Home › Forums › XDC Gaming › Planetside 2 › Optimisation Patch
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November 12, 2013 at 3:27 pm #20271AlzirKeymaster
I know this is unlikely to excite many of you but SOE are right now in the process of deploying what could be one of the most significant patches in the history of this game, in an attempt to fix performance issues which have affected most players since day one. To summarise.briefly, the game runs pretty well but in large fights even meaty machines take a massive frame rate hit, with me for exampke sometimes dropping to 30 fps in the largest fights, still playable, especially with.many others around me dropping even lower but because of the scale of this game it’s been a long standing complaint cauaint many players to leave for small scaled games which perform better. Anyway it has become a priority for the devs to now fix things ajd the first of several optimisation patches is now obviously being deployed. It’s expected to improve performance on most machines by a massive 30% and more in others. Patch notes below:
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 optimizedAnimation:
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 PackMemory:
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 distancesNon 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 NCWorld:
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 ShippingUI:
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 countBug 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 MosquitoNovember 12, 2013 at 3:29 pm #85876AlzirKeymasterI’ll fix the editing from home, post is too long for phone to cope with.
November 12, 2013 at 10:34 pm #85877AlzirKeymasterHave to say I’ve been impressed by it tonight, not dropping below 60 fps at all, even in some really large fights with 100+ players.
November 13, 2013 at 1:17 pm #85878AlzirKeymasterJumped on a US server last night on a character I’ve not played for a while and ran about in a biolab fight where there were well over 200 people fighting. Not just fighting though, the vast majority were congested around one teleport room, so the spam was ridiculous with grenades, bullets, rockets, all sorts of max shit flying about, and lots of those wee fireworks gadgets going off. It was by far the most congested I’ve ever seen a fight in this game, and it’s fair to say that performance took a dip below 60 fps here 🙂 Even though it was the heaviest fighting I’ve seen in one spot, I was mostly playing at 45 fps, with some dips to 30. Definite improvement on pre patch gameplay.
November 14, 2013 at 11:07 am #85879Gary GoatParticipantSounds like they’ve made some nice improvements. I may give it another go at some point but BF4 and other games are taking my time at the moment. Loads must have changed since I last played!
November 14, 2013 at 11:26 am #85880XDCMADMAXParticipantfree to plays put me off for some reason
November 14, 2013 at 11:52 am #85881AlzirKeymaster@=XDC=MADMAX wrote:
free to plays put me off for some reason
The main worry about any f2p game is that you pay to win, but this game works very similar to world of tanks in that regard. You can pay a monthly sub and accelerate your XP gain which means you can level up and build your characters faster, or you can purchase weapons that would otherwise cost a lot of XP to buy for free. Neither is really necessary as the stock weapons are amongst the best weapons in the game and are sufficient for all round play. The upgraded weapons are more accurately described as side-grades, in that they offer you alternatives for different situations, most of which are more specialised options for each class for different situations, eg a more accurate gun for long range fighting, which would sacrifice performance at close range, and vice versa. In short there is nothing you can buy which you can get for free through an XP grind, so cash just saves you the time.
Sounds like they’ve made some nice improvements. I may give it another go at some point but BF4 and other games are taking my time at the moment. Loads must have changed since I last played!
I don’t know when you last played but the game is certainly looking a lot more polished than 1 year ago, and there’s still more to come from the devs (although the focus right now and in the run up to Christmas is on optimisation – we think because of the imminent release of the PS4). Obviously there have been numerous balance passes, and that’s always a work in progress, so how certain things perform will likely have changed slightly to the last time you played. They’ve also introduced a lattice system for two of the continents which changes how the battles flow there, and they’ve provided a lot more cover in bases against air rape and options to help versus spawn camping (although it’s fair to say that when a battle reaches the stage where you’re camped in the spawn, it’s usually lost). That being said I managed to break out of the spawn in a fight yesterday and took down a 12 man squad virtually single handed, destroying their spawn options, several aircraft, and delayed the cap long enough for the cavalry to arrive and save the base. It was awesome, and all thanks to a new role for the infiltrator class which you may like. Infiltrators can now be kitted out with SMG’s, which are devastating at close range. Not as good as shotguns, and due to the low health of the class, you have to get the drop on most classes (especially heavy assaults) to put enough dmg on them before they can kill you, but my god is that class fun now! You really do play it like a ninja 🙂
The biggest change I think will be the resource revamp which is likely coming after optimisation, as I think they’ll be introducing a need to harvest resources in order to resupply bases. With this I expect to see a much deeper meta game, in having to take down supply trains, and maybe also hunting for miners like you would do sometimes in eve.
November 14, 2013 at 12:34 pm #85882Gary GoatParticipantNice, stopped playing it shortly after it launched I think. From what I remember the infiltrator class was the weakest one of the lot.
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