue where when crouching was set as "hold" and the hotkey was used multiple times in quick succession, the action would act as if set to the "toggle" setting
    • Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position
    • Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok
    • Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard

      Thanks for playing :)
      - The PUBG Team

      -

      These patch notes have been updated:
      ________________________
      Update 1 - 08/21/2018

      FIX PUBG Update Section
      Bug Fixes
    • [FUEL GAUGE] Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard
      ________________________

      New Sanhok-Exclusive Vehicle: Scooter
    • Both the scooter and 2-seater motorbike can be found on Sanhok

      Bug Fixes
    • Fixed an issue where in some situations in FPP, players could see through walls
    • Fixed an issue where the sawed-off wasn't listed in the attachable weapon list tooltip of the shotgun choke
    • Fixed an issue where sometimes players would not get transferred to the starting plane, and instead start the match from the initial spawn location
    • Fixed an issue where when crouching was set as "hold" and the hotkey was used multiple times in quick succession, the action would act as if set to the "toggle" setting
    • Fixed an issue where the under certain conditions, character models could appear stuck in the crouch position
    • Fixed an issue where in rare instances, players could be teleported to an entirely different location while on Sanhok
    • Fixed an issue where sometimes the fuel gauge of vehicles wasn't in sync with the visual display on the dashboard
      ________________________
      Update 2 - 08/28/2018

      Replay
    • Replays from previous updates are incompatible with Update #20. Unfortunately, these older replays are unable to be played.

      ________________________
PUBG: BATTLEGROUNDS - Valor


Starting August 17th, Twitch Prime members can get their hands on the Jungle Crate — the third set of exclusive PUBG crates available only with Twitch Prime.

Take down your enemies whilst fashionably blending in to the wild savagery of the jungle — even battle royale survivors have to look good! The Jungle Crate contains 8 items, including two weapon skins: Croc Bite for the M16A4 and Bengal Blade for the SCAR-L.

The full list of items in the Jungle Crate:
  • Explorer Hat
  • Tiger Print Bandana
  • Explorer Coat
  • Leopard Print Vest
  • Explorer Knickers
  • Leather Boots
  • Croc Bite Weapon Skin
  • Bengal Blade Weapon Skin

Get out there and sashay down the wild jungle runway starting August 17th!

Click here to get started.
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