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  1. Hello everyone, We’re back with our third installment of the Community Weekly Post. We received great feedback from you all on our expanded communication on what we’ve been doing and what we plan on improving in the short term. For this week’s community post, we would like to expand on some of the changes that were made on the PUBG Test Server. The PTS is a place where we can push out and test new content before it hits live servers, and everybody who owns PUBG has access. For those who wish to check out the new content before it’s live, the PTS can be downloaded from the Microsoft Store. For the latest PTS Patch Notes, please go here: https://forums.playbattlegrounds.com/topic/274684-xbox-pts-patch-notes/ Now let’s get into this week’s post! Performance The radius around a character in which data is calculated by the server has been reduced to improve server and client performance. Previously, PUBG calculated data around a 1km radius of the character. We’ve reduced the radius to significantly reduce the data calculated at any given time, which frees up server resources that were handling all that character, object, and asset data. This adjustment should improve rubberbanding and frame rate overall. This will also improve loading times of resources around you. We have also lowered the maximum memory used for loading. This has had a big impact on many performance issues such as rubberbanding and frame rate. This is why some graphics appear to have been downgraded compared to live server. We’re still experimenting with this, but currently the limit disallows a fully loaded texture, which we understand might lower immersion for some. Asset/Building loading in Miramar has been optimized. This is another reason why the graphics seem downgraded. We’ve divided different stages of asset loading, so it won’t go from 0 to 100 like it is on the live server. You’ll be getting a lower quality texture at first which will improve until it is fully loaded. Textures may seem downgraded as they gradually load in, whereas on live they go from nothing to fully loaded. Unfortunately, this does add another problem, where props inside the building are sometimes loaded later than usual, which sometimes will result in players getting stuck. Our next step is to improve the loading logic to resolve this issue. Issues on PTS Since these updates are on the PTS, there are still some issues that need to be worked out. Our goal is to get these fixed by the time the patch reaches live servers. Lighting on Miramar - It is very bright on Miramar due to incorrect weather settings. We’re planning to implement dynamic weather on Xbox as well, and some testing for that caused the issue.The weather will be back to its original state on live servers! AR attachments have QBZ in their description - QBZ will be coming to Xbox, but at a later date. This will remain as it is. 'PRESS [R] to report spectating player’ message will be removed during spectating. UI is overlapped in the main menu Loot box unable to be seen after a player is dead - There was a bug with character location optimization which increases a lot of frames in CQC. We’re trying hard to fix this bug, please send videos of the situation to accelerate resolving the issue. OC/AS Server Merge To have a healthier matchmaking for OC and AS servers, we will be merging both servers. This is planned to be done as the PTS build goes to live servers. We will expand on this in the upcoming patch notes. Leaderboard Reset Our Leaderboard will be reset with the new patch! Leaderboard will need data for at least 1,000 people to be displayed. Thank you all for your continued feedback. We will continue to work on the addressed issues and fix as many as possible by the time these updates are moved to the live server. If you want to help test, or simply try out the new features listed, download the PTS from the Microsoft Store. We are closely monitoring your feedback, so if you find anything new, please send in descriptions, screenshots, video, and of course your hardware information so we can reproduce bugs as reliably as possible. Thanks, PUBG Xbox Team
  2. Hello PUBG Xbox Community, Aww yeah, Snipe City, population YOU. Well, unless you count everyone else who helped and the 476,048 bodies your sniper havoc left behind. Regardless, you have completed your task! Congratulations, Xbox Community! Prizes for the first community event have been distributed and we’ll be sending out this week’s prizes on or around July 18th. A big thank you to everyone who participated in Snipe City! If you missed out or are just eager for more, stay tuned for details on the next challenge! Thanks, PUBG Xbox Team
  3. Hey everyone, We've just opened the PTS and we'd love to hear your feedback! If you haven't read the PTS patch notes yet, you can read them here: https://forums.playbattlegrounds.com/topic/274684-xbox-pts-patch-notes/ Many changes have been made to gameplay, including major gunplay rebalancing and the addition of a new weapon and vehicle. Please jump into the PTS, play some games and provide us with feedback on your experience playing the latest update, before these changes are released on the live servers. Remember to post constructively, being friendly and polite to each other. Thank you so much for taking the time to share your honest feedback with us. Non-constructive, or off-topic posts may be removed to keep the discussion flowing and allow us to better monitor your valuable feedback. Thanks, PUBG Xbox Team
  4. PUBG_Oreoree

    Xbox - PTS Patch Notes!

