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Thread: PU01 patch...

  1. #1
    Join Date
    March 2005
    Posts
    232

    Default PU01 patch...

    Ooh it's here
    I didn't know it was coming today but here it is
    1.7gb

    Patch notes:


    Performance

    General:

    Refactored game rendering to better utilize multiple CPU cores. The same has been done for UI rendering.
    Optimized the CPU cost of some purely aesthetic physics objects
    Added adaptive complexity levels for physics simulations based on current client performance
    Disabled redundant physics processing between remotely-simulated vehicles
    Improved simulations between complex compound shapes, primarily vehicles
    Sound emitter optimization
    Numerous optimizations have been done to remote character processing to reduce the cost of per-player processing.
    We found that players getting in and out of vehicles was causing some performance issues. This has been addressed and is working as expected, now.
    Audio asset clean-up
    Added a frame rate smoothing option. (This is on by default and trust us, you probably want this. It will make your frame rate smoother and reduce spikes. Your FPS counter will show as lower overall, but that’s not a bad thing.)
    Adjusted the default graphics settings. (If you push Reset to Default, it will set the graphics settings appropriate for your system.)


    FX:

    Vehicle debris pieces updated
    All bullet impacts optimized


    Animation:

    Implemented new scatterblend node to provide more fluid third person movement and a performance improvement
    Reorganized the networks to eliminate redundancies and reduce the overall network size
    Created level of detail version of the third person network. This allows code to switch to less expensive version of the network based on how far away the player is from the camera. This provided our largest performance improvement at approximately a 50% improvement for network processor time.
    Consolidated the number of active nodes and pass downs in the network. This simplified the network and insured that costly additive nodes were only active when they were necessary.
    Removed state machines that could be replaced with blend trees. Blend trees are more efficient than state machines.


    Art:

    Optimization pass on First Person arms
    Improved usage of textures on various vehicles
    Optimization pass on Ace Tool and Ammo Pack


    Memory:

    Fixed several client crashes (We’re not done with these and should have more coming soon.)
    Fixed a few client memory leaks (Not done here either. Still investigating some memory optimizations to help with crashes related to memory.)


    UI:

    Overhead indicator system overhauled for performance
    The HUD, Centralized HUD, as well as the health and shield bars have been redesigned with a new look to increase performance
    Fixed Scaleform garbage collection spikes
    Optimizing UI advance processing
    Faster communication between AS3 and C++/LUA
    Faster subsequent map load times
    Faster retrieval of localized strings
    Platoon UI optimizations and polish
    Player kill notification revamp
    Kill spam notification revamp
    Fixed various existing and potential memory leaks

    UI HUD Updates:

    Minimap optimizations: more logic in C++ e.g. alpha updates such as fading and blinking instead of AS3 tweening, throttling via time slicing, recon indicator updates, recon motion dart detects enemies properly on the minimap, fixed AMS exclusion radius not appearing properly, increased default zoom level
    Compass optimizations: controlled directly from C++
    Weapon info optimizations ( bullet count, reload warning, blinking etc )
    Vitals optimizations and revamp ( health, shield, etc )
    Facility info / squad list will show when minimap is expanded if screen height >= 1080
    Fixed issue with sunderers not showing ‘gives ammo’ or ‘gives repair’ icon within 100m
    Now show the HUD facility indicator when you are inside a region but outside of the facility radius
    Fixed issues with HUD indicators blinking in when they first initialize

    Optimized Indar:

    Reduced ecosystem masks
    Reduced polycount on most environment objects
    Reduced occlusion calculations from most environment objects
    Reduced texture usage on some environment objects
    Removed redundant objects, replaced with visually similar ones
    Adjusted LOD distances


    Non Performance

    Highlights:

    No more double loading screens
    Changed recommended server calculation to improve faction balance
    AI turret should no longer shoot itself
    AV turrets and their projectiles should no longer disappear in large fights
    Numerous client focus and cursor fixes such as preventing windows from appearing above the client in full screen windowed mode and the Windows cursor appearing on loading
    We’ve disabled GPU particles until further notice. (Due to some our optimizations, GPU particles don’t work quite right and we need to spend some time to fix them up.)


