PlayerUnknown's Battlegrounds PUBG

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They could get a decent performance boost easily if they were current in their use of Unreal Engine 4. They're so far behind it's ridiculous; Epic has been adding some many performance based upgrades lately and PUBG is simply lagging behind to implement them.

They should absolutely add scaling of they can't get performance up other ways.

What version of UE are they running?
 
Miramar (and other improvements) Hitting Xbox Test Servers in April
https://forums.playbattlegrounds.co...rovements-hitting-xbox-test-servers-in-april/

Hi everybody,

It’s been four months since PUBG hit Xbox Game Preview and we’ve just released patch #12.

Our Xbox team has been constantly working on optimizations and bugfixes, alongside all the features we promised in the Xbox spring roadmap. Today we want to share a little more about the content drops and improvements we’ll be shipping to PUBG over the next couple of months.

After extensive efforts, we’ve been able to get Miramar ready for Xbox. Miramar will be coming to test servers before the end of April, and we expect it’ll hit live servers sometime in May.

The Miramar test server update will also include new vehicles and weapons, alongside several crucial gameplay optimizations. Here are just two examples:
  1. Our art asset streaming process has been optimized. This will somewhat improve the “play-doh” effect on textures and will mitigate interior prop pop-in issues. This will make a big difference in the early phases of each game.

  2. Our character movement system was also causing some problems, and has now been optimized. Performance and stability will be better even when many players gather in one location. We expect this to help out the game’s performance past the mid-phase.
Expect to also see new and improved designs for out-of-game menus and screens. The update is necessary to prepare our servers for when event matches and custom matches are introduced later on.

Finally, improving crashes is our highest priority. Simply put, stability is the most basic element that determines gameplay quality, so we’re taking it seriously and focusing on it with every patch. All of these changes will hit the test server first so we can make sure the above-mentioned optimizations run well before pushing them to live.

It's been a significant challenge for our team to bring a massive open world game like PUBG to life on console, and we're working hard to staff up our development resources so we can invest more in the game and the community. The feedback we get from players is great motivation for us, so we want to say: thank you. Thanks for your feedback, your patience and your support throughout this journey.

With love,
PUBG Corp.
 
Miramar (and other improvements) Hitting Xbox Test Servers in April
https://forums.playbattlegrounds.co...rovements-hitting-xbox-test-servers-in-april/

Hi everybody,

It’s been four months since PUBG hit Xbox Game Preview and we’ve just released patch #12.

Our Xbox team has been constantly working on optimizations and bugfixes, alongside all the features we promised in the Xbox spring roadmap. Today we want to share a little more about the content drops and improvements we’ll be shipping to PUBG over the next couple of months.

After extensive efforts, we’ve been able to get Miramar ready for Xbox. Miramar will be coming to test servers before the end of April, and we expect it’ll hit live servers sometime in May.

The Miramar test server update will also include new vehicles and weapons, alongside several crucial gameplay optimizations. Here are just two examples:
  1. Our art asset streaming process has been optimized. This will somewhat improve the “play-doh” effect on textures and will mitigate interior prop pop-in issues. This will make a big difference in the early phases of each game.

  2. Our character movement system was also causing some problems, and has now been optimized. Performance and stability will be better even when many players gather in one location. We expect this to help out the game’s performance past the mid-phase.
Expect to also see new and improved designs for out-of-game menus and screens. The update is necessary to prepare our servers for when event matches and custom matches are introduced later on.

Finally, improving crashes is our highest priority. Simply put, stability is the most basic element that determines gameplay quality, so we’re taking it seriously and focusing on it with every patch. All of these changes will hit the test server first so we can make sure the above-mentioned optimizations run well before pushing them to live.

It's been a significant challenge for our team to bring a massive open world game like PUBG to life on console, and we're working hard to staff up our development resources so we can invest more in the game and the community. The feedback we get from players is great motivation for us, so we want to say: thank you. Thanks for your feedback, your patience and your support throughout this journey.

With love,
PUBG Corp.
2 examples? So there are more fixes? YES!
 
Miramar (and other improvements) Hitting Xbox Test Servers in April
https://forums.playbattlegrounds.co...rovements-hitting-xbox-test-servers-in-april/

Hi everybody,

It’s been four months since PUBG hit Xbox Game Preview and we’ve just released patch #12.

Our Xbox team has been constantly working on optimizations and bugfixes, alongside all the features we promised in the Xbox spring roadmap. Today we want to share a little more about the content drops and improvements we’ll be shipping to PUBG over the next couple of months.

After extensive efforts, we’ve been able to get Miramar ready for Xbox. Miramar will be coming to test servers before the end of April, and we expect it’ll hit live servers sometime in May.

The Miramar test server update will also include new vehicles and weapons, alongside several crucial gameplay optimizations. Here are just two examples:
  1. Our art asset streaming process has been optimized. This will somewhat improve the “play-doh” effect on textures and will mitigate interior prop pop-in issues. This will make a big difference in the early phases of each game.

  2. Our character movement system was also causing some problems, and has now been optimized. Performance and stability will be better even when many players gather in one location. We expect this to help out the game’s performance past the mid-phase.
Expect to also see new and improved designs for out-of-game menus and screens. The update is necessary to prepare our servers for when event matches and custom matches are introduced later on.

Finally, improving crashes is our highest priority. Simply put, stability is the most basic element that determines gameplay quality, so we’re taking it seriously and focusing on it with every patch. All of these changes will hit the test server first so we can make sure the above-mentioned optimizations run well before pushing them to live.

