Tag Archives: PUBG

PUBG addresses fans with an update on bug fixing

Developer Bluehole have released an open letter to the fans of PUBG about the current state of the game and what they are doing to resolve the issues. In a move to become more transparent – akin to how Rare are handling Sea Of Thieves – the letter goes into great detail about what’s in store for the game on the Xbox One. You can read direct from them here – but all the detail is below for your convenience!

Patch ETA – The next patch is planned to release on June 5th. We may push this patch out earlier. If a critical issue arises, we may delay the update. We haven’t generally given specific dates until we’re completely confident with them, leading to a lot of frustration. Please understand that we want to share important dates as soon as possible, but we also don’t want to disappoint you by giving you a date which may change.

Patch Info – The next patch, currently planned for June 5th, will include fixes for GameHub stats not updating, as well as a fix for a common cause of crashing. We’ll also be implementing improvements to Elastic Accuracy Control for Characters (EACC), a system we recently introduced to reduce crashing and lag in heavily populated areas. We’ll detail EACC more later on in this post. There will also be improvements to our Prediction-based level streaming (PBLS) system, which we’ll also elaborate on.

There are many issues that need to be fixed in regard to performance, stability and gameplay. Some will take more time than others. We’re working hard to address all issues that can negatively affect your gameplay experience, as quickly as possible.

We’ll share more information about what will be included in the next patch as we get closer to its release.

Now, we will detail some of the most important, and common player concerns.

Stability (Crashing / Dashboarding) – There are various reasons crashes can occur and we are working hard on fixing them all. Until the most recent patch, the instances of crashes experienced by players was decreasing each time we patched the game.

The recent patch has increased instances of crashing for many players. This is unacceptable.

We’re currently working on fixing the two most common causes of crashing, with the first being fixed in the next patch:

1. We introduced some back-end changes to prepare for an upcoming feature and in some cases, the game would try to interact with this unfinished feature, causing the game to crash.

2. A crash is occurring in relation to caching memory, which is used to improve performance. We’ve been actively addressing this issue since December, steadily reducing the instances of crashes related to this each patch. We are focusing on resolving this problem entirely by the end of June.

As players have noticed, crashes and lag happen more often in highly populated areas.To combat this, on top of our standard ongoing performance and stability work, we recently introduced a system designed specifically to improve performance and reduce crashes in highly populated areas.

Previously, we handled character resources in full for everyone that was near the player, within a 1km radius. This was causing lag/FPS drops and crashes at the early stages of the game after landing, as too many resources were being handled all at once, in populated areas. We have been working on introducing a dynamic system for these specific situations and have implemented a system called “Elastic Accuracy Control for Character, or EACC. Each resource was refreshed at a constant rate within 1km radius of your player. When characters were picking up items, changing clothes etc, this was causing all items within the 1km radius to be refreshed.

We made this system dynamic with EACC. It will now work depending on many factors, mainly distance. It will handle resources (refresh resources faster or slower) depending on those factors.

Much like PBLS, with each patch, EACC will become more effective at improving performance and in turn reducing crashes, as we gather more data each patch cycle and our engineers implement improvements based on the analysis of that data.

Map Selection – Map selection is still in development, we’ve still got some further work to do and we’ll get this out to you as soon as possible.

World Rendering (Loading) – The rendering (loading) process is different in each match, for each player, in each location. We need to find the best process to load resources in all scenarios, for every player. As mentioned in our previous dev letter, we’re using a system called prediction-based level streaming (PBLS) to speed up the rendering process. Our engineers are adjusting and optimizing this system every patch, based on data accumulated during that patch cycle.

PBLS is used specifically when parachuting, as it uses a lot of resources which can cause lower FPS for players. We use a different non-prediction-based level streaming system while on the ground, as it is more efficient.

When parachuting and falling through the air, a lot more resources have to be loaded than when you’re moving in on the ground. Imagine a chessboard as our map, with each square representing a square on our map. Your character occupies a square on that chessboard while on the ground and the game will load three squares in front of you (in a T shape), as your movement is somewhat predictable—we know where you’re going.