    _______________________________ UPDATE: 7/16/2018 The PTS schedule has been extended until July 17 3AM PDT / July 17 12PM CEST. _______________________________ UPDATE: 7/14/2018 HTRF is planned to be updated this year. It has not been updated in this patch. Due to this, context regarding HTRF that was in the patch notes has been deleted. We are still searching for sound systems that will be best suited for PUBG Xbox, and we are trying hard to have the improved system applied within this year with an option of having it on/off for user convenience. We'll make sure to address this again when we have an update in the future. ________________________________ Hello everyone, The PUBG test server (PTS) has returned! Although the past month has been slow, this week we’re adding tons of new content. For those who haven’t yet used the PTS The PTS is a separate PUBG server that’s free to download for anyone who already owns a copy of PUBG. The purpose of the test server is not to provide a preview of upcoming features, but to find the issues we need to solve so we can work on the fix as soon as possible. The changes listed below are all coming to the PTS first because many of the changes still needs to be tested to see if there are any issues with performance. To take part in the test, all you have to do is own a copy of PUBG for Xbox One and search for “PUBG Test Server” on the Microsoft Store. PTS details: Schedule: PDT: July 10th 8:30PM ~ July 17th 3AM CEST: July 11th 5:30AM ~ July 17th 12PM PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Only the NA server will be available to play on. Please be aware that some game modes will be restricted due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS. Weapon & Item Balance Weapons Pistols Increased the damage of the P92, P1911, P18C, R1895, and R45 Shotguns Increased overall damage and effective range Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before) Increased limb shots modifier (shooting limbs now does more damage) Slightly decreased the damage of the S686 and S1897 Reduced pellet spread Shotgun chokes can now be attached to the sawed-off SMGs Adjusted SMGs to be more effective in short range combat Increased limb shots modifier Slightly increased the damage of the Micro UZI, UMP9, and Vector Decreased vertical recoil on all SMGs Decreased recoil and scope sway when moving in ADS (aiming down sights) Increased ADS transition speed To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same). ARs Rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations. Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416 Increased reload time by 30% for the SCAR-L, M16A4, and M416 Increased reload time by 10% for the AKM Increased vertical and horizontal recoil for all ARs except the AKM Decreased recoil recovery rate for all ARs Restricted big scopes (8x and 15x) for use with all ARs Modified recoil animations for all ARs First shot (including first shot after recoil resets) from the M16A4 now has less recoil. DMRs Increased head, body, and limb shot modifier Decreased the damage of the SKS Slightly increased the damage of the VSS and Mini14 Increased vertical and horizontal recoil for all DMRs Decreased the recoil recovery rate for all DMRs Added new recoil animations for all DMRs Increased world spawn rate of DMRs. DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments SRs Decreased basic damage of the M24 from 88 to 79 M24 will no longer dropped in care package. It spawns in the world Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages Other guns Slightly increased the damage of the DP28 and M249 Restricted big scopes (8x and 15x) for use with LMGs (DP28, M249) Reduced crossbow reloading time from 4 seconds to 3.5 seconds Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath. Weapon sway when moving is now also reduced by the cheek pad attachment Cheek pads now help you recover from weapon sway more quickly after moving Other Item Balance Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package) We’ve reduced the spawn rate for AR extended quickdraw magazines Adrenaline syringes now spawn (rarely) alongside normal loot in the game world Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed. Gameplay Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments. New Weapon Added the SLR The SLR spawns alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.) The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively. New Vehicle The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway. New Attachments Duckbill - A new attachment for shotguns (S1897, S12K). It decreases vertical pellet spread but increases horizontal bullet spread Attachable to S1897, S12K Light Grip - It decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%). Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS, Vector) Thumb Grip - It reduces vertical recoil but increases horizontal recoil. It also increases the recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS) Half Grip - It reduces vertical and horizontal recoil and also reduces recoil recovery time Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS) Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item. Throwables Improvements have been made to throwables (frag grenades, stun grenades, and molotovs). Weight changes Frag grenade: Increased from 12 to 18 Molotov cocktail: Decreased from 18 to 16 Smoke grenade: Decreased from 16 to 14 Stun grenade: Decreased from 14 to 12 Increased frag grenade damage and effective range Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m. Stun grenades’ blinding effects have been improved First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion The maximum effective range of stun grenade has been increased to 20m Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away). Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds. Characters blinded by a stun grenade now cover their faces. This is a new animation. Spectators are now also blinded when spectating someone hit with a stun grenade Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked. You’ll now be unable to ADS while blinded. Molotov cocktails now have new effects and their damage has been increased. Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage. Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second. After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds. You’ll now be unable to ADS while taking burn damage. Flames now spread further along wooden surfaces in houses Flames from Molotovs spread further if another Molotov is thrown on top of the flames. A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands. Character Movement We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed. We’ve removed the first shot delay when your character is not sprinting Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received. Boat and Swimming Adjustments Boats now sink when destroyed We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater. We’ve decreased the maximum submersible time from 35 to 15 seconds Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second) We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath) Spectating Your Killer Players can now spectate their killer by clicking the "watch" button on their match result screen. Solo killer spectating If you get killed by the Blue Zone, the Red Zone or from falling, you can spectate the nearest player from your death location When the player you were spectating dies, you can continue spectating the killer of that player If the player you were spectating gets disconnected, you can continue spectating their killer Duo / Squad killer spectating Same as above but can only spectate the enemy team after all your team members are dead Others On Erangel, all windows with bars have had the glass removed. Added 26 graffiti images to buildings in Erangel and Miramar. UI / UX A marker has been added to the map that allows players to check the flight path of the plane. The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination. Added a UI message showing when healing items can’t be used. You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (hold rb, then move L-stick while ADS: brightness, hold rb then press ↑/↓: reticle shape change, color change) Performance We’ve improved the character model rendering process to prevent some small frame drop issues. We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby. We’ve made some improvements to our network code to reduce network latency. Character data calculated radius has been reduced to increase server and client performance. Bike animations have been optimized. Asset/Building loading in Miramar has been optimized. Smoke effects (Smoke grenade, care package, etc.) have been optimized. We thank everyone who participates in PTS in advance. You’re helping us to make this game better. We will start working on fixes as soon as they are found, so please report with detail (hardware/connection/external, internal hard drive/exact situation) any issues as soon they arise. Thanks, PUBG Xbox Team
  5. Hello PUBG Xbox Community, Everyone may not be living by the one shot, one kill mantra, but dead is dead and we have 342,773 bodies of the 400,000 goal to prove it! With just 2 days remaining to earn the Community prize, now’s the time to hop in and point blank quick scope some hot droppers. Final results will be tallied after the event ends on July 11th 00:00 AM PDT / 09:00 AM CEST so stay tuned to find out if the Community has completed its task! For our 1st Community Event - Headhunter, the prizes will be given on Wednesday 11th July. Sorry for the delay. For event details and prizes please see:
  6. Hello everyone, First off, we want to thank everyone for the feedback last week, both positive and negative. Each of these Community Posts are intended to give more visibility on what we’re working on and we will continue to address players’ questions and concerns. While there were no hotfixes this week, we are currently working on a patch that will improve and resolve many of our current issues, which we hope to deploy by next week. Keep an eye out for more information as we get closer. Now let’s get into this week’s post! Map Selection: Our current plan is to have map selection available by late Summer / early Fall. The final date isn’t confirmed quite yet as we are putting extra focus into improving performance first. We know this is a feature that many of our players want, so it is definitely high on our list to implement on Xbox as soon as possible. Character Position Readjustment (Rubberbanding): Character Position Readjustment happens when there’s a conflict between a player’s location client-side versus server-side. When this happens, the player’s location is forced to the last position the server confirmed them at. Visually, this looks like the player is teleporting back to a previous position. Simply put, the strained server thinks you should be somewhere else than you’re currently seeing yourself and moves you to that position. This happens mostly in the early game as the server is at a higher load while trying to handle the location for all 100 players. To remedy this, we’re working on a server side update, which should improve the handling of players’ locations and the resources that task requires. Hit Registration: Hit registration in general has had a few different complaints from players. They are all very different, but are being addressed in the same way. We’ll