Game is an embarrassing piece of shit on Xbox. What's funny is that at least on One X, for a period of a couple of months... the map would at least load in. Now it's this shit pretty much anywhere I drop. External 7200RPM drive or internal, makes no difference:
Got to love the minor victory of getting into the tower and acquiring a weapon. You *used* to be able to vault out of that black door back into the world but I guess they "fixed" that, so that if you fall under you're a goner.
They still can't make a menu that even vaguely works, wtf is it even doing?
No wonder you can't get a full FPP lobby after like 10pm pacific time even during launch week for a new map.
Hello everyone,
Over the last few weeks, many of our players have been experiencing performance issues on the new map, Vikendi. Specifically, players are experiencing long rendering/loading times or vehicles flying and/or falling through the map.
We know these issues in particular have been big pain points for the community, and we're sorry for any frustration caused by them. We'd like to take some time today to explain why these issues are happening and what we're doing to fix them.
Rendering/Loading
Vikendi is composed of a lot of Static Mesh, and the Material/Textures used are larger than other maps. This means that loading times are naturally longer, which is why we added some optimizations to help reduce the level loading time.
Despite the optimizations, the delay remains due to the sheer amount of textures used on Vikendi.
The game can only load a limited amount of files simultaneously. Items that must be loaded (Level and Texture Loading) go to the Loading Queue, and are loaded one at a time. While Vikendi was optimized for loading, we suspect that the loading wait time is becoming longer because the textures used on Vikendi are larger than other maps, thus forcing large amounts of data in the Loading Queue.
In addition, since Vikendi was designed to have many small villages, the size/position of the Grid became different from the existing maps, causing many borders to overlap. To reduce the size and frequency of the hitches, the grid was divided into smaller sizes which reduced the amount of data and boosted the loading speed. However, if a player covers a long distance too fast, they could incur larger Loading Tasks.
The ground has the highest loading priority, loading faster than the nearest buildings. However, if the player rides a vehicle and crosses borders continuously, more Loading Tasks are created and added to the queue. If other external factors occur, creating a situation where they interfere with the loading, it may cause the large delay players have been experiencing.
Flying/Falling Vehicles
This is caused by the Level of Detail (LOD) 0 not being loaded in the area where the player is positioned (this can technically happen on any map). If LOD 0 is not loaded in due to the delayed queue, the result is situations where vehicles are either flying above or falling below the ground.
Optimizations were made to secure memory for the ground height-field collision and were implemented on the December PTS before being pushed to live in January.
Before this optimization, there was collision data memory for the whole map, so even if loading takes a long time, the player would not fly above or fall below the ground standing on LOD 1. It seems that the flying/falling bug is caused because there is no collision data for LOD 1 after the optimization.
What we're doing
We're working on further optimizing the Loading Queue so that building assets will load in faster. We're also looking into keeping the collision data in the memory from before the optimization mentioned above - but this could have its own downsides so we will need to monitor it closely.
As we tackle these issues, we'll continue to provide updates when any progress is made. And of course, we'll be sure to announce when we're deploying any patches to help with these issues. We don't have an exact ETA for fixes to provide as of yet, but we'll provide another update in the near future.
As always, thank you for your patience.
Thanks,
PUBG Console Team
Hello everyone,
Today we wanted to provide an update on the Vikendi performance issues that many of you have been experiencing (rendering and falling/flying vehicles and characters). If you missed last week's update where we walked through some of the technical difficulties that we have been facing, please feel free to take a read here.
We are happy to inform you that the team is preparing a hotfix to roll out some improvements and fixes for these issues. This hotfix is tentatively scheduled for February 28.
Below is what the hotfix will be addressing:
To dive a bit deeper into the Level of Detail issue, we'll describe Level of Detail (LOD) 1 as "playdough" detail and LOD 0 as full detail (100% rendered).
- Fix the issue where vehicles going at high speeds could fly or fall through the map (applies to the map Miramar as well)
- Increase the size of the texture streaming pool to cache in memory
- This will be done to improve rendering times
- Fix the issue where LOD 1 does not load, causing buildings to not load at all
We're hard at work hammering on these issues to deliver a stable hotfix on February 28. We want to thank you all for your patience, and we'll be sure to update everyone with official patch notes as we get closer to deployment.
- Before the January 22 update, players were able to at least see actual buildings in "playdough" detail. Then, textures would gradually load until LOD 0 was achieved.
- After the January 22 update, LOD 1 stopped loading until LOD 0 was achieved. When LOD 1 does not load, this skips the "playdough" step, causing buildings to not load at all. This is currently what is happening on Vikendi. Without LOD 1, the state of building rendering is either at 0% or 100% (LOD 0), which means no buildings at all -> 100% fully detailed buildings.
Thanks,
PUBG Console Team
Hello everyone,
Since the Vikendi update in January, many of our players have been experiencing performance issues. As we previously stated on February 15, our dev team has been focusing on fixing these issues, with a tentative update scheduled for February 28.
Sadly, due to technical issues which would result in further harm to game stability, we made the difficult decision to push back the patch date to March 5.
Also, some players reported that they were being matched to servers outside of their region, causing high pings, network lag, desync, and instances of rubberbanding. This was resolved with a server-side patch on February 27 and players will now be matched into their local region, unless the matchmaking pool of the region is too small. Please let us know if this issue persists, we will be keeping an eye out for reports regarding this issue.
We know that many of you have been waiting for this update to hit the live servers, and we're sorry to have let you down. We're working our hardest to resolve the technical issues and deliver a stable update next week.
To thank you for sticking with us through all of these issues we are also preparing a token of our appreciation. We will give you more information on this and how it will be distributed as we get closer to March 5.
Thank you all for your patience.
PUBG Console Team
I played this the other day for the first time since before Christmas. It's laughable the state that it's still in.
Took my friends and I about 5 minutes of pissing about trying to get into a game, we'd be inviting, then leaving, then getting someone else to host. No matter what we did they'd always be at least one of us unable to ready up.
When we finally got into a game it's still as broken as day one (maybe even more so). Map still doesn't load when parachuting down. One of our group immediately got stuck underneath the castle on the snow map.
And to think Apex Legends released without any kind of hitch as a free to play game. Shocking.
https://www.reddit.com/r/PUBGXboxOn...x_one_ssdnonssd_comparisons_full_video_on_yt/Map still doesn't load when parachuting down. One of our group immediately got stuck underneath the castle on the snow map.
👍Appreciate the updates. Usually see it here first thanks to you.
Season 4 will also be coming to the PS4 and Xbox One versions of the game this summer, although no exact date has been announced just yet.Ibiza, you are single-handedly keeping this thread alive, eh?
I play on Xbox with a group pretty regularly and we are all waiting for the new Erengel. Has there been any word on when consoles are getting that?
Season 4 will also be coming to the PS4 and Xbox One versions of the game this summer, although no exact date has been announced just yet.