This is much different when in the air, parachuting. When you’re parachuting and falling towards the ground, everything around you has to be loaded, because we can’t predict where you will go. Instead of having to only load three squares in front of you, an area of 3×3 squares around you will have to be loaded. With PBLS, this system intuitively decides where in that 3×3 area to load first, to improve rendering times in the area where you’re going to land.

As you all know, there are often problems with rendering happening too slowly when driving vehicles, where buildings can suddenly appear in front of you, or you can get stuck inside a building which didn’t appear to be there previously. We have a level streaming system (separate from our prediction-based system) which is used while on the ground specifically, this system will load resources that you’re heading towards and instantly dump resources far behind you to improve performance. When travelling at high speeds, rendering can often not happen quickly enough, and we’re working to improve this system.

We’ll be making adjustments to level-streaming, further taking into account vehicle speed to improve the process of rendering resources you want to see and dumping those that are no longer needed.

For both our predictive and regular level-streaming systems, our engineers will be making improvements each patch to improve their efficiency and improve rendering times, after analyzing data from the patch cycle.

Server Performance – At the start of each match, the server is under the most stress due to having to keep track of 100 players all at once. We’ve recently applied some network improvements to the PC servers to help alleviate some early game load and we’re working to push these optimizations to Xbox as soon as possible, once they’re proven to be stable.

We’re constantly working on improving server performance, this is an ongoing process.

Vehicles – There are many bumps and sharp terrain geometry around the maps which can cause vehicles to explode in situations you wouldn’t expect and this is, obviously, extremely frustrating. We’re working to smooth out the terrain on all maps and reduce instances of these frustrating situations.

We expect to push some of these improvements later in June.

Other important issues we’re investigating – This list doesn’t include all issues we’re investigating, but these are some of issues being discussed the most:

1. Player teleports to a different location after vaulting

2. Match not ending, as the game believes another player is still alive, even though you cannot see anyone else in the final circle

3. Vehicles flipping or exploding for seemingly no reason

4. GameHub stats not updating – This will be fixed in the next patch. All of these stats have been tracked since the May update, but just haven’t yet been reflected in the GameHub. GameHub stats will not be restored instantly, but over time. Once the patch goes live, we’ll keep you updated through the process.

While we work to fix these bugs, optimization and stability are still our top priorities. We have different teams who work on different aspects of development, based on their skill sets and experience.

We will continue to address bugs, while improving performance and stability.

Miramar map arriving on Xbox One PUBG on May 24th

May 24th is the day that Xbox One PUBG players will get the long awaited second map – called Miramar. It’s been playable on the PC version for a while, and has been on the Xbox Test Server for, ahem, testing. The map is the same size as the original but features rockier terrain, making vehicle combat a lot more difficult. Check out the video below for a sneaky peak at the map.

Developer Bluehole have also confirmed that a title update will also be available alongside the new map, which will improve graphics and performance across all Xbox versions of the game.

The Crew 2 gets an open beta from May 31st to June 4th

PUBG on Xbox One reaches 5 Million Players

PUBG on Xbox Free Play Weekend from April 19th to 22nd

Still not convinced by PlayerUnknown Battlegrounds on Xbox? Still think its an unfinished, buggy game? Well, now is your chance to find out for sure, with PUBG being free to play on Xbox One from April 19th to 22nd. During Free Play Days players will be able to download and play the full Xbox Game Preview version of PUBG including all multiplayer modes (solo, duos, squads). Any Battle Points (BP) you earn during the Free Play Days period will carry over to the game should you purchase it when the Free Play Days period has ended.

A new DLC pack is also available. The PUBG5 Pack includes an exclusive cap, long sleeved shirt, cuffed jeans and hi-top sneakers to customize your character in style. This pack coordinates with the Varsity PUBG5 jacket awarded to players in March and is available for a limited time only from April 19th to May 19th.

Developed by PUBG Corp, PlayerUnknown’s Battlegrounds is the multi-award winning battle royale experience that drops players into a competitive survival battle where you’ll engage in a heart-racing fight to be the last player left alive. Loot for supplies and weapons, gear-up to take on the competition and fight to be the lone survivor in a thrilling game experience full of unexpected, adrenaline-pumping moments.