explain each in detail below and what we’re doing to fix them. No Limb Penetration: Many of the reported hit registration issues are related to the lack of limb penetration. PUBG calculates damage differently depending on where on the body a player is hit, such as feet, legs, arms, and hands. Different parts of the body have different modifiers for how much damage reduction, with limb hits causing less damage than body and head. This often times leads to cases where a shot is fired, and would hit a target’s head, but instead hits the target’s hand or arm as they raise their weapon to aim down the sights. From the shooter’s point of view, they nailed their headshot and report the case to us. The main culprit here is that bullets do not penetrate limbs in the game right now. To fix this, we will be introducing limb penetration, which will calculate whether there are any body parts behind the shot limb and calculate the damage as if it hit the more vital area. While we do want to implement this as soon as possible, we’re currently working on optimising the limb penetration system to reduce the resources it uses, so there is no negative effect on performance or gameplay when we do roll it out. Desync: Other reports show that damage is taken after cover has been taken, or when there is no clear line of sight. This is due to the ping difference with the player and the server. This happens mostly because the physical location of the two players are different. E.g. NA located player playing on EU servers. Hit Registration Bug: There have also been some reports where shots do not register on a targeted player and no damage is applied, even at close distances. Although this is extremely difficult to replicate this in controlled conditions, we are working hard on finding the reproduction steps so that we are able find the cause of the issue and fix it. The Only GOOD Bug is a DEAD Bug: There are two more bugs, alongside the hit registration bug mentioned above, that we could use some additional help from you with, as their reproduction steps are more complicated than the majority of other issues. Replicating issues reliably every time helps us investigate and resolve the problem quickly and your help greatly speeds up this process. If you have any extra details such as which version of Xbox One (OG/S/X) you’re using, type of connection (wired/wireless), game mode (FPP/TPP - Solo/Duo/Squad), the actions leading up when the bug occurs, or any other information that might help us find the similarity between each occurrence, please include these in your reports and try to provide as much detail as possible. Grenade Arc Bug: This one’s been tricky to nail down the exact cause of. We can reproduce it, but not with a 100% success rate, which is hindering our investigation. If you experience this bug, please comment in this thread with a detailed explanation of the situation and actions leading up to when the bug occurs, so we can look for the similarities between each occurrence. Please provide the details listed above as well if you are able! Teleport Bug & Invisible Winning Player Bug: Surprisingly, we’ve found that these two bugs are actually related. Sometimes a player teleports during vaulting, moving to an entirely new location. Usually, the player is returned to their original location due to the client-side/server-side checks, but occasionally a player will be teleported out of the playable map area and is not able to be moved back in. When this happens, the teleported player is not affected by the blue zone and doesn’t take damage. If they decide to stay in the game until the end, that player will basically win by default because the other players in the map will eventually die to the blue zone. The good news here is that fixing the teleport bug will also fix the invisible winning player bug as well. The bad news is that due to the bug not being able to be reproduced 100% of the time, it is taking longer to find the cause and apply a fix, so we’d greatly appreciate any detail you can provide, especially if you are the player who was teleported out of the play area. As always, we will continue to closely monitor the community and all bugs and issues that are sent to us. Our goal is for our players to only have to worry about having fun in PUBG, and we get closer to that goal with every feedback post and detailed bug report you send. Your reports enable us to solve these issues faster than we would ever be able to on our own, so thank you for your continued support as we work to make PUBG as stable and bug-free as possible so you can just concentrate on racking up those Chicken Dinners! Thanks
  7. PUBG_Oreoree

    Community Event - Snipe City

    Hello PUBG Xbox Community, Phew, 4,000,000 headshots was quite the goal, but you’ve all achieved it with flying colors (mostly red). For this week’s challenge, we’re staying in the same general theme, but narrowing things down a bit. Welcome to Snipe City! What’s the Challenge? We spent the whole last week getting you ready with those headshots, now we want to see our community earn a collective 400,000 kills using Sniper Rifles! The M24 and Kar98, specifically. You don’t have to hit them in the head, as long as they’re not moving by the time you hear the satisfying metal clank of that bolt-action sliding back. How to participate? Everyone who plays at least one round during the event period (and earns at least 1 BP) will be eligible for the prize, should the community complete the task. What’s the prize? Every eligible participant will receive Bloody Tank Top, Padded Jacket and 2 Militia Crates! You can track the community’s progression of the event goal with posts on July 9, with the final results revealed on July 11.