    General:

    All spawn timers are now the same at 15 seconds. Previously the spawn timers would scale based on location or type from 14-18 seconds, with the majority of spawns being at 18 seconds.
    Squad deploy will no longer drop pod players into the center of a bases. It will instead spawn the player at the closest hard spawn point to the squad leader, which includes facility spawn points, deployed Sunderers, and squad spawn beacons
    The Infiltrator’s recon dart will now send found enemies to the minimap of all allies in a 150m radius. Previously this tool had a range limit of 50 meters
    Increased the drop speed of drop pods. They now accelerate as they approach the ground. Collision damage multiplier reduced to account for the higher pod velocity.
    Reduced the horizontal movement speed of drop pods so they land closer to their origin points
    Improved look of bullet hit impacts in low settings
    Fix to sending tells across servers
    Improved particle effects on vehicle deaths for TR and NC


    World:

    Amerish sky settings have been shifted 12 hours. If you don’t like the onset of evenings on Indar or Esamir, Amerish has bright sunny skies waiting for you
    Indar lighting slightly darkend at dawn and dusk
    Some outposts on Indar received minor gameplay adjustments.
    Zurvan Amp Station has had its secondary spawn room removed and now resembles the other amp stations
    Dahaka Amp Station now has gate shield generators

    Indar Lattice Additions:

    The Crown <-> Crossroads Watchtower
    Vanu Archives <-> NS Secure Data Lab
    Quartz Ridge Camp <-> Indar Comm Array
    Ceres Hydroponics <-> Galaxy Solar Plant
    Crimson Bluff Tower <-> NS Material Storage
    Benson Construction <-> Alkali Shipping


    UI:

    We've renamed the Indar Warpgates to geographical names. So you will now see the "Indar Northern Warpgate" instead of the "Indar TR Warpgate"
    The squad list now has icons for players inside MANA turrets or Drop Pods
    The Flash and Harasser mini-map icons have been made more distinct from each other
    Enemy vehicles will no longer show an occupancy count


    Bug Fixes:

    Fixed shotgun pellet count tooltip. Instead of saying, "The amount or pellets each time the shotgun fires" the tooltip now says, "Single-shot Pellet Count / Pellet Spread"
    Added 1x sight for VS Eridani SX5G
    Fixed an issue where Resupply and Repair Sunderer icons would not display when within 100 meters of the vehicle
    Fixed an issue where The Smoke Screen Utility tooltip on the loadout menu has a different duration value than the cert rank for Sunderers
    Fixed gravity lifts in the Frostbite Harbor spawn rooms to function correctly
    The AV turrets at West Highlands Checkpoint should no longer be floating
    Fixed floating turrets at West Highlands Checkpoint and The Stronghold
    Removed erroneous painfields around Indar
    Fixed an issue where the two projectiles would sometimes be visible when firing the Recon Detect Device when only one was fired
    Fixed issue where lower ranks of Sunderer Proximity Repair could not repair Sunderers that had a higher rank equipped.
    Depot Bundles and store items have had a pass to ensure correct faction usage is written in their descriptions
    Fixed cases where the player’s corpse wasn’t removed from the world after declining a revive
    Regions that cannot be captured will no longer show up as reinforcements or instant action spawn points
    Removed the visibility cap on rockets and placed explosives. They should always show in heavy battles now
    Players can no longer use the quick action menu to track enemy players
    Fixed the player standing from crouch in third person when shot while holding certain items
    Fixed the Striker not animating in first person after firing
    Glass added to cockpit of Mosquito

  2. #2
    Join Date
    January 2005
    Location
    Germany
    Posts
    831

    Default Re: PU01 patch...

    i am going to wait for a hotfix. first of all i am getting hitches and worse of all after less than a minute a d/c.

  3. #3
    Join Date
    March 2005
    Posts
    232

    Default Re: PU01 patch...