It's been a significant challenge for our team to bring a massive open world game like PUBG to life on console, and we're working hard to staff up our development resources so we can invest more in the game and the community. The feedback we get from players is great motivation for us, so we want to say: thank you. Thanks for your feedback, your patience and your support throughout this journey.

With love,
PUBG Corp.

I asume participating in the test server will require us to download a whole new seperate version of PUBG? Is it going to be player limited?
 
I asume participating in the test server will require us to download a whole new seperate version of PUBG? Is it going to be player limited?

On PC it's not limited, it was completely opt in.
 
The blue zone changes about to hit the PC test server are very interesting. In simple terms they have made he zone start moving alot quicker and more consistently, all but the fist two zones start contracting after 60 seconds.

In additionto the above they have changed how fast the zone moves. It basically slow down after every circle.

Also, if I understand correctly, it seems the first zone will be up before you leave the plane.

To me it seems like they are trying to get rid of passive campy play and zone edge play.
 
The blue zone changes about to hit the PC test server are very interesting. In simple terms they have made he zone start moving alot quicker and more consistently, all but the fist two zones start contracting after 60 seconds.

In additionto the above they have changed how fast the zone moves. It basically slow down after every circle.

Also, if I understand correctly, it seems the first zone will be up before you leave the plane.

To me it seems like they are trying to get rid of passive campy play and zone edge play.

Sounds good to me. Hate dropping only to see the circle on the furthest possible spot. And it'll get me to visit the other areas more.

Most importantly, the final circles are stronger but slower. I hated the end-game positions that forced you to either run in and get shot from behind or stop to shoot only to have the circle kill you (and not being able to outrun it back in).

The final circles also favor land and the middle.
 
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The blue zone changes about to hit the PC test server are very interesting. In simple terms they have made he zone start moving alot quicker and more consistently, all but the fist two zones start contracting after 60 seconds.

In additionto the above they have changed how fast the zone moves. It basically slow down after every circle.

Also, if I understand correctly, it seems the first zone will be up before you leave the plane.

To me it seems like they are trying to get rid of passive campy play and zone edge play.
I won’t mind this but fix the way weapons spawn....shouldn’t be able to go to a main city and go into whole sections of houses and only find a hand gun or not finding a backpack.

The game is fun when you have weapons...not when you are forced to run without anything.
 
I won’t mind this but fix the way weapons spawn....shouldn’t be able to go to a main city and go into whole sections of houses and only find a hand gun or not finding a backpack.

The game is fun when you have weapons...not when you are forced to run without anything.
Well that is being addressed on PC ,and I would think that with the test servers now on xbox we should see similar changes get tested.
 
Yeah the loot spawning has been really bad lately. I should not hit 4 houses in one of the big towns and find nothing. I’ve been screwed over a lot lately hitting a hot zone with players all around me and I can’t find jack to defend myself.
 
Yeah the loot spawning has been really bad lately. I should not hit 4 houses in one of the big towns and find nothing. I’ve been screwed over a lot lately hitting a hot zone with players all around me and I can’t find jack to defend myself.

Yup, I hit up Gatka and only came away with a pistol and smoke.
 
Is it just me or does the shooting feel off since the last update? Just feels like it’s harder to hit targets and I’m having trouble putting people down. My controller settings are still the same.
 
Is it just me or does the shooting feel off since the last update? Just feels like it’s harder to hit targets and I’m having trouble putting people down. My controller settings are still the same.

I've been struggling since the patch, like goofing up some easy adjustment shots... I thought it was just me and I'm still not sure.
 
Its been super inconsistent for me since update with lag and framerate.

On a side note, I almost got a turkey yesterday. 1st place, 4th place, 1st place, 1st place, 5th place. Bummed.
 
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LoL
 
Its been super inconsistent for me since update with lag and framerate.

On a side note, I almost got a turkey yesterday. 1st place, 4th place, 1st place, 1st place, 5th place. Bummed.

Yeah! I have noticed an inconsistency with performance too.
 
Think I was possesed by God last night. Had 2 games, got the Kar98 both times, ended up with 14 kills with the Kar over those 2 games. Before last night I couldn't even hit someone with a Kar, let alone kill them.
 
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Think I was possesed by God last night. Had 2 games, got the Kar98 both times, ended up with 14 kills with the Kar over those 2 games. Before last night I couldn't even hit someone with a Kar, let alone kill them.

Same here. I hated the Kar until I got 6 kills with it in that one game. It’s a real feast or famine gun. I always seem to do better with it in single player as well. What scope did have on it ?
 
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Same here. I hated the Kar until I got 6 kills with it in that one game. It’s a real feast or famine gun. I always seem to do better with it in single player as well. What scope did have on it ?
4x both games.
 
4x both games.

Nice. I had the 8 times each time I did well with it. This one guy had an Ump and was trying to shoot me from nearly 300 meters when I had it. He died. Fast. Actually I think that’s my longest distance kill as well.
 
Nice. I had the 8 times each time I did well with it. This one guy had an Ump and was trying to shoot me from nearly 300 meters when I had it. He died. Fast. Actually I think that’s my longest distance kill as well.
300 metres with an UMP is a tad ambitious :laugh: Hell, ever an AR will struggle sometimes.

All my kills were sub 140m. More a DMR than a Sniper I guess.
 
300 metres with an UMP is a tad ambitious :laugh: Hell, ever an AR will struggle sometimes.

All my kills were sub 140m. More a DMR than a Sniper I guess.

Yep. When I looted him he had a ump with a 4x scope on it. Hahha.