  8. PUBG_Oreoree

    Dev Report: Matchmaking

    Hello everyone, This is a new type of post we’re experimenting with. The purpose of the Dev Report is to let the players have a deeper insight into our game’s issues, including explanations of the root problems and plans for fixes. Today, we’ll be talking about the recent matchmaking issue, which is mostly related to EU FPP modes. The problem Before the May update, EU FPP had a decent wait time for matches. Although, compared to TPP or NA FPP, it had less players participating, but it still did not have an indefinite wait time during matchmaking. With the introduction of the May update, however, that changed. Matchmaking times continued to increase, ultimately leading to indefinite matchmaking times. The reason With the May update, there were some aspects introduced which altered the matchmaking logic. Before, matchmaking would only need to create a match when a sufficient number of players were in queue, as there weren’t any other aspects to consider. After the update that added Miramar, this was changed. Matchmaking started making two virtual pools, with each pool needing a sufficient number of players to start the match. This was introduced to increase performance, as having two virtual pools rather than one would reduce the chance of server instability. At the same time, this change also made matchmaking in more populated modes quicker, as handling 200 players at a time is actually quicker than handling 100 at a time. Unfortunately, there was a flaw in this change which significantly affected modes with lower populations, causing a critical issue where matchmaking times would not double, but in fact increase much more. For example, even if 80 people were in both virtual pools and 90 were needed to get into game lobby, the 80 people in each queue might cancel and join the other pool. This sometimes worked when people cancelled matchmaking and started again to join the other pool (which just needed a few more players to start). So the actual time needed would’ve been double, but there were variables that caused this to be much longer. As time passed, fewer people queued up for EU FPP, which made matchmaking even slower. The fix During all this, other issues popped up that made the situation worse. The default region for players was set to North America, even for players not living in that region. We focused on getting the default region issue fixed, but by the time it was fixed, the issue had gotten worse for the other reasons laid out above. We figured out those reasons (having to do with the multiple virtual pools) and worked on its fix straight away. Due to the complexity of this system, and the way it interacts with other aspects of the game, the improvement took more time to complete. It has been improved with a hotfix on 21st June and is currently running exactly like it was before the May update. Current Status Although matchmaking logic has been improved, there are people who have left the modes that they were playing during the issue. For example, EU FPP players have joined NA FPP or EU TPP. We’ll be looking at more ways to make the player base healthy for EU FPP and other affected region/modes. Thanks for the time to read this post. We know that this issue has been causing a lot of frustration for our players and we hope to have matchmaking times back to their original state as soon as possible. We’re still experimenting with this posting format, so please tell us how you like it. If the feedback is mainly positive, we’ll try to have dev reports posted every 2 to 3 weeks. Thanks, PUBG Xbox Team
  9. Hi everyone! Firstly, we want to thank you all for your value feedback, bug reports, and suggestions. We very much appreciate the time and effort that you make to help us improve PUBG. In an effort to keep you more well informed about the progress we’re making with PUBG for Xbox, we’re aiming to give you weekly updates on some of the more prominent issues and what we’re doing to resolve them. World Loading We aim to have loading optimized, especially for Miramar. Currently, we’re testing some improvements to see if they’ll have a positive effect on game performance. We’ll be working to make the resources that are critical for gameplay (e.g. buildings, weapons) load in first, then have the other textures load in later, to have better performance early game. We’ll also aim to have dynamic level streaming, so when a player is walking slow, rendering will be at an average speed. Also when players are moving fast (especially in vehicles), we will be making rendering will prioritize the important assets first to make rendering faster to not break immersion of gameplay, and also more resources will be put into rendering. This will reduce the problems of buildings not loading in or players dropping below ground when moving at high speeds. Before, level streaming did not change dynamically depending on the speed of the character. The reason why the speed of level streaming was constant and rather slow were to have world loading as detailed as possible. This constant level streaming speed was appropriate for walking/running. Due to this, when people were running/moving across the map, players did not notice that buildings/assets would be loading when they are near a 1km distance from them. With the current level streaming, it would make buildings/assets load in detail which would delay the loading of buildings/assets further away from you that are within 1km radius. With higher speed, there would be more buildings/assets to load as players moved a lot more distance compared to when they were moving at an average speed. With level streaming speed changing dynamically, buildings/assets will