Fortnite: Battle Royale

Fortnite: Battle Royale Dev Tracker




01 Mar

Comment

Originally posted by fivetreoh

When riding a balloon into a rift the balloon will pop, but the balloon audio sound continues to play indefinitely even after landing. This is likely a dev bug rather than audio, but thought I'd share regardless since it deals with sound.

We're aware of this, thanks for the callout!

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We recently tracked down, with the help of an internet service provider (ISP) and one of our hosting providers, a networking issue that could be contributing to some of the lag and packet loss that players with certain ISPs are experiencing. This post is to provide some technical details about the problem and how we’re planning to fix it.

 

The issue relates to how UDP network packets can be delivered to their destination in a different order than they were sent. This is a protocol that all programs using UDP for networking have to deal with, and Fortnite, by way of Unreal Engine 4, does handle it, but not as efficiently as it could.

 

To help understand the issue, here’s a simplified version of the high-level sequence of events that occur in a single frame in-game.

 

  1. Try to read a packet from the network, if one is available, go to #2. Otherwise, skip to #4.

  2. If the packet read was sent before a packet we’ve ...

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Comment

Originally posted by Moreno510

The Season 8 umbrella doesn't make the drum beat sound on the Switch. It makes the regular umbrella sound :/

This will be fixed in 8.01. Sorry, forgot to make callout!

Comment

Originally posted by LVsFINEST

This is the first game where I’ve really said sound is crucial. And it’s also the first game to make me realize how complicated game sounds can be.

Are you guys game devs that work on sound? Or primarily sound guys that just work in game development field? Hopefully that makes sense.

Excellent question. We're all game devs here in the audio department. Thanks for the appreciation. :)

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Originally posted by req-q

Will there be any below/above indication for footsteps on the “deaf” option where symbols show up on the screen?

This is great feedback! I'll pass it along.

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Originally posted by Babalugats

I like the sound effects changes so far, but I've had some problems with footstep sounds in Sunny Steps while people are running around on the temple. Two people were full sprint about 10 feet from me and weren't emitting any footstep sounds until we were on the same face of the steps. We scared the bejesus out of eachother.

Thanks for the feedback- when the above changes go live feel free to let me know how Sunny Steps feels, too. Want to make sure footsteps in all POIs are in a good place. You should see some improvements.

Comment

Originally posted by ThePhallaanx

Any ideas on when these improvements will be implemented

We hope to have this out in the 8.01 update. Will let you know if the release for this changes.

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We're aware of the issue where if "Sprint by Default" is OFF and you do any animation while sprinting, then your character will stop sprinting until the hotkey is pressed again.

This issue is being fixed in the next client update.

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Hey all,

Seth here from the BR Audio team. We’ve seen you talking about some of the Audio adjustments that occurred with Season 8 as well as general feedback on the sounds you hear.

Let’s dig in on some upcoming improvements we’re working on!

  • Improvement to the standard AR sound so that it's not overbearing on the shooter.
    • Tightened up the sound, so it’s more of a BLaaam versus a BLAAAM.
  • Building Piece destroy sound is louder when instigated by enemies.
    • Helps mitigate scenarios where "that guy Hand Cannon'd a wall behind me and I didn't hear it".
  • Footstep audio blends in the above/below layers, rather than abruptly switching between them.
    • Prevents jarring footstep transitions between floors directly above or below. Should clear up some confusion.
  • Footstep occlusion traces from the heads of enemies when they're above or below.
    • This helps mitigate ...
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Comment

This issue is separate from the other Auto-Run issue that was occurring yesterday.

Fear not! We have a fix for the issue you're talking about in the next client update.

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    /u/iFlak on Reddit - Thread - Direct

We are aware of an issue with the pickaxe doing inconsistent damage for some users. We are investigating.

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