PUBG on Xbox One reaches 5 Million Players

Its safe to say that PlayerUnknown Battlegrounds has been an amazing success since it had it’s console debut on the Xbox One back in December 2017. Four short months later and it’s been announced that the player count of 5 million players has been reached. The developers Bluehole have recently released their planned roadmap for the Xbox version.

To celebrate this achievement any player who logs into the game before March 25th will receive a free (in-game) PUBG5 Jacket.

PUBG Spring Roadmap for Xbox One Revealed

Its safe to say that PUBG has had a successful release on Xbox One, and has been updated and improved a number of times since launch. The dev team has announced what the upcoming plans are for the console version of the game, including the release of the second map “Miramar”, which will be arriving in Spring.

https://www.youtube.com/watch?v=m0Tnp-3W3z4

Below are the details of what’s coming for Xbox owners;

Continued performance optimizations: To put it bluntly, we are simply not satisfied with the games current console performance, and especially so during tense moments of onscreen action. We have found some immediate opportunity to increase framerate through changes to Erangel’s building materials, as well as some reduction to in-game foliage composition. Until we are completely satisfied in the quality and reliability of the experience, efforts to optimize performance will be an ongoing hi-priority issue. Here are some of the specific technical areas we have made changes:

  • Optimized game characters and their movements
  • Optimized the number of particle effects that are spawned by vehicles and grenades
  • Optimized object collision complexity
  • Balanced the game work across all CPU cores to reduce streaming hitches when moving

UI optimizations: Our goal is that PUBG stands up well when compared to other games in your collection, and this comparison begins the second you boot up the game. HDR and Safe Zone options, the quality of the individual assets, the speed at which they load and how they react to your selection are all things we will improve upon as we move towards creating a premium and higher quality experience.

Improve Inventory UX: We receive a ton of feedback around the usability of the title, particularly when it comes to navigating the inventory UI. PUBG is a complicated game to control, and when you factor the risk versus reward of inventory management in high pressure situations, the interface must be intuitive and responsive. We are working towards that goal, and we have some changes coming that we hope will allow players to action the decisions they want to make, faster.

Improvements to Console Controller Options: We will be providing additional preset configurations to choose from as well as exposing a wider set of aiming options, providing players more freedom to create a controller experience that feels satisfying and empowering.

Improvements to game matchmaking: To support a fair and competitive environment, we plan to further improve matchmaking for Duo and Squad modes.

Console Player Reporting Features: We are hoping to streamline reporting by adding in-game tools that will empower players to more quickly submit instances of unsporting behavior (Solo Teaming, Team Killing etc).

Updates to Vehicle Penetration: To promote a greater sense of realism, we will be applying bullet penetration to our vehicle system. Our current model can be viewed as a vehicles body having a life bar that must be reduced before the driver can be damaged. When our update is released, players that are skillful with their shots, can pierce vehicle doors and panels, damaging enemy players and ensuring that threat is constant even for those behind the wheel.

Game Highlights: We want players to easily capture and share in-game actions of interest, so we have integrated Game Highlights functionality on Xbox.

Achievements: We have some great ideas for those players that like an added challenge, and we will be rolling out our achievement criteria as part of our roadmap.

Sound: We’re going to continue improvements to audio quality and directional sound.

Customization: We will add in-game Player Customization Options, emotes and more. We want to offer a wide range of options for you to customize your character in style.

Test server: In advance of major upcoming patch releases, we will be making available to players a separate PUBG Xbox Download client. There, players can participate in our latest content updates before they are moved to “Live”.

Miramar is coming to Xbox early spring!!!

PlayerUnknown’s Battlegrounds Passes 3 Million Players on Xbox One

Microsoft have announced that PUBG has passed 3 million players on Xbox One.

If you haven’t played it yet, it’s fantastic and it’s getting great support from the developers is fantastic having already released four updates since the game’s launch in Xbox Game Preview on December 12.

There are more updates planned including this week’s addition of first-person support for solo, duo, and squads gameplay. Other updates include additional game optimisation and the new Miramar map – keep up-to-date by visiting PUBG Corp’s official forums.