be loaded even if moving at fast speed, but it won’t be as detailed compared to when a player is walking normally. Black Screen Some players have been unable to join the game lobby or could not see anything while in the plane, because they did not enter the game. They were stuck on the loading screen with the PUBG logo. Many had been sent back to the lobby, with some who were able to join when they had been automatically dropped from the plane at its final drop location. We are still investigating the cause of this issue. There are several reports saying that it’s fixed when hardwired, run with an internal HDD, or with data cleared. Those were not helpful 100% of the time, and some players did not get any help from those actions at all. It would be great to hear more from the community to have this issue fixed as soon as possible. Please, if you are experiencing this issue, tell us your hardware specification (X/OG/S, internal/external HDD/SSD, available space on HDD, etc.) and connection (wired/wireless). It would be a great help for us working to resolve this issue. Frame Drops Character optimization and effects optimization will come to reduce the frequency of frame drops. With character movement, much resources are used, with some of them being used inefficiently. This has been a critical issue for performance. We’re aiming to cut down resource use by 50%. A small number of related changes were patched in this week, but we plan to have the rest implemented on live servers soon. Care packages and smoke grenades will be optimized as they slowed down the character and caused lag when the player is inside the smoke. Ready Bug Often at the completion of games and more commonly when playing duos/squads, the “Ready” button disappeared from the screen and players would have to exit then re-enter the lobby to fix it. In the most recent patch, we implemented a fix which should resolve this issue and we are monitoring community feedback to ensure this has been completely fixed. Unfortunately, we weren’t able to fix this frustrating bug as soon as we would have liked, as we weren’t able to replicate the problem 100% of the time, which made tracking down the specific cause difficult. Other issues we’ll be talking about next week that we do not have much information to give right now: - Rubberbanding - Grenade arc bug - Teleporting bug - Not being able to win even when you are the last player in the final circle - Hit registration This post will be back next Friday, we’ll be updating you regarding the issues above and any issues that may arise during the week. We hope to provide you with more fixes as the week goes on. We will continue to push out hotfixes/patches as soon as possible, to fix all problems players are experiencing. Thanks, PUBG Xbox Team
  10. PUBG_Oreoree

    June 28th Hotfix

    Hello everyone, We’re putting out a hotfix today with changes to the lobby, server, and a potential fix to the ‘ready bug’. PATCH TIMING June 28th 01:00 AM PDT / June 28th 10:00 AM CEST - Connecting to lobby will be unstable for approximately 10 minutes. Bug Fixes Fixed a bug where match type not being shown after creating character. This bugfix has somewhat relevance with the ‘ready button bug’ that caused frustration of many players. Often the ready button would disappear, especially after finishing a duo/squad match. This could potentially fix the ‘ready button bug’. Please give us your feedback and let us know if you’re still experiencing this problem after the hotfix, so we can ensure this is completely fixed. Minor Server fixes Minor Lobby fixes Thanks PUBG Xbox Team
  11. Hello PUBG Xbox Community, Our very first Community Event—Headhunter—has come to a close and we couldn’t be more proud of you! Together, you’ve achieved a whopping 4,435,777 headshots as a Community! That’s 4,435,777 melons popped, domes split, and chicken dinner dreams crushed. Those who met the event requirements will receive their prize next week. 2 Militia Crates will be also given as a big thank you to everyone who participated in our first ever Xbox Community Event! If you missed out or are just eager for more, stay tuned for details on the next challenge! For more details of the event, check out:
  12. Hello, Just to add on, the performance is related to what is going on within 1km radius of you. So when you're in a combat in squad, you'll be fighting another squad (or two or more). This is much different to Solo where even 4 people meeting might be rare. Also, with elastic control for character, the resource used for characters changes dynamically depending on the distance between you and other players. When in full squad, you tend to be close together which means that at least 3 characters have resource used to its maximum. We are still testing character optimizations and we hope to have this issue resolved after more updates. Thanks
