Planetside 2

  • Guest, it's time once again for the massively important and exciting FoH Asshat Tournament!



    Go here and give us your nominations!
    Who's been the biggest Asshat in the last year? Give us your worst ones!

Opimo_sl

shitlord
85
0
At character select, select Settings and lower your graphics settings. You'll CTD immediately, but should load into the game fine.
 

Hekotat

FoH nuclear response team
12,388
12,182
I ended up re-installing the game and my drivers, no issues since then. Still weird that it was the only game it affected. Thank you for the tip though.


Looks like they are adding Physx like effects in game for everyone.
 

xzi

Mouthbreather
7,526
6,763
Are there server transfers yet? I've been talking to people from my old community and they are all on VS Connery as well
frown.png
I don't want to start over but it gets boring by myself.

Those particle effects look pretty cool but a few of them seem pretty extreme. Not really an issue though since I'd imagine you can disable them or tone them down.
 

Hekotat

FoH nuclear response team
12,388
12,182
Are there server transfers yet? I've been talking to people from my old community and they are all on VS Connery as well
frown.png
I don't want to start over but it gets boring by myself.

Those particle effects look pretty cool but a few of them seem pretty extreme. Not really an issue though since I'd imagine you can disable them or tone them down.
None as of yet and it really blows my mind they haven't added them yet, essentially it's just more revenue.
 

xzi

Mouthbreather
7,526
6,763
Big ol' patch for both optimization as well as non performance changes/bug fixes. 1.7 GB worth.

Some (other than optimization) that stand out to me would have to be: No more double loading screens, AV Turrets and their projectiles should no longer disappear in large fights, so no more ghost damage on tanks (hopefully!), Squad deploy no longer drop pods players, but instead will spawn the player at the closest hard spawn point to the squad leader. (facilities, sunderers, beacons, etc). & Removes the visibility cap on rockets and placed explosives, so they should actually show up during larger fights.

Actual patchnotes:
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 optimized


Animation:

  • 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 Pack

Memory:

  • 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 distances





Non 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 NC

World:

  • 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 Shipping

UI:

  • 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 count

Bug 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 Mosquito
 

RobXIII

Urinal Cake Consumption King
<Gold Donor>
3,895
2,323
What MMO & ability was it that they mentioned fixing it in every patch, but it was broken for years? I think it was WoW and some ability, I'm old and my memory fails me :p

It's the same thing for AV turret missles, or any ability that can hit tanks 800m out (ie Daltons). The missle just doesn't render, so you take invisible mystery damage.

Did this patch actually fix it this time? 4th time's the charm!

/disclosure: I (ab)use the AV turret to break up tank zergs a lot.
 

xzi

Mouthbreather
7,526
6,763
Probably every MMO ever :p It seems to be working at the moment but I give it until the next hotfix to break it.

Also, I really enjoy this new hud. It feels much cleaner but it's not much different. I dig it.
 

Jais

Trakanon Raider
1,901
550
I got like 10-20 more fps on my pos computer. Health/shield bars are kinda dumb I think and would rather have the old ones back.

I went 23:1 today, I credit the new frames...or dumb people rushing up north side of Crown.
 

Recalcitrant_sl

shitlord
190
0
Did they tweak player culling along with the increased performance? One of my biggest peeves was that the biggest battles were the worst (usually biolabs)- end up dying to people you couldn't see.

Though the be honest when I've poked in for an hour or so every couple months I haven't seen any battles big enough for that to even be relevant- pop may be too low for it to matter much these days.
 

Hekotat

FoH nuclear response team
12,388
12,182
It seemed like the culling effect was really bad for me right before the patch, I haven't played long enough since it hit to tell you if it's better or not.
 

gogojira_sl

shitlord
2,202
3
I think my server is a wasteland. Or maybe the whole game is, I don't know. The whole damn map seems devoid of combat save for a couple of spots.
 

Hekotat

FoH nuclear response team
12,388
12,182
Launching with so many bugs sure didn't help anything, neither is not having some kind of system in place for spreading people out across continents.
 

OneofOne

Silver Baronet of the Realm
6,935
8,783
I've logged in since this new patch today. Got randomly disconnected when I died on 1 occasion, and the game crashed after I died another time and was loading the zone. Is the game less laggy? I dunno, but it's certainly more annoying.
 

InterSlayer_sl

shitlord
441
0
Mattherson or Watterson are the two best servers for consistent population.

Played for 2 hours yesterday, didn't have any problems. Though some people definitely did have problems, since they'd be flying overhead and freeze in the air (the probably crashed). Free kill heh.
 

xzi

Mouthbreather
7,526
6,763
Waterson is nice if you're not playing VS. Then yeah, you have pop on that server. I couldn't handle being outnumbered 100% of the time and never winning any alerts :/