PUBG gets it’s First Update on December 19th

It’s great fun, and the TiX team have had many heart-in-mouth gameplay moments over the last week, but it’s also fair to say that PlayerUnknown Battlegrounds has its technical issues at this early stage of release. Let’s not forget that it is also an Xbox Game Preview title, so it’s not expected to be perfect at this stage.

However, today – December 19th – sees the first big update to PlayerUnknown Battlegrounds on the Xbox One. The developer has released the patch notes and was also quoted as saying “We are glad players are enjoying PUBG in Xbox Game Preview and we appreciate all of the great feedback we’ve received. We take listening and reacting to our player base seriously, and we will work with our community to find opportunity to continually improve the player experience while in “XGP” and beyond”

Great news for you PUBG fans out there! Take a look at the patch notes below and watch the TiX Mixer channel for our regular streams.

Gameplay

  • Gas can now be used while on bike or bike with sidecar

UI/UX

  • Equipment icons on HUD will now be visible
  • Player icon is now more clearly visible on the world map
  • UI prompts now appear when reload and enter a vehicle options are present

Character

  • Tweaked hair color options

Animation

  • Cleaned up sidecar passenger animations in first person view
  • Fixed player camera issues while a passenger on the backseat of a Buggy
  • Addressed arm animations specific to holding some weapons
  • Character now correctly faces the proper direction when stopping while swimming

Others

  • First pass visual and performance improvements
  • Slightly improved anti-aliasing on Xbox One and Xbox One S
  • Localization updates for Vietnamese, Spanish,(Spain/Mexico)
  • Controls on motorcycle no longer inverted
  • Keyboard functionality is disabled

Bug Fixes

  • Fixed instances of player nametags not properly displaying in the lobby during Squad and Duo play
  • Fixed minor animation while crouching and prone
  • Fixed issues where curtains on windows block line of sight of players in the TPP mode
  • Fixed an issue where when Squad leader left the party, voice chat ceased to function as intended
  • Fixed issue where players could lean out of vehicles even when obstructed
  • Fixed collision of cardboard boxes in Yasnaya city
  • Fixed typo in the controller guide
  • Other minor fixes

Winner Winner, ACTUAL Chicken Dinner at the PUBG Diner

Yes, you did read that headline correctly as Xbox are opening an actual PUBG Diner in London on December 19th.

In celebration of PlayerUnknown’s Battlegrounds (PUBG) exclusive console debut on Xbox One as part of the Xbox Game Preview program last week, Xbox will open its pop up PUBG Diner, the UK’s first chicken restaurant inspired by the smash hit game. The Diner will be open exclusively for an eight hour livestream featuring some of the UK’s favourite content creators including Ali-A, MrDalekJD, Jade Jolie and Hat Films. They will be battling it out on Xbox One in single, duo and squad PUBG games to achieve the ultimate bragging rights, the “Winner Winner Chicken Dinner” claim to fame.

While trying to survive to the end, participants will refuel with chicken from one of London’s trendiest chicken establishments, BIRD.

Fans of PUBG can also win their very own chicken dinner as Xbox will be giving away £25 vouchers in partnership with Just Eat as well as copies of the game and other Xbox products throughout the livestream. For the chance to win, head over to Xbox UK Mixer or Xbox UK Facebook between 4pm to 12am midnight GMT on Tuesday, 19 December.

PUBG heading to Xbox One on December 12

We had a feeling it may be sooner, but today it was confirmed the PUBG is heading to the Xbox One via the Games Preview Program on December 12.

Xbox fans will be able to play PUBG while it’s still in early access through the Xbox Game Preview program. The team are approaching development on Xbox One with the same community-driven focus that they have taken with the game on PC. As a result, the ultimate battle royale experience that fans play on Xbox One will be slightly different than what players know today on PC.

Although the console and PC version of the games are being developed at the same time they will follow different roadmaps for now, with plans to align in the near future.

