Planetside 2
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HIz




Posts: 2187
Location: Wrong_Timeline
PostPosted: Sun, 6th Oct 2013 01:22    Post subject:
like the last time i played this, VS doesn't have a chance against the overpopulated TR and i get the same crash to desktop error when exiting game ( i need to ctrl+alt+del to exit the game and then the i get the error planetside 2 has stoped working or some ish ) since forever.... I Am Disappoint

..and performance got worst PC Master Race Poker Face
gonna play again on christmas Devil Troll
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Sun, 6th Oct 2013 03:37    Post subject:
You think VS doesnt have a chance? What about NC then ? Scratch Head Or their weapons ? Laughing Fuck it. Time to delete the NC char and join the TR crowd Rolling Eyes


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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4treyu




Posts: 23129

PostPosted: Sun, 6th Oct 2013 03:39    Post subject:
HIz wrote:
like the last time i played this, VS doesn't have a chance against the overpopulated TR and i get the same crash to desktop error when exiting game ( i need to ctrl+alt+del to exit the game and then the i get the error planetside 2 has stoped working or some ish ) since forever.... I Am Disappoint

..and performance got worst PC Master Race Poker Face
gonna play again on christmas Devil Troll


Tell your Vanu Scum mates that they should learn to play Devil Troll You should check Connery, the Vanu there are noticeably outnumbered yet they retain the greatest share of territory most of the time. It's not that TR or NC are so bad on that server, Vanu are just pretty good and organized (I've seen it myself).
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HIz




Posts: 2187
Location: Wrong_Timeline
PostPosted: Sun, 6th Oct 2013 03:51    Post subject:
I play on miller, and even at this last alert VS can't hold the amp stations, TR just takes them one by one, they play really good/organized.

PS. I will never betray the purple cloud Cool Face Smug


Yeah, well, that's just, like, your opinion, man. Reaction
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Sun, 6th Oct 2013 09:24    Post subject:
I'm also on Miller and...it kinda helps that the most numerous and at the same time most well organized outfit of the server is on the TR side. BRTD, to victory! Cool Face
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ixigia
[Moderator] Consigliere



Posts: 65081
Location: Italy
PostPosted: Mon, 11th Nov 2013 23:34    Post subject:
Looks like tomorrow is optimization day: https://twitter.com/mhigby/status/399964788346068992 Razz

They promise at least a 30% improvement and no more nasty framerate drops during large fights. Impossibru? Cool Face
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Interinactive
VIP Member



Posts: 29448

PostPosted: Mon, 11th Nov 2013 23:42    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:50; edited 1 time in total
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Mon, 11th Nov 2013 23:49    Post subject:
Mind Is Full Of Fuck
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 11th Nov 2013 23:53    Post subject:
They pulled the same with War Thunder.

PLAY IT ON THE PS4, but for superior experience, just go with the PC.
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4treyu




Posts: 23129

PostPosted: Tue, 12th Nov 2013 01:52    Post subject:
ixigia wrote:
Looks like tomorrow is optimization day: https://twitter.com/mhigby/status/399964788346068992 Razz

They promise at least a 30% improvement and no more nasty framerate drops during large fights. Impossibru? Cool Face


Excellent! Let's see what the fuss was all about and if I'm finally making my comeback with the outfit Razz
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Amadeus




Posts: 2349
Location: Yes
PostPosted: Tue, 12th Nov 2013 10:05    Post subject:
Well the PS4 version of Planetside 2 is exclusive to the PS4.

lol wut

Btw. i started fooling around on the public test server and the FPS improvements are incredible. From averaging 70 fps on the live servers to averaging 120 fps! Never below 70 fps in bigger fights.

And from what I've heard they aren't even quite finished yet either.