  13. Hello everyone, This is our promised June 26 patch. The entire focus of this patch is optimization and stabilization, to improve the player experience. No additional content is being introduced with this patch. Recently, we released two hotfixes with improvements originally planned to be included in this patch, as they were ready earlier than expected and we wanted to get them to you as soon as possible. The hotfix addressed a memory leak issue and this hotfix reduced the number of crashes remarkably. Our matchmaking hotfix improved matchmaking logic, to reduce instances of players being stuck in queues for a very long time. Some players are expressing concern that they’re still having issues with lengthy matchmaking times, we plan to release a dev letter later in the week to address this. Now let’s get into the improvements we’ve made this patch! PATCH TIMING June 26th 01:00 AM PDT / June 26th 10:00 AM CEST Stability Two changes have been made to reduce crashes related to being “out of memory”. We’ve optimized the total memory required by both maps, with a significant reduction in total memory required for Miramar. The UI has been optimized to use less resources. Even without any memory leaks, there are instances where players would crash due to being “out of memory”. This is mostly due to the huge amount of memory required to process maps. We’ve reduced the total amount of memory needed to process each map by a remarkable amount, which will lead to fewer crashes. There are still crashes to fix. Our goal is to prevent crashes entirely, for all our players. We will continue to work as hard we can to improve stability. Optimization As we’ve mentioned in previous dev letters, our team is prioritizing making improvements which will increase performance at the start of the game when landing, as well as when driving vehicles, as these have been the most common areas of performance related complaints from our players. PUBG tries to load all resources within a 1km radius of your player to ensure you’re seeing everything you need to see, to properly enjoy the Battle Royale experience. Although, loading all resources within that radius is negatively impacting performance. We’re continually making improvements to the way resources are handled to improve optimization. We’ve already implemented prediction-based level streaming and elastic control for characters, which are two examples of systems which reduce the loading of unnecessary resources. We will continue to work on and improve the efficiency of these systems, to improve performance. Below are all the performance related improvements we’ve made this patch. Character movement has been optimized to use less resources and improve performance. In our patch preview, we said that we’re aiming to reduce the total resources required to render characters by 50%. This is still our goal, but requires further testing to ensure stability. We’ll keep you updated on our progress. Vehicle location updates have been made more efficient for stationary vehicles to improve performance. The position of every vehicle in a 1km of your player is updated very frequently, to ensure vehicle movement is as smooth as possible. Prior to this patch, frequent vehicle location updates were also being requested for every stationary vehicle in a 1km radius of your player, negatively impacting performance. We’ve changed the way locations are updated for stationary vehicles, which will improve performance. Vehicle effects have been optimized to improve performance, without affecting visual quality. When vehicles were moving, many resources were being used to generate visual effects. We’ve optimized the effects without diminishing their visual quality, to improve overall game performance. Bullet impact effects will no-longer consume resources if they aren’t seen by the player. When bullets impact any surface, an effect is displayed. Previously, all bullet impact effects within a 1km radius of the player were consuming resources, even if the effect wasn’t directly seen by the player. Due to the sheer number of bullet impacts that can occur in a 1km radius of the player, having all of these effects consume resources was negatively impacting performance. Now, bullet impacts not directly seen by the player will not consume resources, improving performance, especially in close quarters combat. Character shadow rendering has been optimized to improve performance. While we’ve tried to have each character shadow be an entirely accurate representation of the player, both in shape and movement, this was having a negative impact on performance. We have changed the shape and movement of character shadows to significantly reduce their impact on performance. Terrain and grass have been optimized on both maps (Miramar/Erangel) to increase performance. We’ve made two additional changes to improve world loading times when landing: Parachutes have been optimized, they now use less resources. The physics while free falling have been optimized. The efficiency of the physics used while free falling upon exiting the plane has been improved. With this change, bullets will no longer be able to impact players in free fall. Players can still be shot while parachuting, this change only applies to free falling players, prior to opening their parachute. As it’s almost impossible to get to the ground, pick up a gun, and shoot someone who is free falling through the air, this change will not negatively impact gameplay, but will improve world loading times when landing. Bug Fixes Fixed a bug where sometimes footsteps weren’t heard during or after ADS. Fixed a bug where the position of teammates sometimes wouldn’t display correctly on the minimap. We will continue to push out updates and hotfixes as quickly as possible, to improve the player experience. Thanks
  14. Hello PUBG XBox Community, It's our third day into the Headhunter Community Event and so far you’ve all amassed a neck-snapping 1,147,832 HEADSHOT KILLS of the 4,000,000 goal! There are still many domes out there ripe for the popping, so get your shots in before the event ends on June 27th 00:00 AM PDT / 09:00 AM CEST to finish off those last 2,852,168 headshot kills. Great work so far! Our next progression snapshot will be on June 25th. For event details and prizes please see: https://forums.playbattlegrounds.com/topic/267385-community-event-headhunter/ Thanks
  15. PUBG_Oreoree

    FIXED Issue - Matchmaking & BP/Clothing Issue

    There will be lobby disconnections as we try to fix this issue. Sorry for the inconvenience.