In celebration of PUBG’s upcoming launch on Xbox One three special, limited-edition cosmetic packs – the PUBG Warrior Pack, the PUBG Accessory Pack and the PUBG Tracksuit Pack will be made available. These packs are exclusive to Xbox fans as standalone offers available for a limited time and as there are no plans to feature any in-game purchases in the Xbox Game Preview version, are the only items that can be purchased during the preview period. Details on timing and pricing will be revealed in the weeks ahead.

TiX @ EGX – Day 2 Review

I had a decision to make when the doors opened on day two of EGX. I knew the queues would be longer on a Friday. The decision was what to go for first. The longest queues on Day One were for Shadow Of War and Battlefront 2, but the former was decided upon as I think everyone else went for Battlefront 2!
Even though I went straight there when the doors opened the queue was still 90 minutes long!
But I persevered, took ownership of another months free Game Pass and had a nice chat with Nas (who was manning the adjacent Super Lucky’s Tale booth) who is not a gamer, so working at the show raised a lot of questions about the industry.

And the 90 minute queue was worth it. Shadow of War was running on the Xbox One X and looked awesome. Let’s face it, every game on the new machine looks awesome! I was struck by how many characters were on screen at once as the demo had me attacking a fortress with my army. I died, as it’s always a struggle jumping into a demo as it doesn’t take into consideration your lack of familiarity with the controls. However, the depth of enemy personality is still present, like its predecessor and I witnessed such lines as “I’m gonna put your insides on the outside!”, with a nice cockney accent! The demo lasted 20 minutes, and I had some time just running around the open world, climbing towers and taking out orcs with my bow. Overall, this has just cemented my decision that this will be a purchase or (hopefully) a review copy!

After a quick drink break it was onto Assassins Creed Origins, again on the Xbox One X. Yes, you guessed it, the game looks amazing in 4K! It had a Black Flag vibe to it, with the demo set in a small town on the coast. It required you to find two golden statues, one in a shipwreck and one being guarded on a ship. After sneaking onto the ship the game crashed, and the staff had to reboot and fix the dev kit, although I then was given the opportunity to take part in the next play session meaning I had about 35 minutes in the world. No crashes on the next session and I was able to infiltrate the ship and steal back the statue.

It’s an Assassins Creed game in name and nature. It does have the new eagle game mechanic which allows you to scout the location for enemies and loot before you head into battle. Fans of Assassins Creed will be delighted although I’m not convinced Origins will attract the doubters back over.

After lunch I had a prebooked PSVR appointment and once again I was failed to be impressed. Whether it’s just my eyes (as I am a glasses wearer), but games always feel blurred with a real lack of clarity. The game I played was a cutesy puzzle game called Moss. In Moss you take control of a mouse called Quill and have to guide him around the world using the PS4 controller. The VR element comes into play when you manually manipulate elements in the scenery to open new paths. Enemies can also be manipulated, for example, to stand on switches that open the path for Quill to proceed. Like with other VR demos I’ve played there didn’t seem to be any need to have this game in VR. It would have been just as good an experience as a standard PS4 game.

One game that’s the “In” thing at the moment is Player Unknowns Battlegrounds which was also being shown on the Xbox booth. I queued for an hour and was severely underwhelmed.
During the ten minute snippet of gameplay I encountered no enemies and saw no action. I collected a weapon, found a car and as I was on my way to a designated point on the map the time was called to move on. A very strange experience indeed. There really could have been a better way to demonstrate the game. But I am sure it will sell by the bucketload anyway! It was also running on PC, but apparently it is the Xbox build thats running on those PC’s.

https://www.youtube.com/watch?v=m0Tnp-3W3z4

Project Cars 2 had a PC Demo that ran on Samsung C49HG90 Curved monitors that were a bit special. Running in cockpit view allowed a width of vision unlike I’ve ever seen. The game looked and sounded phenomenal, but it’s doubtful I’ll ever have £1500 to spend on one of these monitors! It’ll be interesting to see how well Project Cars 2 does against Forza 7 on release.

Day 2 ended with Star Wars Battlefront 2 and Far Cry 5 demos, which I will cover off on the Day 3 review, as time is pushing on and I need to take down a full english before heading back to the NEC!