But you can always download the test server client and try yourself (beware of big download).
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 12th Nov 2013 10:30    Post subject:
I log in for the daily XP lately anyways, so I can wait. Smile
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4treyu




Posts: 23129

PostPosted: Tue, 12th Nov 2013 13:33    Post subject:
Well, I'm optimistic but I'll still believe it when I see it Very Happy

I tried the test server and even though I saw much better FPS, it was nearly empty all the time, so hardly a reference to go by.
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4treyu




Posts: 23129

PostPosted: Tue, 12th Nov 2013 15:04    Post subject:
Performance Update 01 is out (1746 MB). Servers are still locked but should be open soon. The patch notes:

Quote:


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



https://forums.station.sony.com/ps2/index.php?threads/pu01-patch-notes-11-12.157453/
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Arukardo




Posts: 4463

PostPosted: Tue, 12th Nov 2013 17:28    Post subject:
At least 30% fps increase? Well, I might give it another try on my laptop Smile
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Tue, 12th Nov 2013 17:53    Post subject:
even amd cpu's will be able to play now? Cool Face


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Tue, 12th Nov 2013 18:16    Post subject:
Anyone's else loading screen stuck at 96%? Gud patch bro


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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Rean




Posts: 60

PostPosted: Tue, 12th Nov 2013 18:30    Post subject:
never play on the patch day
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Tue, 12th Nov 2013 18:32    Post subject:
Nvm it loaded.. everything on medium, no shadows, no ao, no dof, render distance at 1000 and i get 25fps -.-
No hope for me and my cpu


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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4treyu




Posts: 23129

PostPosted: Tue, 12th Nov 2013 18:46    Post subject:
So Much Win Fantastic results for a first pass of optimizations.

Getting 70+ fps at the warpgate with lots of people (I rarely went beyond 50 there with my fairly old CPU) and then I was part of a massive battle with infantry tanks and everything, and I never went below 30 FPS. It was super smooth and playable, considering I usually went to the low 10's in big battles. I was dropping enemies left and right with my assault riffle Smile

Also, the other important indicator. 60-70% GPU usage against 30-35% before the patch, always in big battles!
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Muki




Posts: 313

PostPosted: Tue, 12th Nov 2013 20:05    Post subject:
Definite improvement for me on Indar, but need to test some Esamir still.
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 12th Nov 2013 20:19    Post subject:
Played a bit, constant 60 with everything on maximum (except shadows and grass are off) in calm situations. Very surprising to say the least.
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Tue, 12th Nov 2013 20:37    Post subject:
Havent played in a while,

Is the new continent with acid lake released?
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bloodian




Posts: 1026

PostPosted: Tue, 12th Nov 2013 20:53    Post subject:
Interinactive wrote:


it kind of makes sense if you take into account that they probably wanted to advertise that it's console exclusive to its console brethren ( xboxone)
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Amadeus




Posts: 2349
Location: Yes
PostPosted: Tue, 12th Nov 2013 21:33    Post subject:
This is so awesome. So Much Win
Gigantic beautiful battles with smooth FPS and the nights look a whole lot better and darker as well.
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4treyu




Posts: 23129

PostPosted: Tue, 12th Nov 2013 21:44    Post subject:
deadpoetic wrote:
Havent played in a while,

Is the new continent with acid lake released?


No, still only on the test server. They had to stop working on it because of the performance patch suddenly taking all the resources after the boss at SOE got fed up with the bad performance during his nightly sessions Very Happy

The continent looks pretty much done though, it should be released shortly after they start shifting people to the gameplay/design updates again.

zmed wrote:
Played a bit, constant 60 with everything on maximum (except shadows and grass are off) in calm situations. Very surprising to say the least.


You need to try in big battles! In calm situations even I am getting over 60 if I disable the FPS cap Very Happy
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ixigia
[Moderator] Consigliere



Posts: 65081
Location: Italy
PostPosted: Tue, 12th Nov 2013 23:44    Post subject:
That sounds really good (and reassuring), thanks for the feedback! Seems like they really kept their word. The PS4 release was a positive thing after all. Razz

If only other renowned developers did the same.. Mad
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MannyK




Posts: 1405
Location: Brazil
PostPosted: Tue, 12th Nov 2013 23:47    Post subject:
Never played this game.

How hard is the learning curve?
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Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 12th Nov 2013 23:51    Post subject:
ixigia wrote:
If only other renowned developers did the same.. Mad

Wait years before fixing performance everyone has been complaining about since release?
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 12th Nov 2013 23:57    Post subject:
MannyK wrote:
Never played this game.

How hard is the learning curve?
IIRC they added a rudimentary tutorial after character creation. Should explain the basics. After that, look for heavy activity on the map (lots of colored blips concentrated in a small area). Head there. When killed, look for the closest spawn facility and you'll be back in action in no time.

And look for an active and well organized outfit to maximize your enjoyment. Smile
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