PlayerUnknown’s Battlegrounds Developers Respond To Player Feedback And Reveal Plans To Optimize Game Further

This includes addressing the prevalence of cheating, as well as looking into server-side optimization and client-side optimization.

Posted By | On 28th, May. 2018

PlayerUnknown's Battlegrounds

If you take a look at the Steam page for PlayerUnknown’s Battlegrounds, you will notice that reviews for the game have been mixed overall, and recent reviews have been ‘Mostly Negative.’ Now, the developers have responded to these players’ feedback on Steam and have outlined what their plans are to fix some of the major problems with the game.

The negative reviews for the game mainly point out performance, server problems, and cheating as the main issues that plague the game. The recent post by the developr make sit clear that they are now aware of what the major problems with the game are. They also stated some simple fixes they could bring to the game to improve its performance. These fixes are related to lighting effects and vehicle-related effects, both of which cause the GPU to overload.

The developer also shared a number of ways they are looking to optimize so as to improve overall performance and to reduce cheating. You can read more about these below.

Upcoming Client-Side Optimization Work

Character optimization

  • We’ll optimize the way the game handles the movement of opponents who you can’t see.
  • The vaulting process and animations will also be improved—we believe this will address certain screen stuttering issues affecting low-powered PCs.
  • We’ll improve the character model rendering process to prevent some small frame drop issues.
  • We’ll optimize character movement and animation while skydiving to improve framerate when multiple characters are skydiving at the same time.
  • We’ll optimize parachute animations to cut down on frame drops near the start of the match

We expect the final three changes above will make the early stages of each match feel much smoother. War Mode will also benefit immensely from these changes.

Vehicle optimization

  • We’ll optimize the way the game handles unseen (far away) vehicle movement and the movement of player models inside faraway vehicles.
  • Currently stopped vehicles demand an unnecessary amount from your CPU. We’ll fix it.

Loading optimization/stabilization

  • We’ll optimize the core structures of Miramar and Sanhok to improve map loading speed.
  • We’ll optimize physical texture loading while level streaming, which should address screen stuttering issues.
  • There’s a crashing issue caused by some level-streaming processes that we’ll address.

Other optimization work

  • We’ll address the frame drop issue caused by high-magnification scopes
  • Certain other far-away objects will be rendered in a less taxing way
  • We’ll optimize the replay system to improve framerate for players who have the replay/death cam activated
Upcoming Server-Side Optimization Work
  • We’ll optimize network code and reduce network latency. As a result, basic player inputs will be revealed to other players much more quickly.
  • We’re going to increase the speed at which the server transfers data about objects (items, doors, fences), to address the fact that sometimes item spawn in late after players parachute in.
  • We’re going to eliminate some inefficient network code. Currently, some objects send updates to the server unnecessarily
  • Currently the server rapidly updates certain frames (on vehicles and character models) in an inefficient way. When we address this, we believe it will also resolve some abnormal physics affecting vehicles.

Obviously these are a lot of changes. Even once we implement every single one of the optimization opportunities listed above, we will keep looking for more chances to improve the game.

Cheating – Cheating is the area where we’ve made the most progress in recent months. We’ve introduced a variety of encryption based solutions to make it harder for hackers to exploit vulnerabilities. We’ve also banned hundreds of thousands of cheaters’ accounts and refined the process by which we identify cheaters—most cheaters are now banned within hours of using an exploit. We’ve also begun taking serious legal action against the people responsible for creating hacks and cheats.

All of this will continue, but there’s more we can do. We believe we’re winning the battle against cheating, but we won’t stop fighting until we’ve eliminated it. Look for more updates on this in future dev letters.


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