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what you describing is lag unfortunately. It's lag you can't see because they patched in an aggresive lag compensation to stop rubber banding (you know when you wapr back and forward).
So with that patch the game looks smooth, but people aren't always in the position you see them in.
So in your case here:
on his screen you perhaps were still stood inffont of the door when he fired. On your screen you were in the house.
Sniping moving targets has become almost impossible due to this.
update to server performance is coming tomorrow. they found a bug in the unreal engine that deals with the netcode that made the servers think it was being DDOSed by the huge amount of pockets it was receiving from 100 players and was dropping roughly 90% of received packets at times. should be fixed in tomorrows patch
Why would there be tons of bullets holes in the wall right where i died?
HMm nice info there.
Do you have a web link to any of that for me to read?
EU server lag is really anooying for me at the moment so I'm interested in reading about the patch or the problems they have found.
On your game there is because that's where he was shooting, on his game there would be no holes in the wall, probably some in the door maybe.
http://steamcommunity.com/app/578080/discussions/8/135513549090686558/
Splendid! Cheers
yes here it is from todays developer post,
Server Performance
We are very aware of the issues you have seen on our servers over the last week, and we have been working hard to resolve them. Simply put, this is not any issue with the number of servers we have for players, but rather it is down to the optimization of the server code.
Over the last week, we rolled out daily updates to the servers to improve profiling of optimization bottlenecks and yesterday these actions finally paid off! We found a issue within the Unreal Engine core code, which led the server to believe that it was being DDoS’ed due to the number of packets being sent between the clients and the server. When this detection was triggered on the server, it would drop 90% of packets received resulting in the lag/rubberbanding seen over the past week. We pushed a hotfix to the servers earlier today which should resolve these issues. We will continue to push daily updates to the servers to further improve both stability and performance.
Now onto what we have updated for this week’s patch.
This patch will be deployed for both clients and servers Thursday, April 6, 5PM KST/1AM PDT/8AM UTC
Early Access - Week 2 - Patch Notes
Performance Improvements
Client performances have improved when loading buildings from a mid-distance
Server performance has been improved
World
Fixed the issue that was causing buildings from a long distance to not be visible
Sound
Fixed an issue with door sounds playing at low volume
Adjusted volume of wind, rain, and footsteps
Improved the sounds for the buggy
When in rainy weather, you will now sporadically hear thunder sounds
Bug Fixes
Fixed a bug that allowed players to hide and attack other players from inside a rock
Applied additional fixes to address the issue of players going under the map in certain areas
Fixed several issues with weapon switching
Fixed an issue with the compass direction not displaying correctly
See you in-game,
PLAYERUNKNOWN
http://steamcommunity.com/app/578080/discussions/1/135513549094949318/