    Since Thursday I was getting the 1 minute d/c's after not being able to access terminals in the warpgate but today that seems to be fixed. *touches wood*

    I played an hour or so and I have to say I am mightily impressed, the game is MUCH smoother, much steadier FPS's for me.
    I wasn't in the biggest fights, but just reavering around and joining in a 100ish person Bio Lab attack. The reaver seems more responsive and less jittery, I was loving it and feeling all James24 doing my fancy turns an shit, then a Scythe came and cut me in 2.
    Talking of Scythes, I was watching an episode of Battlestar Galactica last night, the one where Starbuck has to steal a Cylon Raider to get back to the Galactica which is one of the last 'normal' stories before it starts getting all hung up on the god/gods crap, anyway I digress - Sony owe the Sci-fi channel some serious royalties for directly copying that ship and calling it a scythe....</tangent>
    Everything in the Bio Lab seemed smoother too, I applaud the devs for this one, pity yours is glitchy Veth

  4. #4
    Join Date
    May 2005
    Location
    London
    Posts
    2,698

    Default Re: PU01 patch...

    Hopefully this means they should be getting around to adding all the new content that was planned.

    I am away on a course this week then visiting the girlfriend at the weekend but I'll try to be on for a bit Monday

  5. #5
    Join Date
    June 2011
    Location
    Manchester
    Posts
    28

    Default Re: PU01 patch...

    Updated last night and found performance to be a lot better. It did seem a bit dead though, and this was in the evening!

    I'll be playing a lot more now for sure anyhoot!

  6. #6
    Join Date
    March 2011
    Location
    England
    Posts
    185

    Default Re: PU01 patch...

    i played for a few hours yesterday and today with no problems with lag / DC's, played with mercs all night last night, they had 20+ people on for a few hours, so if you do log in and theres no one on, check with the mercs!

    If you find you are getting 60 straight fps, turn off smoothing which is on by default and you may get more (i got less so turned it back on)

    also joe, i managed to fix my fps problems, there wasnt enough power to the cpu cooler so my cpu temp was in the high 90's :O :O Took off a side fan and an old tiny hard drive and it works fine now.

  7. #7
    Join Date
    October 2005
    Location
    Cardiff, UK
    Posts
    404

    Default Re: PU01 patch...

    It's a weird one - seems to be smoother didn't notice any slow down but it was giving 60fps all of the time even with vsync off - I used to get 40-120 variable with vsync off? Weird. Also the FPS/CPU/GPU meter thing doesn't seem to work as good - doesn't really tell you if it's cpu or gpu apart from the od blip - anyone else noticed that?

    Also I'm sure they've turned some textures right down on random boxes etc. Same as the texture quality is already totally shite compared to something like Battlefield but I guess we need smoothness more than we need eye candy (actually, I'd rather BOTH!)

    Butuz

  8. #8
    Join Date
    March 2011
    Location
    England
    Posts
    185

    Default Re: PU01 patch...

    Quote Originally Posted by Butuz View Post
    It's a weird one - seems to be smoother didn't notice any slow down but it was giving 60fps all of the time even with vsync off - I used to get 40-120 variable with vsync off? Weird. Also the FPS/CPU/GPU meter thing doesn't seem to work as good - doesn't really tell you if it's cpu or gpu apart from the od blip - anyone else noticed that?

    Also I'm sure they've turned some textures right down on random boxes etc. Same as the texture quality is already totally shite compared to something like Battlefield but I guess we need smoothness more than we need eye candy (actually, I'd rather BOTH!)

    Butuz
    Quote Originally Posted by TomS View Post

    If you find you are getting 60 straight fps, turn off smoothing which is on by default and you may get more (i got less so turned it back on)

    ahem!

  9. #9
    Join Date
    June 2011
    Location
    Manchester
    Posts
    28

    Default Re: PU01 patch...

    Wow, the Miller server is a total mess. Goodness me.

    What has become of this game.

  10. #10
    Join Date
    October 2005
    Location
    Cardiff, UK
    Posts
    404

    Default Re: PU01 patch...

    Quote Originally Posted by TomS View Post
    ahem!
    Ah yes that worked now I'm up to 100-120fps.

    This patch definitely has lots of CPU improvement as I am now GPU limited with 1 x 7970 wheras before I was mostly CPU limited!

    Butuz
    Last edited by Butuz; Thursday, 14th November 2013 at 00:49.

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