Planetside

Planetside Dev Tracker




21 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Aunvilgod

But I think the frame drop occurred with the last update so it has to be related to that update, or am I wrong there?

Very likely, yes. That doesn't necessarily mean that it was the stuff that was added in the last update though.

We continually optimize code, make updates to cheat detection, have integrated new crash reporting pipelines, modify code to support new features, and make loads of other behind-the-scenes changes during an update, so while players tend to see the shiny new things and think that must be the source of the problem, that's not always the case. We gather data, find the sticking points, and address them that way.

This is a game with millions of lines of code and a lot of interconnected systems mean that sometimes things fall over, or sometimes we optimize an area that runs better in one place, but has knock-on effects in another.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Strategyofthemind

Could it be related to the Punisher model or the different class specific underbarrel effect visuals of the Punisher?.

Don't believe so. Punisher effects aren't triggering alerts for looping, and the model isn't abnormally impacting framerates either.

Comment
    /u/Wrel on Reddit - Thread - Direct

We're looking into the framerate issues. One thing we've noticed are certain particle effects looping infinitely (even if you don't see them,) instead of expiring like they're supposed to. This can cause your client to hold onto 1000 particles (real example during a session a couple of days ago) that aren't even on the screen any more, which causes your framerates to plummet for the remainder of your session.

This is not a new issue, but we've recently expanded our ability to find and diagnose where the problems occur, and are addressing the problems where we can find them. Pillager is a good example of the on-demand FPS issues you can create due to this problem. That one, and a few others, are fixed internally already.

Unfortunately, there's nothing we can point to right now as the sole cause of the problems (Ordnance Dampener uses a mesh with a texture on it, it doesn't use particles,) but we're doing what we can to diagnose them as a priority.

Comment
    /u/Wrel on Reddit - Thread - Direct

We're currently working on this, it's our highest priority as of the last update. This includes both the turret issues and third person vehicle cameras.


20 Jun


19 Jun


18 Jun

Post
    jgolenbo on Forums - Thread - Direct
We've published a small, client-only hotfix that addresses the following issues:
  • Fixed a number of Chinese and Russian translation bugs, including changing the server names back to their proper English names.
  • Fixed a bug that would allow NSO characters to remote pull the Colossus, causing them to spawn in dead with a bad camera angle. NSO should no longer be able to remote pull the Colossus Tank.
  • The Ordance Dampener should no longer cause the Infiltrator's cloak to display incorrectly in-person.
  • We addressed a performance issue that would occur when many nearby players had been buffed by an Ordance Dampener's effects.
  • RU/CN text should no longer be cut off on the "Open Map" button.
  • Fixed a bug when changing classes, the incorrect visual effect was being used. It's now using the correct green effect.
Today's hotfix will require a small download but no downtime. We are continuing to work on additional client-only fix... Read more

17 Jun